 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 in today's episode. Before I break my mic, we are continuing on with our VGC series 10 content. And today we are featuring what everyone asked for last week, a Mewtwo team. So we're kind of carrying on playing the little bit more obscure Pokemon that are available restricted wise in the format. And obviously Mewtwo is one of those. Mewtwo, psychic type, pure psychic typing and not commonly seen. I haven't played a single one this season and I haven't even, yeah, haven't even seen one and probably for a few reasons. Like I love Mewtwo as a Pokemon, I love it as a restricted, but it is outclassed in pretty much every department by Shadow Rider Color X. So why would you kind of opt to play the kind of non optimal side of that? Well, if you do enjoy it, then you can go for it. And that's what we're trying to do in this team today. We've went with a different kind of route. It's got amazing coverage. Mewtwo gets ice beam, blizzard, fire blast. It gets a raw sphere, gets the list goes on. But we try to kind of accommodate something in the team that can kind of work against the current meta. We'll get into the details of the team in a moment and while we get into the battles, as always, there will be a poker face down below. If you want to try the team out for yourself and at the end of the episode, we'll throw a rental up with Mewtwo. We obviously have got the guzzload in there as well, the elephant in the room. We've got a shout about it and it has got the psychic seed. We've got indeedy for support with the psychic terrain as well. Helps with the expanding force with Mewtwo. The redirection is really useful as well. Got Whimsicott in there for a bit of speed control because we are going to need it. And we've got a special tech on Whimsicott, which I think helps support this particular build quite well. So we'll get into that. Hopefully, we can reveal that in-game. Urshifu gives us a water type as well, as well as a fire type and a little bit of kind of priority if the psychic train is not on the field and then Zapdos as well. Field gives us ground immunity that we need and also a way to kind of have a nice switch into something like Zashian as well with the Rocky helmet there. We'll resist those attacks that it throws out and just gives us a little bit more stability against those Pokemon, as well as things like Kyoga as well. So that is the team. Hopefully, you enjoyed today's episode. Let me know your thoughts on Mewtwo down below. As I say, I love it. It is the original, the OG, and it's nice to be able to feature it. I just feel like it has a very hard time in a format where they've kind of created this brand new horse Pokemon that just does everything that Mewtwo can do, just a little bit better. So they need to give Mewtwo a buff in Gen 9 just to kind of give it that lease of life that we know it can. And we all want it. We're all clamoring for it as fans. So sit back. Hope you enjoyed today's episode, friends. And without further ado, we'll get into game one of today's video. First up today, we have a groudon, Zaptos, Cherrim, Enti, Dusclops, and Incineroar. So a pretty cool looking team really like it. You've got the groudon there providing the sun, supporting the Cherrim. Obviously gives an attack and special defense boost to anything it's partnering while the sun's on the field. So gotta be aware of that. Enti gonna be there, gonna disrupt with things like Snarl as well as potentially the Incineroar there. But we do have the psychic train that will kind of detract the use of fake out at least from the Incineroar. Do we just go psychic mode, full psychic mode? I feel like we could do. The problem is if they go trick room then we are a little bit stuck with what we wanna do. I mean, Guzzlord could come in and do some work. I think Guzzlord could actually be quite good here, to be honest. Let's go psychic mode first. Let's go Guzzlord. I'm feeling good about Guzzlord. And our last Pokemon. Do we go Urshifu or do we go something like Zaptos? I think Urshifu makes a lot more sense here even though the sun will be up on the field for most of the battle. If not all of the battle. But Urshifu with its critting surgeon strikes can help us out here. Come on, Mewtwo. Let's not get two losses today. We want at least two wins. At least two wins. That's what we want. So hopefully we can do it. I believe in Mewtwo. Mewtwo is strong, especially with a life orb, psychic train