 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. Today, we're going to be continuing on with our VGC Series 9 content. Today, we're going to be playing a team from a very strong Japanese player. As you might be aware or might not be aware, the Japan National Championships will be taking place this year. They've had two qualifying events so far. They had the first one mixed in with our players Cup 4 qualifiers. And then the second phase of that for the the progressing players was done this past weekend and Twitter handle Jairu. He's one of the strongest Japanese players. He was the 2016 National Champion as well. So he's got a bunch of accolades to his name. He finished third in the second phase of the qualifiers with this particular team kind enough to share it as well. All his socials would be linked down below. His Twitter, his YouTube channel, his blog, all that. So do check them out, check the blog out, give them a follow and YouTube as well. But it's very exciting to kind of be able to feature this team today for one particular reason of course is going to be that Tapa Bulu Pokemon that's never really seen must usage in Sword and Shield since it was kind of introduced because of Rillaboom obviously kind of taken into place. And Tapa Bulu being a little bit forgotten about. So it's kind of that's the big thing that jumps out at you. But there's also the unconventional set of the the Glastria as well with that body press and iron defense. So you've got the ability to use Glastria in a sense where you want to Dynamax it, get that momentum kind of building the momentum switch switch with the chill in the ability picking up knockouts, getting those attack boosts. But you've also got the kind of fallback when it's not Dynamax to take advantage of that iron defense body press combination that works so well. So it's got that real two dimensional ability to it. We can see down there as well. I'm not purposely hiding ally switch, but it is there on the disc club. So we got a little bit of funsies to have as well with the team. Obviously, this is a rental. We'll have a couple of games with the team as we always do. We'll give it a pilot and then we'll finish up with the rental at the end. Let me know your thoughts on Tapa Bulu because it is it's just not a topic that's even talked about. I like Tapa Bulu, but from a competitive point of view, probably not as strong as something like Reliboon, but I'm hoping today's episode can change my mind on that because soon as I saw it was something that I wanted to try out. So hopefully that is the case. But with that friends without further ado, let's get into our first match of today. Okay, first up today. We have a Grimsnall Charizard, Urshavu, Wimsacott, and Metagross and Tapu Finney. So you can see it's kind of a hybrid team between Metagross and Charizard. You've got the screen support from Grimsnall. Going to be pretty predominant for most of the strategies going on here for my opponent, either getting the Metagross kind of supported a little bit extra with potentially weakness policy there or the Charizard just to give it a little bit more staying power with the screens. There's probably speed control on the Grimsnall, something like scary face or potentially thunder wave there. So we've got to be a little bit careful around that. Of course, more likely scary face with the Tapu Finney being there with the Misty terrain. And then you've got speed control, primarily speed control going to be either Airstream on the Charizard if they go down that route or Tailwind on the Wimsacott. So what do we do here? You know, the other thing to mention is the Disclops doesn't have trick room. It's kind of like a bluff almost, which is sometimes not the worst thing in the world. You've got to say Landerous is probably going to be our best kind of shout here. I do like Tapu Bulu for the fact that we can deal with both the Urshafu and the Tapu Finney, but we've got to be very careful around something like the Charizard, which can be a little bit awkward to say the least. So Landerous, let's go Lando. Let's go Alecky. Let's go Bulu and let's go. Yeah, let's go Glastria. You know, Incineroar makes a lot more sense for the fact that Metagross is there. It gives us a switch into something like Charizard, but we've got to have some sort of like big powerhouse here. I know we've got we've got Pokemon there, but I think Glastria would be nice to bring in this situation where you can potentially get like a body pressell, an Iron Defense or two up and then go from there and be careful around the Metagross, but I don't particularly see my opponent bringing both the Charizard and the Metagross to this. They feel like kind of two different elements to the team where you've got like two options. We are going to see Tapu Finny