 Hello friends, welcome back to another episode here on the channel. I hope you're doing great and for anyone new to the channel, my name is Lee also known as Osiris in today's episode. We are continuing on in series 11 as it kicked off earlier this week. And like we said at the beginning of the week to kick us off into series 11, we are putting together a bunch of sample teams, but rather than put them all together at the beginning of the week, we're doing them split up over this first week and doing a team a day. It gives us a chance to kind of give you the sample team and also see the team being piloted as well as allowing me to kind of give you a bit of a background into it to give you a better understanding of how to use it. So here today we are with the Shadow Rider Calyrex. One of my favorite restrict is that we've had in Sword and Shield and went for a bit more of an offensive on today. We've seen trends where we've seen substitute played on it. We've seen choice specs, choice scarf played on it as well. But we're going with a pretty standard one with a life or variant. I believe it gives you nice coverage with the mud shot and the expanded force. Obviously, take advantage of the psychic train from Indeedy and then Astro Braj, which is a signature attack. Then when you pair it up next to Indeedy, you got the follow me support, which is really useful and also the help and hand support when stacked with the life or just is incredible. So you can get some real momentum swings with something like Shadow Rider Calyrex. Got speed control and the team with Whimsicott. Obviously, that does conflict a little bit with the Indeedy, but you've just got to be smart about how you're leading with the team and trying to overlap those two Pokemon. Got the tailwind support there, the switcheroo, which is really annoying for opposing teams to deal with, especially if they click the Dynamax and you switcheroo and go for an Astro Braj that turn. It can be pretty frustrating to deal with if you lose your Dynamax to turn one and it gets rid of weakness policies and things like that. We know the drill with the switcheroo eject button. We went with Doesn't Glimmer gives a spread, gets around redirection as well. Helps you better deal with things like Urshifu that sometimes have things like Clefairy, things like Indeedy with them. We've got Incineroar gives you a nice switch in from Calyrex with that type synergy there that it's got and just a lot of disruption that Incineroar can offer through Intimidate, Snarl and Parton shot. And then we've got a bit more firepower on the team. We've got the Rapid Strike, Water Fighting type Urshifu. They just kind of gives the team a bit more balance and firewater grass call with that that Whimsicott and Incineroar. And then rounding the team off nicely with Defiant Thunderous, which again gives you a bit more firepower. And you would say on the base of it, you know, the team does look pretty weak to Trick Room, but you've just got to approach us, matches carefully. And hopefully we do come up against some hard Trick Room teams in today's episode and we can kind of go through how we would lead up against them. But without further ado, friends, there's a rental team. We'll have a couple of games in the team now, as we always do. And then we'll wrap up with the rental at the end of the episode. So I hope you enjoy today's episode. And without further ado, let's get into game one. OK, first up today, we have an Urshifu Colossal Dragon pulled Incineroar Zashin and Amungus team. I can see this team popping up quite a bit on the ladder as we go forward. It is your pretty standard kind of G-Max Colossal Zashin build. There isn't the Rillaboom in here, but you've got the inclusion of Amungus kind of taking that spot up offers different kind of things. You haven't got the grassy terrain, of course, but you do have the redirection and that's support and a little bit of an extra buffer against Trick Room, I guess, that the Rillaboom doesn't kind of give you so. Indeed, Colorex is a lead. It's kind of going to kind of not too bad with the redirection there. And then the ability to kind of just throw a big maxquake out onto the Colossal Tim warn gets rid of that. And then the momentum kind of swings from that point on for us really. We need Incineroar in this match and probably Whimsicott as well, because I'm putting a lot I'm kind of pegging a lot on Colorex being able to kind of carry us through this one. But I do feel with the redirection support, we should be should be all right, I think so we'll see see how we get on in this first one today. Like I've said before, when we come up against Colossal teams, they're always difficult to kind of to kind of lead against because you can you can get punished pretty hard pretty quickly