up. It can do some good work. And we got anti-groud on. We got a great target for expanding force. Turn one. If we wanna go down that route. Now you've gotta expect that my opponent probably is going to snarl, snarl us, snarl. So that, do we just, do we just, do we just, do we just expand and force? It's whether or not we keep the Indidi in, you know? Like Indidi here not really providing much support. There's double target attacks on both Pokemon from the anti from the groud on. We could kind of keep the Indidi for a little bit later. Maybe we could get something like Guzzload on the field. We could get Guzzload on the field and then just protect me too. And then next to him, we got the expanding force. It's just kind of, we don't really want Guzzload coming in and taking a big fat precipice blades that kind of expect to come out of here. We could just double expand and force. Let's just do that. Let's just do that. I mean, it's gonna do a heck of a lot. Wow. Okay. Five last. It's, it's okay. We do survive that. We're gonna go down to the recall damage, scoffed anti, did not expect that. Let's see how much this does. Okay. The groud on should go down the next turn. Single target precipice blades Indidi should take and then the Indidi should finish off the groud on unless there's a heat crash. But I still think we're gonna be able to take that although we do outspeed the groud on and Indidi gonna be able to kind of, yeah, clear the field. Okay. So not the best of starts, but not the worst. They've got two Pokemon left. We got three. Now, did we bring Guzzload? Yeah, let's bring in the Lord. Bring in the Lord. We may as well. We may as well. It is the first game of today's episode. It's very fast pace. We're gonna get the Guzzload onto the field. See what I can do. Cheren coming out. Okay. Well, what's Cheren gonna do in Zapdos? All right. Well, this isn't actually too bad. This isn't too bad at all because we just snarl and expand in force, I guess. Do we need to worry too much about what my opponent can do to Guzzload? Not really. I mean, Zapdos. I mean, we could just follow me. Could just follow me. I mean, the other thing to do is probably just protect here and just snarl. We could get rid of the Cheren. Cheren's probably a nice target right now with the sun up, the flamethrower. We'll probably be able to knock it out in one hit. I don't worry about Guzzload getting taken down here and then Guzzload can finish this up. What am I doing with Guzzload on the field right now? What am I doing? What are we doing? Don't say I don't do requests because here we are. This Mewtwo was quite the thing to put together. So they double up into the DD slot, which is fine. Guzzload should be able to get rid of the Cheren. Come on, don't let us down. Okay, not as powerful as I thought, but not too bad. I think we'll just expand in force now and we'll just go for the snarl because I think at this point, we'll get the Zapdos weakened down. Urshavu can come in and do its thing, but Guzzload is going to be able to win this match by itself pretty much here because just the psychic seed boost is going to be enough to handle Zapdos and Cheren. I wonder if our snarl is enough to take down the Cheren here as it goes for its solar blade. Not even enough to take the DD down. This DD is a beast, so we might be able to just do this between the two of these Pokemon here. We'll get the crit on the Zapdos, which is helpful, so the expanding force does get rid of the Cheren. Snarl coming out, star boosted, doing a nice chunk of damage to that Zapdos and probably in range now of a dog pulse, maybe, maybe. The game's over. The game is over. My opponent has just lost to Guzzload. Here we go, the lord of the Guzz. There we go, canceled. So very good game to my opponent. Nice one and nice and quick for us to kick off with today, of course, we might be able to get another couple of games and we've got one win with me too, so that is all that matters, right? Now the rest of this episode is going to be a lot of fun, so good game to my opponent. We'll jump into game two of today's episode. Up next we have another Groudon. Groudon, Tapulele, Whimsicott, Porygon II, Cinderace, and Kingdra. Bit of a weird team because seeing Kingdra in there with the Groudons, it's not something you generally see, Kingdra there, I'm assuming for the kind of the rain matchup. So you've got a Pokemon that can operate within the rain. Got Tailwind, you got Trick Room. Tailwind on