come out with the Whimsicott. So you've got speed control straight away. Got Tailwind, got fake tears as well. Tapu Finny kind of pinned in a bit of an awkward position. My opponent doesn't really have any switch into those electric type attacks either and I feel like I probably want to switch. Yeah, I'm going to switch in Bulu here and I'm going to go for a just go for a vault switch into Finny and we'll try and get something like Glastria out onto the field and preserve Reggie like it for later on this match, which feels a little bit better. At least by getting Bulu in as well, we can overwrite the Misty Terrain, which is always useful. I'm kind of interested to see what my opponent is going to go for, just Tailwind in calm mind maybe or Tailwind Moonblast, Tailwind Muddy Water. I don't know. But yeah, you don't add speed as you want to speed Reggie with Tapu Finny. Like it's just not going to happen. Is it just bring Glastria in the worst case scenario here would be like Skulled into Glastria and getting the burn, but touch wood that doesn't happen just Muddy Water coming out. So that's fine. Fair enough. I don't mind that at all. We've got to we've got the perfect opportunity here, you know, to go for the accuracy drop is not ideal. And iron defense if we want. We've got to keep in mind now is a good time for my opponent. If they've got the Charizard in the back, you could really get the char in and do do some work where we could potentially just try and clear the field with something like like a snarl snarls good from the Tapu Bulu here. Maybe it doesn't gleams a little bit more useful, but will it get the knockout onto the Finny? I'm not 100% sure on that, but it would give us the opportunity to break the sash where a horn leech would just be just be safer. And an icicle crash into the Whimsicot could be the play, but I do feel like an iron defense could be could be more useful. Especially if they've got the Metagross in the back, it does give us a little bit more leeway, you know, I just don't like leaving the Whimsicot kind of free to just do what it wants. But I feel like it's probably an opportunity now where we can potentially get or do fictitious coming out. Where we going? Okay, I'm to Glacier and then Moonblasting as well. All right. Well, that's not ideal, but yeah. It kind of forces us to switch out though, but it does mean that we are going to be able to get rid of the Finny, but it does open the door for my opponent to potentially bring something else in that can take advantage of the Nytil and while it's in effect and a big job here is yeah, this is why we've made a mistake. I think the iron defense like without the fake tears this would have been a lot better. But obviously with the fake tears, it's kind of put Glastria into a bit of an awkward position where it has got left over as it has got the grassy terrain kind of restoring its health. But the same time, I don't know if it's going to be if it's going to be kind of worthwhile for us to do. So say what my opponent is the Charizard. Okay. Well, I mean, that's it. It's probably better than the Metagross at this point. Although it makes things very difficult for us because I think, you know, we have got the sash on Bulu. So that helps us out a bunch. And maybe we just sack. It's just like what have they got in the back? Because that's what we've got to keep in mind. Probably the Urshifu, right? Probably Urshifu. I'd imagine Urshifu. So we can, yeah, I think we snarl here, reduce the damage output of the Charizard, break the sash on the Whimsicot. And then we, I think just go for an icicle crash into Whimmy because there's potential here. If they attack into the Bulu, we're sashed. I'll take us down to our sash. We'll get the snarl off. We'll then be able to, unless we see like G-Max Wildfire and Dazzling Glean, that would be bad. But I don't know if we will. But they may attack into Glastria as well. That's the other option for my opponent here. Could go after Glastria, but then it just leaves Bulu kind of free to just snarl the next turn as well. So Moonblast coming out into Bulu. So they're going after the Glastria, I would imagine. Okay. So we do get the snarl. That's fine. It just opens the door now for us to get Regieleki onto the field or Landerous. You know, I think Landerous might not be too bad. Just a Whimmy is going to be a bit more difficult to kind of deal with. They will see the G-Max Wildfire residual damage starting as well, which isn't great, but it's probably a good time for us to potentially just max Regieleki here. But at the same time kind of doing that, it's tough because their tailwind ends now. Oh no, their tailwind. They got one more turn of tailwind. We're probably better getting Landerous onto the field, especially with the Assault Vest. The