if you lead wrong against these teams. But we are seeing Urshavu and Dragapult come out from my opponent. Now, this is the Rapid Strike Urshavu. So we're in a good spot where we can just Astra Braj here. We don't even need to max, to be honest. We can just Astra Braj and redirect and then wait, we're in a good position. The Urshavu is likely going to have the sash there and we may even see it switch out. It'd be interesting to see what the Dragapult does just to check it is the water one. But yeah, we can just Astra Braj and I think just go for the redirection here. There's no reason why not. Well, I'd speed the Dragapult. It may be sashed, but we are seeing a retreat. So I'm going to keep it for later on. This game in general does take the field. So they're going to try and get some damage onto this indeedy. But we are bald max defense, so we should be able to take a certain strike if that's what they go for. Don't see that. Just see that protect come out from the Urshavu to save itself. A little bit of damage this turn. But the one thing that we've got going for us this next turn is he's probably going to see the Urshavu switch out. I would imagine maybe the Urshavu switch out, maybe not as well. That incident now in a really awkward spot where a Max Quake is going to pick up the knockout against it where we can just go Max Quake. We could redirect if you want or we could just help in hand and take the surgeon strikes from the Urshavu, you know. Look, I think we redirect because the thing is, in scenario, if it if it if it doesn't Max, then it's gone for snarl, then we will take it down with a Max Quake. So we don't need that help in hand boost. If it Max is, we'll probably miss it. We need the help in hand boost. But regardless, it's going to go into the indeedy anyway. I feel like Urshavu will switch out, but we're not seeing that. You're going to see the surgeon strikes come out. But we have pulled the trigger on our Max. I don't really see there's much reason not to at this point. We could have sat and just went for the help in hand mudshot. Of course, that is always an option, but getting rid of the Incineroar, which is going to be one of the bigger threats to this team is always going to be quite nice anyway. I think before they can get the colossal on the field, especially next to the Urshavu, they really need to be able to deal with this indeedy pretty well. So there's our first grim near boost. And yeah, the surgeon strikes are probably better off in the long run doing the redirect play, to be honest, just to save Karak's taking any unnecessary damage because you can see how well like indeedy takes that here. But what's coming back in? Is it the Dragapult? Or is it going to be the colossal this time? I don't know, but it will be the colossal. I mean, both are pretty threatened at this stage is the Dragapult. You could imagine the Dragapult probably is really sashed. It's just whether or not we want to go after the Urshavu here. The Urshavu is sashed as well. That's the problem, you know? The one thing we could be could be quite cheeky in go for something like Max Guard and expanding, expanding force just to break sashes on things. But it does I think that's not a bad play because like what's the Dragapult going to do? Like Phantom Force or Dragon Darts? I think it probably Dragon Darts. Ooh, ooh, ooh, what are we seeing? What are we seeing, Max? Is it going to be the Dragapult? Probably the Ursh, is it the Urshavu? No, it's the Dragapult, OK. We're going to go Max Airstream. That would be pretty bad if it goes Max Airstream into Didi. That's pretty bad. But you've got to be worried about us go Max Phantasm into Dragapult at the same time as well because we naturally have speed, but we could be putting ourselves on the back foot here by doing this. He's going Airstream into the Didi. Yeah, yeah, we've just locked ourselves out of this game really by doing that, like unnecessarily thinking that they're going to just Max the Colossal. It's just got incredibly harder, but did it really because we've got Whimsicott to come in. So we've got that. We've got that term. We've got the Tailwind so we can just throw that up so we're not in the worst of spots. And I think there is the argument where we could, you know, here we will probably want to attack into the issue because the Dragapult likely to protect, but we know that the Dragapult's not got a sash now. So yeah, it is going to Max Guard. They're going to try and get a surge of strikes off into Colorex here. It's just always a risk. Like if we don't attack the Dragapult here and it does attack, then we lose Colorex, you know? So it's not ideal. This damage is definitely not ideal, but we do have Astral Barrage back next time. So, you know, at the same time, we're not really pushed for