the Whimsicott, Trick Room on the Porygon II. There's Psychic Terrain as well there. I think we've got to be careful against the Lele with something like Guzzload. Will be a little bit of a problem for us to deal with and also the Kingdra as well, which will naturally outspeed us. Mewtwo gonna be good. Maybe we go Whimmy Mewtwo here. Get our Tailwind up. Or play around the Trick Room. I do want to bring. Actually, I think Urshavu's very good here. Like Urshavu's pretty solid against Porygon II. It's very difficult against the Lele though. That's the only issue I would say. Like we could go Didi Guzzload. I feel like Guzzload's good for the Trick Room if they do kind of counteract our play with that side. And maybe end up with something like Urshavu. Or like Didi can be good because we've got, we've actually got Shadow Ball, which can work. So it's maybe a little bit more consistent against this one. We'll see. But I would imagine P2 comes to this one with Groudon. I don't know if we'll see Kingdra. But I can imagine Lele, Groudon, P2, maybe Cinderace. Oh, Whim's a cut. Okay. So, Mewtwo. Well, we're going to get, I think we're going to get smacked around. Oh, they're going to try and smack us around with a Shadow Ball. I would imagine here. They might go for a Moonblast potentially with the Lele. We don't have Shadow Ball. I mean, we could Trick Room. We could Trick Room. Because they're not going to expect that. We could Trick Room and just Moonblast into the Lele counteract. I mean, we could Trick Room as well and just switch into the Guzzlord, you know? That puts us in a really good spot. It just makes it difficult. Well, can we deal with the opposing Whimmy? That's the thing. You know? And the Dazzling Dream coming out would not be ideal. Where we could just go for Moonblast, break the sash on something like Whim's a cut or yeah, we'll Moonblast and we'll Trick Room. Because I feel like they're going to tail end, yeah. They're going to Shadow Ball as well, I think. The problem is if it's specs, Lele, it causes us a few issues because this might be enough to take us down. No, it's nowhere near strong enough. Okay, that's fine. We'll let the Moonblast into Lele. They're like, why is this me too so slow? But it's all all right because we can now expand and force and that should be enough to kind of clear the field alongside of Moonblast, of course. So we'll expand and force and we'll Moonblast. Moonblast is a Lele because I think then Guzzlord can come in and kind of clean up if these two go down, you know? If the Whimmy's not sashed, which it is. Okay, it's going to get a Moonblast off but that's kind of fine. We get rid of the big threats to Guzzlord and now Guzzlord's going to have a fairly easy time when it hits the field. Ooh, trick room, trick room. There we go. Well, we can tailwind now because we don't really care about their tailwind. So we tailwind with Whimmy and just expand and forcing and get some big fat chunks onto the field, right? So that kind of works out for us. See what they're bringing. Pyrobutt. Pyrobutt, that's all right. We don't mind that because we'll have to speed it with an expanding force and we'll be able to, we might not be able to get rid of the Cinderace, you know? But we'll be able to get rid of the Whimmy, get rid of their speed control and then our speed control's going to last a little bit longer than theirs, you know? So the expanding force now, I'll be surprised if it doesn't get the Cinderace to be honest. Not quite strong enough. Okay, well, it's a nice chunk of damage regardless where they go and after the Mewtwo, Ironhead going for that Steel Typing, which is, ooh, into the Whimmy. So the Mewtwo gets to live another day. That is perfect for us. Okay, well, we might be able to play into Whimmy's special item here because we're going to be able to get another expanding force off. I think there's a one or two turns left of Psychic Train 2 maybe, I think. Because I kind of would like to use the Memento. There's two turns. The Till Wind runs out next turn. I mean, they can't, maybe we could just moonblast the Groudon as well. And then what have we got to come in? Diddy Guzzlord, oh, we're going to be kind of fine. Yeah, I mean, we just moonblast Groudon. We could have protected Whimsical here but there's not really much, there's no need to. Um, wow, it does so much damage to Groudon. So much damage. Mewtwo's, Mewtwo is a beast. Wonder if that was like a salt-less cinderace. I don't