issue is the fake tears that makes it a little bit more tricky. Yeah, do we just snarl again or do we doesn't gleam? I think we've got to go after the Charizard because we can't just let that thing just keep firing off attacks. And do we protect with Bulu here? Do we just dazzle? I mean, we're probably better off horn leaching into Whimmy because then, you know, and go off all. Yeah. I want to get rid of the Whimmy, but I can't really afford to. I think that the turn earlier where it was where we made the mistake of the Iron Defense where we should have probably even maxed at that point with with Clastria and just got rid of Whimmy because I think the thing is with speed control, do you want to get rid of the kind of tailwinder in the turns of tailwind so they don't have the opportunity to get that tailwind up again? And we've kind of been a bit passive in the way that we've dealt with it there. Moonblast coming out. Can we take it? I don't know. Yeah, we should do. Yeah, so that's good. G-Max Wildfire coming out and into Landerous this time. So that's not too bad. The Assault Vest allows us to take that like super well. Horn Leech will allow Bulu to kind of stick around another turn, especially with the Grassy Train boosting us, which is always useful. And oh, critical hit there. Definitely helps us out a bunch. Probably means we take another Moonblast though, which is nice. And then the Rockfall going to be enough to get the Zard here, for sure. Nice if we didn't see the fake tears because that was a combination I definitely thought we'd probably see from the Whimmy kind of coming out onto Landerous, which is it's probably good that we don't see that. And then we've got Regi Alecki left in the back, even if it is Urshifu. The Grassy Train will end before the Sandstorm does. So the Sandstorm should be able to chip away at the at the sash potentially there. G-Max Wildfire probably putting Bulu out of out of range of the in range of the Moonblast, I should say. So the Tail went pittering out there and that's the option there. Do we get rid of the Whimsicott that turn? Or do we go after what is the Metagross? Okay. I don't know how I feel about this now. I don't know how I feel. Okay. Well, Ice Punch probably going to do a bunch of damage to us. I think we go for another Horn Leech while the Grassy Train's up and we have to just Max Quake, I think. I think we just go Max Quake. I don't know if the Metagross will be able to take us down with an Ice Punch. If that's what they go for, but a Max Quake should be enough to get the Metagross regardless. Well, they're going Rock Slide. Bulu doesn't take it, unfortunately, but we're kind of all right now. Landry is going to save the day for us. Yeah, I still feel like we messed up with that one turn with the Glastria where we were kind of predicting maybe the Metagross to come in at that point where it was the Charizard. And I think just getting rid of the Whimsicott or at least taking it down to a Sash. You know, you've got to think, is the Sash on the Whimmy or is it on the Oshifu? It's more likely on the Whimsicott. I would imagine because in this sort of build, you'd think that the Oshifu is probably banded. So, yeah, just getting it down to a point where we could have knocked it out before we got that second Tailwind would have been would have been better for us, but unfortunately, you know, we've been able to be quite fortunate with being able to pull this one back just with the Pokemon choices that we've got here. Yeah, we just got... Let's go for a Rise and Voltage. I don't think I've really used that too much and we'll go Airstream as well. And that should wrap the game up for us. There's no way this Whimmy's taken down either of these Pokemon here. So we'll be able to get at least a win for this turn where this game won anyway. Not the cleanest that I would have liked to, like I say, I think there was missed opportunities in this one. But you know, when you're first playing a new team built by another player, of course, there's going to be like those teething issues. So you're going to have to get used to it. It's just to kind of being able to identify the way you possibly went wrong or possibly made the wrong selection on Team Preview and went from there. But we do pick up the win. Good game to Garland and we'll jump into game two and see if we can have a little bit more of a streamlined game for a second. I want to wrap up today. Okay. Next up today, we have a Heetran. Really? Boom! Grim, Snarls, Zapdos, Oshafu and Landeris. Therian. So kind of a flavor of the week at the moment is Heetran picking up a lot of usage. So it's nice to kind of be able to go up against one here. Predominantly going to be probably carrying this sugarberry here. Speed control on my opponent's team. You're looking at