 Hello friends, welcome back to another episode here on the channel. I hope you're all doing great and for anyone new to the channel, my name is Lee, also known as Osiris. Today, we're back with our VGC Series 10 content and featuring a Duskman, the Cosmo team. Now, Duskman is a Pokemon that we've already featured on the channel, but in a completely different build this time. We're actually featuring it with what is flavor of the week at the moment in Pelipa, really good Pokemon with the flying and water typing. It deals super well with things like Incinero and Rillaboom. It provides speed control as well. So we've got that aspect that we can take advantage of in this team as well as the trick room. So I'm kind of pairing up with the Kingdra for that fast mode with the Swift Swim there to give you a really explosive mode from the start. You've got that stability in the Incinero and Rillaboom. They kind of mainstays in pretty much most teams in this former and then indeedy, which kind of pairs up nicely with the Duskman and Cosmo providing that psychic terrain support to negate priority attacks, fake out and things like that and offers redirection as well as a way to kind of overwrite opposing terrains if they are a little bit annoying. So this is the team. I hope you enjoyed today's episode of will as always throw up the rental code at the end of the episode. There will be a poker piece down below if you would like to check that out and try the team out for yourself. And as always, if you do try the team out, please let me know down in the comment section how you got on with it, what your thoughts are or if it inspired any ideas with their teams going forward in VGC. So without further ado, friends, let's get into today's first battle. Okay. First up today, we have a Zashin Incinero, Rillaboom, Galerians, Aptos, Suicune and Reggie, a lucky team, pretty solid looking team, a good one for us to kick off with against today, predominantly going to be tailwind support in this team outside of Electra Web there that only kind of speed control methods for my opponent. So trick room really feels quite appealing for us here. The Reggie, a lucky going to cause us a few issues, the course, especially if you wanted to go down that kind of rain route, which we may do, you know, for the trick room it kind of would work in a certain sense, but we'd also be powering up the Suicune at the same time, which might not be the best thing, but we do have Rillaboom to kind of fall back on in that situation if we need to. I think pretty much what we need to try and do is avoid and across my getting like intimidates banned like over and over again. It might be alright. Like we could get the trick. The thing is it's it's a little bit of a double edge. So we need Nick Rosma on the field to get the trick room up. So I think like Nick Rosma indeed he feels really solid as a lead. They could bring out Zashin. That's the only trouble. That's the only thing I could say they could bring out Zashin and it could cause us a few issues. Whereas we could do we want to go with want our own Incinero. I think one Pellipa as well. So let's go indeedy. I kind of want Pellipa, but we'll bring indeedy in the back because they do have their own terrain. So they may lead with something like Rillaboom here just over our psychic terrain. We've got fake out so we can set up a trick room pretty safely here and it gives us a way to kind of get around the opposing Zashin substitute. So I'm like look at my window here and I can see a house of the road and it looks like there's like an old man staring at me. It's kind of weird. It's kind of weird. Probably not staring at me. It's probably they're probably. Yeah, I'm just being paranoid. Anyway, we see Suicune and we see the Glaring Moltres guarantee we're going to see something like a roll on the this Suicune for sure. And we kind of want indeedy on the field and we don't want to leave like we could just double up into the Zapdos with a photon guys are in a fake out that could completely work. And if this Suicune decides to go for the role then at least we get the attack off into okay. They're not going to do that. And soon we're coming out and getting that intimidate on so we could have went for the trick room. Kind of suspecting that they haven't got the role there then potentially and also it was in a bad it was in a bad spot as well because you know the fact that we have fake out as well and grassy terrain grassy glide makes it a little bit difficult now. I think we're in a good spot now to actually set a trick room up. And then just switch straight into indeedy indeedy because then the expanding force deals with the Zapdos the next turn is not really much threat of the cross we're going down here. And I think the incident feels probably more inclined to go for a fake out to give it a little bit like the Zapdos little bit of room against the the necrosis so see there's a fake out and the brave bird will be into DD but we'll take this we're pretty bulky. No recall I'll actually just take it down and then we get the trick room set up so we're in a good spot. Only issue is that we have been intimidated which is an ideal but we'll see we'll see what we can do. The only reason I'd like to have brought the Pellope here would have been for the Incineroar you know. But unfortunately that is not ideal. I mean we could potentially bring really booming as I kind of want to lay off bringing Incineroar on the field yet because we know there's actions in the back right. So if I make this switch here we reset the intimidate they may go for a flare blitz and the double up if the flare blitz scald then then DD goes down opens the door for an across when I come back in full power and we'll be able to kind of go from there. Only issue is have an earthquake with the grassy terrain up is a little bit counterintuitive you know so you kind of want to have a psyche train up in that situation but it's not a great deal we should have just stayed in should have stayed in and got that weakness policy boost but at least we know snarls potentially there the next turn scald should take us down now. It doesn't okay. Well we do have the