options because we've got Dazzling Game. We've got Astral Barrage. It's going to clear the field and then we've got Asashin in the back to deal with, which is kind of all right, you know? So, like the worst case scenario here is Aqua Jet from the Urshifu into our Whimsicott. Activate our eject button and then Astral Barrage missing the knockout onto the Dragapult, but we've got plus one, so I would imagine we'll still probably get it regardless. Yeah, so you can see, do take the Dragapult down. As the Dragapult survived, no, no, no, it's gone. It's gone. Take the Urshifu down to its sash. No, yeah. But the Dazzling Gleam, I mean, Moonblast would have worked here anyway, but we do get like Grimnair Boost and then the Dazzling going to be able to wrap this one up for us. And then like I say, it's probably as Ashen in the back. So not going down the colossal route on this one, but we're in a decent enough spot. It's always worth like, you know, when you're playing the Calyx team, like keeping your wimmy in the back at certain points, because, you know, as soon as you lose that Indeedy redirection, like your opponent's always going to be gunning for trying to get their speed control set up. So you're always going to be able to have that. Once your redirect goes, you're going to have the option of having your own speed control to kind of bring in and take advantage off. So, I mean, we just Dazzle, Dazzle and Astro Barrage. We're kind of all right at this point, really. And there we go, battle canceled. And we pick up a victory to kick us off with today, which is always nice with a new team. And what we'll do is friends, we'll jump straight into game two and see if we can continue this streak on. Okay, next up today, we have a groud on Venus Soul, Reggie, Alecki, Charizard, Grimnair and Umbrian team. So very similar to the one that we ran earlier in the week. And going to be very difficult for Calyrex to function here because of the two Pokemon in particular at the bottom of the team, the Grimnair and the Umbrian. We need to really remove those to kind of free up Calyrex to be able to function well in this matchup. Umbrian is so frustrating to deal with because of things like yawn. Probably going to have to leave wimmy thunderous, to be honest, and like double in, maybe double in on the Umbrian if we do see it. The tailwind will give us a bit of advantage against the Alecki if we do see it. I think Incineroar in the back to mitigate the groud on and then we'll round off with Calyrex. Let's feel like this matchup is very difficult for this team, especially with the inclusion of the Umbrian just kind of cuts down the ability for something like Calyrex to really perform very well. And then when you've got the Grimnstall on top of that becomes very difficult very, very quickly. I don't think I'm going to max here. I think I'm just going to dazzling gleam and I'm going to super par. Just to get damage on that Umbrian because it's likely we might, yeah. And there's always a possibility with Grimnstall that you could see something like a jack button with trick which you never really want again to get caught out from, you know, with thunderous in particular. We do see the reflect come out, get some decent damage with the dazzling gleam. The super par is going to do some nice damage but the foul play in return is going to hurt. I think they go for yawn here though of everything else. So we do see Citrus Berry activate on the Umbrians. It's going to get a little bit of health back. We'll just go straight for the foul play. Into the Whimsicott. Interesting. Okay, that is interesting. We just see that eject button activate. So we can get Incineroar onto the field. We can mitigate what that Grimnstall does the next turn. We obviously can't really do too much to the Umbrian but we could also attack it into the Umbrian as well. And just flablet into it. And then switch into Whimsicott. I think that's not a bad play. Because I think we have to target down the Umbrian pretty hard in these games. Like we cannot just allow it to stick around. We got rid of the Citrus Berry, it's just good. It's probably got moonlight as well. So we have to watch out for when the sun comes onto the field. And I don't feel like switching Whimsicott in here is really too bad a play because the drawbacks of doing this are really negligible while we're resetting the drop from Thunderous from that super path. We're also kind of switching in, a good switch here. You know, Thunder Waving into, okay. And there's the Yul, which is fine. Because I think the next turn we just switch straight back into Thunderous again. Because if they try Thunder Wave, I find that reflect we're doing like nothing, nothing. Umbrian is an absolute tank. And there's very little chance that they go for the foul