Airstream from Zapdos or the Landeris. Therian and then you're probably looking at speed control on the Grim, Snarl either scary face or Thunder Wave because the speed control options are a bit lackluster outside of Airstream. So it would make a lot of sense for it to be on there. So something for us to kind of keep in mind. Watch out for Heetran. Heetran is going to be a bit awkward for us to deal with. And it gives Glastria a tap of Bulu a hard time for sure. Incineroar don't really have ways outside of Snarl to kind of hit it. So we're relying heavily on Landeris here. So Landeris is going to be a big kind of player for us in particular. Landeris can do a really good job, but just the screen support from the Grim, Snarl that makes it a little bit more difficult to deal with of course. I think Incineroar Landeris feels like a good enough lead. We probably won't. I think let's go Bulu here because I do feel like Bulu can do some work for us and maybe Regilliki is our last one I think just for a bit more firepower. It gives us the speed advantage on pretty much everything especially if we can kind of negate the Airstream support from my opponent and deal with that Grim, Snarl early on. So we don't have to kind of toy with the idea of like scary face or something like that which could be a little bit problematic for us to say the least especially against something like Urshavu which is such a powerhouse you know. Really booms something as well. We need to kind of keep in mind that it could be a little bit awkward for us to deal with of course. What are we going to see here? Urshavu has to protect right? Turn 1 has to protect. Has to so we could fake out. We could go into Grim, Snarl. Fake out Airstream. That would be a bad play but I don't know if it's worth maxing here because the Urshavu definitely is in that horrible position where it has to protect or it goes down to a fake out Airstream right? But Lando could potentially just we could max get an Airstream up and then kind of it puts us in a nice position going into turn 2 of course. The issue would be of course that if the Urshavu just decides to attack here with like a wicked blow-up would be bad but we're not going to see that as they are going to reposition. Lander is coming in from my opponent makes a lot of sense. But we're going to be in a position next to him where we can go for another Airstream and then in turn we're going to be able to get a potting shot off onto that Lander. So that would then allow us to get something like Teppu Bulu onto the field which will at least help us kind of slow what my opponent is trying to do down a little bit anyway. You would imagine Grim Snow here isn't going to go down to a minus one Airstream but it will do a significant amount of damage at least you know and prevent it from being able to do very much with their screen support or anything of its prankster abilities. Can't discount the fact that it could have like lagging tail or something like that which is always nasty to see or eject but let's hope it's not anything like that. But yeah, you can never really tell. So I think yeah here what we're going to do is go for the potting shot into the opposing Landerers. Do we go after the Grim Snow again with another Airstream? It probably makes sense too just in case they go for the scary face. At least we can kind of try and keep pace. Yeah they're going to max their land up. The big problem here would be scary face onto our Landerers. It would mean that we aren't going to get the Airstream so then Incineroar was kind of like the sitting duck almost here to take a max quick which would not be ideal at all. But you're kind of hoping that we're going to see maybe a reflect here. Trick coming out. Okay we're going to see the lagging tail as the other option. Ooh full incense so there we go. Well do lose our assault vest but it could be worse. We do remove the Grim Snow before it gets any screen support up and then it does mean like I say we're going to be able to get Incineroar with the potting shot into that Landerers. Take it down to minus one and hope that they go max quick into the Incineroar slot which I'm kind of hoping that they do but you can never tell. But it would be the best option here for us. Max Airstream into Incineroar wouldn't be good because Bulu is not going to appreciate that. But let's see what my opponent goes for. They've got a couple of options I think. Unless they just want to go after Landerers and leave Incineroar alone. That'd be fine. Yep okay Bulu gets a free switch in here but I don't think it's the Pokemon that we're going to leave out because I think it makes sense to cycle in Incineroar this next turn. We do have the full Incense so we're going to be slower than pretty much everything but if the Airstream comes onto