option where we could potentially just you turn I think you turn into Incineroar and then switch into the cross ma here because. I think this weekend switches out to session okay the cancel the battle did they not have session. Okay so we might get a few more games in today don't understand the cancellation to be honest because they're still got a lot they could play for anyway good start to the episode of course we'll move on now to game 2 of today's today's video next today we have a Kyoga a dust globs are Reggie a lecky inside talk all and me and show so a double weather team with Kyoga bring the rain talk or bring the sun interesting because the rain mode here isn't actually too bad again we've got to watch out for things like the Reggie lecky we don't mind the trick room going up too much because of the new cross mother I guess we'd have to watch out for something like the trick room going up talk all on the field that wouldn't be ideal but as long as we got kind of Pelloper in the back we kind of need to keep that in mind throughout this game that should be enough to kind of help us out so what components are we going to need in this match I feel like really booms just an absolute beast. Or do I want to lead rain though I could lead rain I could lead rain do we just lead rain and then have boom the crossbar in the back because do we need an interval not necessarily I don't really want to lead rain I don't want to lead rain now I want to keep the rain in the back I think because we want to be able to change the weather if we lead with rain we're kind of locked in where my opponent's got the opportunity to lead the talk all or switch it in and kind of dictate the play from there. So let's see you had some good teams today so far so hopefully that continues. What's my opponent leading with and I and a lecky well the rain would have been better better don't know if we want to set the trick room up we can't one option we do have is we could potentially go for like where they're going to target are they going to talk into Duskman are they going to talk into really boom we can only fake out the red your lecky right so we could potentially switch into Pelopon and go earthquake we could trick room but then that sets up the talk all and I'm not really super keen on doing that right now. Yeah I think the earthquake because if they if they sacred fire Duskman right if they sacred fire Duskman this works out actually perfect for us so that the lecky was scared of the fake out so they switch into talk all so we'll be able to overwrite our over the overwrite the sun and yeah if they sacred fire us and burn us then the weakness policy kind of overwrites that burn anyway so kind of mitigates the burns the earthquake will be able to do Oh eruption what eruption and I well we'll take that all day because that just puts us to plus two and this earthquakes going to absolutely obliterate or do a good chunk of damage to everything on the field which is a nice nice come but obviously the grassy terrain being up doesn't help us one little bit and weakness policy talk all huh well we're in a good spot where we can actually probably earthquake here we can sorry we can trick room here and go for a skull into the talk all unless they do switch the talk all out which they may do which we could just probably then just go for a skull into talk all but this talk all talk all has to switch talk all has to switch do we just go earthquake scald into the talk all slot because that we still got a good switch yeah I think we just go for that cuz they may just be locked into eruption I don't think they've got a strong enough attack now to take down duskman with anti a grassy terrain super conflicting like if the grassy train wasn't up here again it's like really conflicting just a little bit annoying anti switches out what's coming in what's coming in we're just gonna see the protect on the talk call a lucky do you even take this though okay well we see the protect does a lucky take this I don't know if it does didn't expect the anti anti must be scoffed it takes it well we just get boom on to the field switch Pellip out for boom and then when we could earthquake again but we're probably better off going for the photon guys are into the talk all this turn just to make sure that we do remove it we should take an attack from a leaky depending on if it's specs or not you know the way that it's switched out turn one kind of makes you think is it specs but again maybe not as well because you can see the play where the eruption goes off and the sun comes in so it makes a lot of sense that respect but the talk we're gonna switch out which is fine this is the anti so kind of go back out back by you big whale it's gone I don't mind the speed drop too much. Yeah, Kyogre not surviving this. We could see an entire come back in I mean but we still got the play where we can we can just switch to to Pellip how we can grassy glide into the regi a leaky slot. So we're in a good good little spot right now. So let's see what comes in talk all I mean we still got active fake out we just need to remove the leaky from the field. I feel like a leaky stays in we could just make the safe play you know and just fake out into talk all and just earthquake again because they may go forth on the ball but I still think we'll take it I think we'll take the thunderbolt vote switch an anti coming in and anti we're gonna take an absolute chunk of damage in the next turn we can switch to Pellip ring which is a little bit safer you know so scarfed and tie yeah and the talk all pretty pretty useless out and like the thing is I think if if you were confident and with the leaky taken down then across my that turned I think it would have stayed in and thunderbolt I don't think you would have switched to anti but you can see that the team has the capabilities of kind of pinning pinning opponents down where we now we can just I know we'll lose Pellip right but it doesn't really matter at this stage where we can switch to Pellip because then we've got like Kingdra to come in or we got a really good to come back in and it just makes sure with the rain up and make sure that we