play into the Whimsicott. But saying that, their choices here have been pretty obscure up to now. So we kind of can't expect anything really, you know. So we may say foul play into the Whimsicott, which is now the Thunderous. We'll see. Umbrian now retreating now. And Charizard gonna come onto the field, which is, which is all right. It's not the worst, not the best either. It's the light screen comes out from the Grim Snow. The one thing about that speed control that Grim Snow's got access to though is, it's not gonna be able to really affect Thunderous. It hasn't got a scary face. And if it goes for a spray break, it's boosting. Boosting, all right. Now we may see the sun come in, like Groudon come in on that Grim Snow slot, which makes me want to go for a party shot there. Do we just go max lightning? Or do we go max airstream? Or do we not max at all? I think we do max. I think max, they're gonna blast burn, I think. I think Groudon comes in and I think they blast burn. Wow, okay. They're catching us out completely. They're bringing Groudon in, so they're mitigating. Yeah, okay. That's a nice play for my opponent. That is a nice play. Bent us in completely. Okay. Well, at least we get the parting shot out so we can get something like Kalorex onto the field because I think Kalorex, Thunderous, is a combination, even though there's the threat of the Umbrian coming onto the field. Gives us a bit more firepower to kind of clear things off the field, you know? So let's see. Wasting one max turn here. We get the parting shot off. I guess the big drawback is if they spur break into the Incineroar, which kind of puts me off bringing Kalorex onto the field, where I want to bring Wimmy on rather than the Kalorex, because Kalorex is so important to us, but also every member at this point is important to us, so we can't really be too picky and the spur break not gonna be into the Thunderous, yeah. So it's better that we preserve Kalorex for later on in this game. We get this special attack run, but that's kind of by the by. I think we switch Wimmy straight out to Incineroar, get another Intimidate onto the field. Could max darkness into Groudon, so I'm gonna do very much the Airstream as well. That's probably gonna help us a bunch. Max Airstream into Grimstall, I think. And we also get then get the speed boost onto Incineroar, which would then allow us to get, you know, a quicker parting shot potentially out onto that Groudon, as well at the same time as, you know, putting it down to minus two to help. And two Airstreams should get the Grimstall. I'm not seeing the Groudon max here. So the Grimstall in range to go down this next turn, which is what we want really, you know. And the sun being up as well. We're ticking away these turns of the screens my opponent's got, there is the sword stance. So we kind of inclined to go max Airstream and then parting shot onto the Groudon to kind of reset those drops. Even though it could just go for a sword stance once again the next turn, which is not ideal. So we'll see what they decided to do. Cause sword stance here, you know, you're in a pretty good position where you can click that sword stance. But again, you know, you're not in any sort of worry about getting knocked out. The only thing that you would say you may want to avoid is like fake out disruption. But Grimstall switching out. So whatever comes in. All right, this is useful damage. This is all useful damage because that Umbrain, like I say, if the Umbrain goes down, I think what we'll do is we'll switch or parting shot out on the Groudon, get rid of those boosts, get Whimsicott onto the field. They're probably gonna go max Rockfall, I would imagine, with Groudon into Thunderous. They're still gonna hurt. There's the Airstream. Is it gonna be enough? I don't think so. Ooh, not quite, not quite. But we can get Wimmy out and supporting shot onto the Groudon, which is super useful. Is it gonna go max Quake though, into Incineroar or maybe to get that special defense boost? No one that Colorex is in the back. Potentially, I don't know. Max Quake, yeah. So Wimmy might take this. They do. But I guess at the same time, it gives us a free switch back into Incineroar to get that Intimidate onto the Groudon again, which is always nice. Because I think we wanna hold off bringing Colorex into the very end if we can. The problem is now, obviously, that we haven't got Tailwind. We aren't gonna be able to get the jump on Groudon. It is gonna be able to get another Max Quake off now, which is not ideal. But a Wild Charge will be able to get the Umbrian. Gotta say, Wild Charge should be enough to get the Umbrian. Try and get a potting shot into the Groudon because they may decide, um, Wild Charge gonna be enough. I hate it not to be. I'm kinda just super powering