the field then it does give us that kind of with the Intimidate potentially the ability to at least get an attack off onto it which is always useful and put the opposing Landerers down to kind of minus one which is helpful. And I think Bulu is going to be quite important for when that Landerers isn't maxed for helping kind of deal with that because Regilecky isn't really kind of isn't up to the task of it. Incineroar can help out a bunch of course we can cycle Intimidates but we're kind of limited with what we can cycle at the minute especially with Landerers out on the field. But we'll see do they double up into into our Landerers. I mean they can go for Airstream of course and then we could blow and hope to try and pick up a knockup. I don't know if that's necessarily going to be the best thing to do. Do you see the detect and I don't mind that play too much. You know it means we've got that free fake out the next turn potentially if we want to and they're just gone after the Landerers again. So Incineroar getting a kind of a free ride here back in and getting the speed boost onto Incineroar which is useful but not so much when we're kind of just matching my opponents. But breaking the sash on that Incineroar on the Airstream is super super useful. Okay well the Landerers minus two definitely helps us out a bunch there they're just not not going to be as is useful at all. So we may see Max Quake here from the opposing Landerers but we do have the option to go for the fake out into the ocean food here which is probably not a bad play. I don't know if we'll see them switching out and what they're going to switch to. Do they have the heatran? I don't know. I'm going to just go for the point is going for a fly here. I think I think we probably better off preserve an hour Intimidate as well. The double Intimidate is proving pretty useful. Yeah, they're going to switch. Okay, switch Max Quake is going to be the Trine. The Trine coming in. Okay, well please we're seeing it and also not please at the same time. Max Airstream again. Okay, well we'll take that and then Landerers at least gets to come back in with the Intimidate once more. Regi Alecki is probably our best bet to come in and help us deal with the heatran at least. We do have Snoll which we're going to have to utilize I think here with Incineroar. And now my opponent's Max turns are finished. The thing is what we need to consider is do they keep Landerers? Like switch it out because there's minus to this point, right? Do they switch it out to Urshifu? We've got to Snoll. We've got to Snoll I think here and probably protect Alecki. I think it's probably the best plan of action. I could see the Landerers switching out here. I can't see them going for an earthquake. It just makes no sense. I mean they could rock slide, hope for a flinch but they're not switching unless it just you turn in at this point. Okay, they're going earthquake. Wow. Wow, okay. There we go. I don't, yeah. It's a strange play because the grassy terrain obviously helping us out a bunch. Like Earth Power will take us down of course from the heatran onto Alecki. And Alecki's probably too important for... Is it worth getting the attack damage onto the heatran now? Because they've got to double up into us, right? I think we Snoll again. Do we just Vault Switch at this point? I think probably Vault Switching is better. Because now they're kind of pinned, they can't go for the earthquake. They have to switch out into Urshifu. The rock slide, okay. Fishing for that flinch but I don't think you're going to get it. Okay, that's fine. And I think here what we'll do is we'll bring in Landerers because I think with the Incense, it's probably the least useful Pokemon we've got access to at the minute. It's not going to hit before anything else. And Alecki's way more important. And also the Bulu as well. The Bulu is super important to help us deal with the Urshifu and the Landerers. So we don't really want to bring that in right now. We do get a Free Switch which is very useful as well as a Snoll which is always going to help kind of just weaken the opposing heatran which is always nice. Right, well the Grassy Train hasn't got too many turns left so we kind of want to put off by bringing in something like... Okay, well the earthquake's powered up now. But you are minus. Minus? Hmm. Do a parting shot. We're going to be the slowest thing on the field so we can parting shot pretty safely into that slot. And then I think we just rock slide. Because we'll probably go down. Or we could U-turn as well. We could U-turn and like double up into the Landerers and hope they go for Earthquake here maybe. I don't know if they will. It's like at this point you want to get the Urshifu onto the field. I think if you're my opponent... Ah, they're