can we can take an attack from the the talk all and I don't think with the speed drop we would have under spread it anyway and so very good game to my opponent another nice one and we'll hop in we'll have one more today friends one more so we'll be right back into game three of today's episode get a third and final opponent today is up and they have some spice they've got Doug tree or they got a Moongus really boom Volcaron and I legal and evil tools so the tree are definitely an odd and random pick here and yeah not something we see too often but quite interesting nonetheless I feel like like speed control my opponent's team they got a potentially trick room on an I legal tailwind to believe on any belt or does it get tailwind still I'm pretty sure I should know this I should know this and so they got a bit of flexibility and rain mode does pretty well here because really Kingdra Pellip is a lead hits everything pretty hard and the big thing I would worry about would be the Valtell I think out of everything it does cause us a few issues but even double enough from like Kingdra Pellip into it as long as it's not assault vest gives us a good kind of means to to deal with it at least and I think because the moongus if we go down a trick room which is not a bad idea like the trick room feels decent and the one thing I would worry about would be Moongus so we'd need indeedy with the the the safety goggles there and so I think to end this last one will go Pellip a Kingdra Nacrosma and DD yeah let's do that the belt is going to be difficult about also is going to be difficult matchup for a Nacrosma team especially when we haven't got a fairy type in a squand to help us out at least or an electric type silly so but we can we can get round it I don't know if we'll see the Nile League in this match it doesn't really make much sense Dugtrio makes a little bit of sense but it has a hard time against the rain mode for sure and okay so Rilla and Valtell I mean we can just double protect here but watch out for the grass the grassy glide as well you know and what item is the boom holding the other thing what we could potentially do is just switch straight into something like indeedy and just go for I mean do we yeah I think got indeedy and then could hurricane into it well we could drop a Draco I mean we could just muddy water here we're not going to do that much damage to the Rilla boom but we get a bit of damage onto it and probably get enough damage onto the Valtell to get it with a get it with a Draco the next turn potentially but I'd imagine we'll probably see Scott a snarl come up from the Veltel maybe but there's no way they suck a punch here so there's a fake out so a snarl is what I expect yeah critical hit on the boom is useful because it's probably in a hurricane range and the snarl does hit you not great there's so much damage there's so much damage I think what we'll try and do is we'll get we'll drop the Draco onto the Veltel now because that's the biggest like the thorn in our side you know if we can get the Veltel down to good good HP number then that helps us out massively now illegal and imagine we'll see another snarl here and that'll be enough to get the King draw they suck a punch why are they suck punching we've got redirection and we've got the psychic turn up I mean that does nothing they are assault vest 100% assault vest now they've got me to be in for sure and I think we need indeed more than anything else so I feel a little bit more inclined like to bring in I want to bring up I mean we could bring in the cross my here and just go for another muddy water because if they snarl again that's ideal for necrosma to be honest and the muddy water damage onto the King draw be useful I mean they may suck a punch and bring really booming on the night legal slot but it doesn't look like that's going to happen now get the muddy water we do hit don't minus 3 so we're not doing very much damage at all accuracy drops if any are really useful she don't get any and me to beam it's going to be into necrosma they not got no they must have yeah they got they have to have the the the item they have to yeah this is into King draw and we see like a file player this would be bad for us I'm hoping it's a snarl and they do get the beast boost but what's an oblivion ring okay so that's that's way better because we resist that so that's good although we don't get our weakness policy boost yes you is going for something like indeedy now is the night legal gets kind of the free hit but I mean we get that we get the trick room up regardless right I think what we could potentially do is protect indeedy and then go for the Sunsteel strike into the beltel because I think they're going to talk like with night legal they have to talk at the indeedy right so they take down the indeedy and then probably foul play dust man necrosma or they may go for a snarl I don't know I guess snarl is the best case scenario but I'm not worried about the night legal at this point we don't need to worry and then we got the the follow me trick room play to kind of go with after that and if not we do have a switch to Pellipair while they bring in the really boom okay so felt I'm going to switch for corona coming in makes sense they're going to try and flame body us we could have trick room to you could have trick and we can trigger in the next turn for sure you just don't want this Ben we just don't want to burn this is tough toughy toughy game but if you get the trick room up now I think like we're in it's such a good spot come on that is not what we want to see that is not what we want to see no we need a weakness policy to override that it's not ideal but we can earthquake and we need to trick we need to trick room 100% trick room and we need to I don't even know if they keep night legal in the field I probably do and just get rid of them the the DD what's going to be better for us like as a grassy terrain going to be better and psychic train going to be better because you can bring in Pellipair but Pellipair go down to a combination I mean we could also just go for a really follow me follow me or a heel pulse I worry about rage powder though