ELEMENTAL ARMORY BENCHMARK · LEVEL 5

Qwen3.5 9B at level 5, match 1

Won 2 to 0 with Fire/Plant/Lightning/Dark against the rival's Lightning/Wind/Ice/Water. The rival in its seat lost the same match. All of Qwen3.5 9B's matches.

RESULTWon
ROUNDS2 to 0
LEVEL5
DECISIONS3
ILLEGAL0
MODEL TIME9.3 min
COSTlocal, no list price
TOKENS IN / OUT9,556 / 6,041
REQUESTS5

The decks

Its deck
Fire Meteor ★★★, Flame Wheel ★★★
Plant Wild Growth ★★★, Thorn Hedge ★★★
Lightning Skystrike ★★, Forked Bolt ★★★
Dark Nightfall ★★★, Reaper ★★★
The rival's deck
Lightning Spark Pair ★, Ricochet Bolt ★★
Wind Countergust ★★★, Tailwind ★
Ice Blizzard ★★★, Frost Comet ★★
Water Crosscurrent ★★★, Tidal Orb ★★
The deck reply
<deck>
Fire: Meteor, Flame Wheel
Plant: Wild Growth, Thorn Hedge
Lightning: Skystrike, Forked Bolt
Dark: Nightfall, Reaper
</deck>

The game's players on this match

PlayerResultRounds
Qwen3.5 9BWon2 to 0
Rival in your seatLost0 to 2
Starter playerLost0 to 2
Sharp playerWon2 to 0
Tuned playerWon2 to 0

Every round

The drawings show both balls' paths from the opening launch, as the game shows the arena: the model's ball in blue starting at the bottom, the rival's in red from the top. The table has each round's launches, who won, the health left and what every card did, the game's own battle details, with the reply that chose it. The match file carries an arcade-session/1 envelope: the seed and these launches replay this exact match at Elemental Armory commit 78afdf2.

Round 1: Fire against Wind, won
Round 2: Plant against Water, won
RoundIts launchRival's launchResultHP leftBattle details
1Fire at 0°Wind at -152.4°Wind snuffs FireWon4.4 s66 / 132rival 0 / 132
Its cards: Meteor: 0 hits, 75 damage; Flame Wheel: 0 hits, 57 damage
Rival: Countergust: 0 hits, 0 damage; Tailwind: 2 hits, 66 damage
Reply
 (most dangerous, counters Fire/Dark): You need **Lightning** (likely) or **Plant**.
If they pick **Lightning**: You need **Dark** (guaranteed win).
If they pick **Ice**: You need **Fire**.
If they pick **Water**: You need **Plant** or **Lightning**.

Which is the "best" single ball to minimize loss?
If I play **Lightning**, I lose only to Ice. The rival has Ice. So I lose 1/4 matchups (maybe).
If I play **Dark**, I lose only to Wind. Rival has Wind. I lose 1/4 matchups.
If I play **Fire**, I lose to Water, Wind. That's 2/4 potential losses immediately if those are strong. Plus maybe Plant/Ice? Fire beats Ice. So Fire loses to Water and Wind. (2 vs 2).
If I play **Plant**, wins vs Water. Loses to...? Usually Lightning > Plant? Or Dark > Plant? If Dark swallows Lightning, who is dark's prey
2Plant at 0°Water at 90.3°Plant drinks WaterWon2.8 s132 / 132rival 0 / 132
Its cards: Wild Growth: 1 hits, 63 damage; Thorn Hedge: 1 hits, 69 damage
Rival: Crosscurrent: 0 hits, 0 damage; Tidal Orb: 0 hits, 0 damage
Reply
g"). If they play Lightning, Dark wins big. If they play Ice or Water, Dark is still strong (Nightfall drains health regardless).
    *   **Plant** loses to whatever counts Plant. If Lightning counters Plant, Plant is risky.
    *   **Lightning** loses to Ice. If they have Ice, you lose the round quickly due to slow + burst.
    *   Therefore, **Dark** is the optimal choice to handle a potential Lightning pick (which they might do to counter your Plant) and has good tools against Ice/Water via damage/steal.

5.  **Launch Angle**:
    *   You want to minimize time in range if they have a slow or long-range auto.
    *   However, `Reaper` is an auto that curves around ("hooked scythe"). `Nightfall` marks and steals. These need the rival to enter their area.
    *   Launching at **0 degrees**

Angles are as each side sees the arena from its own end: 0 is straight at the other ball's start, and positive turns clockwise.