just going to go for those rock slides. Okay. The heatwave will take the Lander down I would imagine. Yeah, okay, well we lose Lando but that's still alright. We'll get Bulu back onto the field and we'll get Regi Alecki next to it. So we can take down the Heatran with Alecki and go for a whole leech into the Landerers. And we still got Incineroar to kind of bring in with that intimidate, fake out disruption for later in this game. So yeah, we should be okay. We should be okay, I think. Because a whole leech will get the Landerers for sure. The Landerers is minus three at this point and you're kind of pinned where you can't... You literally cannot switch the Landerers out to Urshifu because a whole leech will probably take down the Urshifu as well. You're just thinking of ways for... Yeah, I mean we just rise in voltage here and just go for the whole leech because Regi Alecki will take an earthquake at this point. My opponents suck a punch range but at that stage we've got Bulu which is going to be able to kind of help with the Dazzling Gleam. See here? Ooh, gonna see you turn. Okay, I'm fine. Really don't. Do not mind this one little bit because you bring that Urshifu in, take a big fat horn leech. Yeah, I mean we could have really played it a bit doubling in on the Urshifu there with the Regi Alecki as well. Okay, we don't quite pick up the knockout but I think they're forced to go suck a punch this next turn which then allows us to... Yeah, I think what we're gonna do... Like what I want to do is go after the the Heatran again with a voltage or a rise in voltage into that slot, switch in in Cynarrol but at the same time do they switch in Landerers for Heatran expecting us to attack into that where we could just voltage into Urshifu switch into in Cynarrol and then preserve Tapa Bulu I think. Yeah, and get rid of the... Got a hope that the Heatran switches out here I don't know if it's gonna... And a minus one suck a punch. We should take with Regi Alecki. We should take. We'll soon find out though. We'll soon find out because I'm sure that's what my opponent's got to go for. There's a suck a punch yet. Yeah, which we take. And then Regi Alecki out of harm's way for one more final turn. As we probably... This is the bad thing though of bringing Bulu in now. I mean the Heatran is minus one, right? Unless they go for Earth Power into Bulu. We do have the sash as well so we're not in that like the worst the worst position. Heatwave. Minus one. Oof! That's so much damage. No crit either. Okay. That's so good. That's so good. But I don't... A Rock Slide probably takes us from the Landerous. The Landerous is a big thing. Now what they need to do is just remove... Wow. Yeah. I mean Landerous Alecki's like the ideal situation for my opponent. So Landerous is obviously the big thing that we need to remove as soon as possible. And what do they do? Do they just Rock Slide? I would imagine so. And I don't know if Bulu will outspeed the Heatran. We are minus one of course. Okay, let's try and have a look what speeds that is Bulu here. If we're max speed I would be... I would be confident that we'll... There we are. I think we'll outspeed the Heatran. Yeah. Okay. What we're going to do is we're going to go on leech into Heatran. It's not going to get it though. I'm minus one. It really isn't, is it? I think we've got to fake out the Heatran and just whole leech and hope that we survive the Rock Slide. Are they earthquakeing? There's no way they earthquake. They've got a Rock Slide. And we could have faked out and just whole leech the Lando. Wow, we outspeed the Landerous, which is interesting. They're going to go fly here, maybe. Because we're in that awkward... Oh, they're going to earthquake. Huh. This is just... This should just get into Incineroar then. Yeah. Bulu gets to see another day. Alright, wow. Because all we need to do now is get Regi Alecchi onto the field. But they've got the perfect opportunity Rock Slide, Earth Part, into Incineroar now and that makes it quite difficult for us. But then we could potentially just call that and go for a whole leech into Landerous. This turn. And then we're parting shot out. I think parting shot out onto Landerous here. And see. I think we might be playing into this double up into Incineroar here potentially. But they might just Rock Slide and Heat Wave. Yeah, so we're seeing the Heat Wave come out. This Lando is well slow. Really slow. There's a Rock Slide. Ooh, and we avoid. Okay, we get pretty fortunate there. I wouldn't have taken us down but there's always a chance to flinch us, you know. And now Regi Alecchi can come in. The problem with Regi Alecchi is we've not got too many turns left where it's going to be able to do much damage. And I think what we probably have to do here is I think the Heat Run is