that that would be the big kind of kicker let's just follow me and stay in because they may switch nightly go out they're not they're going to just take down the DD but that's that's fine with the dance okay we got the earthquake we can go with the next turn once the trick rooms up that's actually better for us especially with the grassy train not on the field and we kind of got the cover as well with Pellipair where we can cover if they were really boom from my point comes in because an earthquake will take down an earthquake will take down the night legal and I would expect an earthquake scald rain boosted to take down the the the Volcarona they're probably going to be going to rage powder I doubt I doubt it I doubt it so it's not over yet but it's still pretty tricky it's pretty tight margins here just got to hope an earthquake will be enough to get the night legal I'd worry a little bit about the night legal surviving and maybe the really boom coming in for something like night legal okay we need this to take we need this to take down the night legal if it does then we're in business okay not doing very much that Volcarona and but if the skull can take this this Volcarona down has got the quiver dance booster so it makes it a little bit more tricky I'm so close it's so close you redance we go on into the cross ma give us that weakness policy boost so resetting the resetting the the old burn damage which is good the issue is sucker punch on the velta which makes it a little bit more tricky because we're probably in sucker punch range although it is assault vessel it's not like the most offensive thing could we take a sucker punch maybe maybe not problem is now with the boom coming in it's got access to its fake out so we have to we have to to protect the turn but we can't protect with the cross ma so I think what we'll do is we will so I'm still strike into the Volcarona and we just double into Volcarona because they're gonna fake out they're gonna fake out I think that the other thing is like we could just hurricane into the really boom because then we punished if they fake out into dusk main right okay they may grassy glide here that's the thing in a hurricane punishes that play now they okay it's fine we're going to be able to take a grassy yeah we should take a grassy glide from this range we need to sunset you'll strike the Volcarona slot just because now hurricane definitely takes the really boom down it's just in case the the the Volcarona switches out to Valtol so we want to be able to at least get damage onto the Valtol if it does decide to switch in when he turns a trick room we've got left to not not many not many we could tailwind on our last turn of trick room which would probably be really good play if we can get rid of the really boom here that's that's huge for us since you strike hurricane into the boom as long as they haven't got the coal and as long as we can take a grassy glide then we're all right which we do which is good since your strike will be enough should be enough to get the Volcarona it's not like super defensively bulky we've seen the damage done already that is enough don't need to worry about the burn just about this hurricane if we can get the hurricane knockout here that's huge for us yeah okay we've got one turn of trick room against an assault first Valtol it's going to suck a punch it's going to suck a punch us just suck a punch and win like why we need to it's called burn it almost it has to lock into sucker punch I think we could trick room here it's just we could trick room and tailwind and that negates the entire sucker punch it's just if they don't then now I think we tailwind and trick room here because we'll reverse the trick room on the last turn of trick room and then set ourselves up with ticker and it avoids any sort of sucker punch yeah so you set the tailwind up we put ourselves into a better spot the next turn well like double sucker punch will be the thing that is I downfall it's whether or not an across my can take a sucker punch from this range because I think it's since your strike probably would get you Valtol and then it would be whether or not we can get a skull burn let's do it let's see where they go they're going to go after an across my I think yeah there's no reason for them not to take it we take it across my is an absolute beast I love and across my we get the burn as well just to boot number but I think we got it now like I say the weakness policy kind of negates the burn so puts us in neutral this should be enough and it is there we go okay good game to my opponent and what a game first to end on today friends what a game to end first I will be right back in a moment friends very good game to my opponent and I'll get this rental code for you all so you can try it out for yourself here is today's rental code I hope if you try the team out you have a lot of fun with it obviously we went through a bunch of matches a bunch of matchups against pretty kind of standard meta teams at the minute so the teams perform pretty well the last game was a great one to finish on as well and we've got to see most of the elements of the team in today's episode which is always nice to see and that's meant to cross my really good option you know we're seeing Pelipper played a lot with Zashin at the minute which makes a lot of sense but I do feel like Duskman and across map kind of falls into the same sort of category where benefits from the rain can benefit from the tailwind as well in certain situations of course and has the option to trick room which Zashin doesn't have and gives the team a little bit more flexibility obviously taking advantage of the psychic terrain as well that you can bring with you indeed he does help out a bunch but the team overall I've had a lot of fun with it today so do let me know if you try it out down in the comment section below what your thoughts are on it but we'll wrap things up there friends thank you so much as always for tuning into today's episode hope you have a great rest of your day enjoy your weekend and we'll be back on Monday with more VGC Series 10 content until then friends take care of yourselves and bye bye