just to make sure that we get it because I'd hate to miss the knockout onto the Umbrian. Like, Wild Charge might just whiff it, you know, with the reflect up. And depending where the Groudon goes, like, if they go after the Thunderous here, that's probably better for us because then we get the potting shot. No, they go on Max Quake. Okay, that kinda locks Thunderous in place now to, um, it's not ideal. It's not ideal. And that special defense boost that the Groudon's got kinda under its belt as well. It's difficult to deal with. So the next job is getting rid of, getting rid of the Grim Snow, which we can do, I think, ah, it's a minus one. Huh, it is a minus one. Wild Charge gonna be enough. I don't know, behind the reflect. I don't feel like it probably is gonna be enough. We could fly. But the thing that we have to avoid now is the Thunder Wave from the Grim Snow. They're gonna Max Quake again with Groudon into Kal-Rex, the on minus one at this point. Yeah, the Thunder Wave, okay. But it does leave Thunderous a lot. Oh, we just missed, we just missed. We just missed. Yeah, and there's a Max Quake for the third time, okay. Oh, we take that. I think we'll take a Precious Blades. It's just we want, the Thunder Wave is what we needed to avoid, which is, yeah, the worst. So the Thunderous Vade reflect where it's off. So they got the option now. Do they reflect or do they, I think we Astro Barrage and we foul play. I think we've got a foul play. I think they've got a Precious Blades. They may go Rock Slide, though, to get the Thunderous and try that Power Flinch. Probably our best attack, though, against it. Wow, okay. So foul play actually gonna be really useful this next turn. That might be enough for us to actually win the Sword Stance. We needed that to, we needed, we needed that to hit. We needed that to hit. We really did. Because now, yeah, we needed that to hit. Because now foul play is not gonna be enough. But I mean, they're kind of, they are torn. Like they have to go like Rock Slide or Precious Blades. Yeah, but they get the reflect up now, which is, yeah, just even more annoying. They are plus one. So Precious could miss. Rock Slide could miss, but neither do. Can we get the Astro Barrage? The thing is, like the Charizard's to come in. Yeah, okay, okay, yeah. Right, well, we are ending this on a loss, but it was a good game nonetheless, but sometimes the RNG just doesn't go your way, and that is that. So as I said, it's a pretty hard matchup, but I think we managed it not too bad. Just if we, if we got a higher damage roll on that Grim Snow, that would have definitely helped us. We maybe would have been better going for the Wild Charge against the Umbrian, then we wouldn't have the Attack Drop, and then we could have probably got the Grim Snow, but that's by the by, and then obviously the RNG kind of continues on from there. So we'll round up friends with a rental code for today's episode. Okay friends, here is today's rental team. If you do try it out, I hope you have a lot of fun with it. Like I say, and I have said throughout this episode, the teams with Umbrian on them and the Dark Types do make it very difficult for this team to function. So this is why we may see a drop-off of very low usage of something like Calyrex at the beginning of the format. And it'll be those teams that can deal with the Umbrians and the other dark threats effectively with Calyrex, they are gonna really start to see a big surge. So that's the thing to try and build and implement into your teams to get around those threats because they are gonna be everywhere. Some teams are gonna be everywhere. Umbrian's gonna be everywhere, and it's gonna make it difficult to kind of function with these teams. So that's what you kind of want to look for, that key to unlock the success against those teams because they've not just got the Umbrian there, that's a real threat, they've got all that fire and kind of sun support behind them as well as the ground on which makes things pretty obnoxious to deal with at times. And you know, you saw in that last game there, tiny margins can make a big difference. But I hope if you do try this team out, I do believe Shadow Rider Calyrex is still a good shout in this format. It's still a very powerful Pokemon. But if you do try it out, hope you have a lot of fun with it. Leave your comments down below. Let me know your thoughts on today's episode and team. And we'll be back tomorrow, rounding off our sample teams on Friday with our Neveltal team. So looking forward to that one. I hope you are as well. Make sure you do check it out and we'll wrap it up there, friends. Thank you so much for tuning in. Have a great rest of your day. Take care of yourselves and I'll catch you all for the next one. Until then, take care and bye-bye.