just out of touch. But we could double up into the Heat Run to be honest. Oh, what we do is we switch to Incineroar and we just protect Alecchi this turn. Get a little bit more health back and then we've got the fake out, especially if they go protect Earthquake this turn then we know we've got. We're going to be able to get the Heat Run the following turn because then they can't protect and then it's Bulu versus minus 2 Landerous. So that will work out. Let's see if we can manipulate this. Come on, Heat Run. We want to see a Protect here. We want to see a Protect. Yeah, we want to see an Earthquake as well. Yeah, OK. Well, Incineroar will take this just with the grassy terrain, of course. You see this? There's still the issue of is the... oh, I mean what we do is we fake out and we bolt switch. Yeah. We don't go for rising voltage just yet. This is still going to be like big play out a bit more difficult. Yeah. Fake out Heat Run, bolt switch and then get Bulu back onto the field. Right. Get a grassy terrain up. Pray that they go Earthquake and then it'll be over. But I don't know if they're going to do that. They're probably rock slide here. But they've shown U-turn as well so they could potentially go for that but I think at this point it doesn't really make too much difference. There's a rock slide. Yeah, let's see what the damage is like. Not really not really enough at all. I think here what we do protect Bulu and just snarl and we could flablet into Linerous as well. But I feel like we're going to lose we're going to lose Incinero or whatever happens. Two minutes left. I can't believe this match has went so far. If you try and protect them, we know we're actually faster than it because I'm still a bit unsure to whether or not we're faster than the Tran. But the... okay, let's see what they're going to rock slide. Yeah, rock slide. And... yep, okay. That heatrun all the time getting all that health back that it needs. Okay, so we got Lucky back in now. The heatrun is gone before the Linerous so we know the heatrun's faster than it. It's whether or not they protect here. I think they have to. They have to go earthquake, right? They have to go earthquake and heatwave. So they protect. And with the battle time I like running out of that lens, we need to get some damage off. Like ASAP. Because otherwise we lose, I think. So I think we just attack and go Hornleach. And hope Hornleach is enough to take the Linerous down. I think we just do it. Because otherwise, yeah, okay, if they protect there, then we pretty much lose, I think. Like with the timer going down as well. Okay, well we lose Regi and Lucky. They've got a hope for Rock Slide Crit, I guess, but I don't even know if that'll be enough. Bulu, come on! There we go. Okay, we win. What a good match. What a good match. I've never had a match in series 7 or series 9, obviously, gone into this. I go right down to the wire like that. So a very good team from my opponent. And a great match for us to kind of feature here today and takes the episode quite deep into the time. But I hope you've enjoyed today's episode. Shows off the team as well and shows you kind of how the synergy kind of works in the team as well as how good the Tapu Bulu's been. I mean, I said at the start of the episode, I hope this changes my mind about Tapu Bulu and it certainly has. So without further ado, we'll get over to the rental code and remind you all of today's team. Okay friends, once again here is the rental code for today's team. Big shout out to Kirishiro for providing this team and a massive congratulations for that third place finish in the second part of the Japan national qualifiers. I do really wish him all the best for the final stage and I really hope to see him go on and win the whole thing. It would be amazing to see, you know, it's got some cracking like accolades already to his name, worlds performances, Japan nationals we've already mentioned. So adding another Japanese national championship to his ray of titles that he's already got would be amazing to see. Do give him a follow go check out his content as always. So there's the plug and this team's just crazy, isn't it? It's just mad. We've not really played the dust globes at all, but like I said throughout, I think maybe because I'm not super comfortable without the trick room variation there, but it's got some really nice options to play around with and I think the team just performed so well in today's episode. Really happy we got that final warning where it was a real duke out right to the end of time with it and hopefully you enjoyed it as well friends. So we'll wrap it up there. Thank you so much as always for tuning in. Hope you have a great rest of your day and I'll catch you for another episode very soon. Until then take care and bye bye