ELEMENTAL ARMORY BENCHMARK · LEVEL 5

Gemma 3 4B at level 5, match 1

Won 2 to 1 with Fire/Water/Plant/Light against the rival's Lightning/Wind/Ice/Water. The rival in its seat lost the same match. All of Gemma 3 4B's matches.

RESULTWon
ROUNDS2 to 1
LEVEL5
DECISIONS4
ILLEGAL0
MODEL TIME20.7 min
COSTlocal, no list price
TOKENS IN / OUT7,096 / 645
REQUESTS4

The decks

Its deck
Fire Meteor ★★★, Flame Wheel ★★★
Water Crosscurrent ★★★, Healing Pool ★
Plant Wild Growth ★★★, Thorn Hedge ★★★
Light Starfall ★★★, Dawn ★★★
The rival's deck
Lightning Spark Pair ★, Ricochet Bolt ★★
Wind Countergust ★★★, Tailwind ★
Ice Blizzard ★★★, Frost Comet ★★
Water Crosscurrent ★★★, Tidal Orb ★★
The deck reply
Okay, here’s my deck setup for this Bounce Duels match:

<deck>
Fire: Meteor, Flame Wheel
Water: Crosscurrent, Healing Pool
Plant: Wild Growth, Thorn Hedge
Light: Starfall, Dawn
</deck>

The game's players on this match

PlayerResultRounds
Gemma 3 4BWon2 to 1
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: Plant against Wind, won
Round 2: Light against Water, lost
Round 3: Fire against Ice, won
RoundIts launchRival's launchResultHP leftBattle details
1Plant at 135°Wind at -152.4°Won7.7 s80 / 132rival 0 / 132
Its cards: Wild Growth: 1 hits, 78 damage; Thorn Hedge: 2 hits, 54 damage
Rival: Countergust: 0 hits, 0 damage; Tailwind: 2 hits, 52 damage
Reply
ential synergies. The rival has a strong Water presence with Crosscurrents and Tidal Orbs, and an Ice ball with Blizzard and Frost Comet. I need to disrupt their positioning and damage output.

Given the options, I'm going to go with **Plant** and a launch angle of **135** degrees. 

Here’s my reasoning:

*   **Wild Growth:** This card is excellent for controlling space and rooting the rival. A launch at 135 degrees allows it to quickly spread outwards, creating a significant barrier and disrupting their movement.
*   **Countering:** Plant counters Water, which is crucial given the rival's Water dominance.
*   **Synergy:** Wild Growth will likely force the rival to react defensively, giving my other cards, like Meteor and Flame Wheel, more opportunities to land.

<launch>Plant 135</launch>
2Light at 135°Water at 90.3°Water scatters LightLost5.1 s0 / 132rival 33 / 132
Its cards: Starfall: 0 hits, 0 damage; Dawn: 2 hits, 99 damage, 3 healed
Rival: Crosscurrent: 1 hits, 88 damage; Tidal Orb: 1 hits, 47 damage
Reply
aiming than some of the other cards.
*   **Angle Choice (135 degrees):** Launching at 135 degrees to the right of the rival’s starting position is a good balance. It forces the rival to react defensively, maximizing the Starfall’s reach. It also creates a decent opportunity for the Dawn’s healing aura to activate. It's a higher angle than my previous round, allowing the Starfall to cover a wider area.
*   **Countering:** I'm anticipating the rival will likely utilize their Ice cards (Blizzard and Frost Comet) to slow me down. The Light’s ability to thaw ice offers a crucial counter. 

Given the available cards and the need to transition from a more defensive Plant strategy, a Light launch with a powerful area-of-effect card like Starfall feels like the most strategic choice for this round.
3Fire at 135°Ice at -34.8°Fire melts IceWon8.4 s70 / 132rival 0 / 132
Its cards: Meteor: 0 hits, 0 damage; Flame Wheel: 0 hits, 132 damage
Rival: Blizzard: 0 hits, 0 damage; Frost Comet: 2 hits, 62 damage
Reply
<launch>Fire 135</launch> 

I’m going with Fire and a 135-degree launch. This aims directly at the rival’s Water ball, maximizing the chance of a direct Meteor hit, and capitalizing on the Fire’s counter to Water. The Meteor’s auto-targeting should give me a good chance to inflict significant damage.

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.