think so. Might have been. It took it pretty well. Wow, Mewtwo, Whimmy, just doing its thing. So very good game to our opponent. Another quick one for us. So we might even get a few more games in today than we had planned. But Mewtwo, Mewtwo doing all right. So with that, good game to our opponent. We'll jump straight into game three. Okay, we've got another team. It's a pretty hard one up next. It's going to be Yveltal, a Turtonator, the Rillaboom, Stack Attacker, Amungus, and Celestealer. Yeah, pretty nasty looking team. Obviously restricted versus restricted. We're at a disadvantage. The Yveltal has a massive advantage over something like Mewtwo. We're going to have to rely quite heavily on Zapdos in this match. I think Urshavu as well is quite good. Speed control on my opponent's side is going to be mainly Trick Room. You would imagine the Stack Attacker and the Turtonator. We're going to have to watch out for Iron Defenses as well. So that's why Urshavu can come in quite useful. Okay, so Whimmy might not be too bad in this game, but maybe not as a lead. I think we bring Mewtwo regardless, but maybe don't bring Mewtwo up top. I think maybe go Zapdos as a lead. They're going to try and get rid of Zapdos early on, I think. Could go Zapdos. Do we need Whimmy? Zapdos, Goozlord, Mewtwo, and Urshavu, I think. That's what we're going to go with. Right, we've got to bring Mewtwo. We can't not bring our restricted. I, Mewtwo, can do some work. We're not going to have our terrain though, which is not great for expanding force, but Mewtwo can still do some work. I feel like we're going to be relying heavily on hurricanes hitting something like the Rillaboom, you know? Okay, well, all they've got is Rock Slide. Then we're kind of all right, because we can just wide guard on that, and we can just go for, I mean, do they keep you Veltal on the field? That's the big thing. Like, or do they switch it out to like Amungus? Which could be, I think you switch, you switch you Veltal out. I think we'll go for, I mean, we could go Flamethrower. We could just double up into Stack Attacker here. Flamethrower, or we could play it safe. We could play it safe, completely safe, and just go Thunderbolt and Wide Guard. But I do think they go for the Trick Room. But we reveal the Wide Guard, right? Yeah, they're going to bring in Amungus. Yep. Trick Room. But they know we've got the Wide Guard now, so there's a lot going to be like a prime target for the Spawn the next turn, I think. Yeah. Trick Room. Okay. This is where DeeDee would have been good, because DeeDee's the only thing on our team with safety goggles. So we've got to kind of try and play around these sleep turns. We can protect Zaptos here, and I think just go for Flamethrower and to Amungus, although Guzzlord's probably going to get put to sleep. Well, DeeGaft is Zaptos. Maybe not. I think you want to stop the Wide Guard first. There's a Gyro Ball into Zaptos, and Spawn into Guzzlord. Yeah. Okay. Now they're going to put Zaptos to sleep, which you can't really afford to go to sleep. I think out of everything, maybe. Hmm. Yeah, we need Oshifu, Alive and Kicking. Uh... Let's just Flamethrower into the Amungus. It's kind of a waste, though, because they got... Okay. Turtonator coming in. All right, well, probably see a rock slide here. You've got to imagine. This is where Oshifu would have been the better switch, really, but you don't want to bring Oshifu in on a Spawn. That's the only thing, you know? Rock slide, and they do some fat damage. Yep. But we take it pretty well, you know? The problem is that this Turtonator is going to start and get these probably iron defenses up, which is not ideal. We could Trick Room, although I think they're probably Gyro Ball now. So it might be better to bring Zaptos back in. Actually, no. We'll protect here. We'll stall a turn, and then we'll switch to the next turn. And I think we Dark Pulse. We Dark Pulse into Turtonator. Just get some damage on the board. See, I can see Iron Defense, Gyro Ball. Yeah. Come on, Guzzlord. You need to wake up. You need to wake up. Right, we need to switch out. Let's go onto Zappy. We need to stop the Trick Room more than anything, really, you know? I know Turtonator is a bit of an issue right now, but if we can just get some damage onto the Stack Attacker, the problem is the body press is going to absolutely nuke Guzzlord this next turn probably, which is not ideal. We've got enough to stall out the Trick Room turns, I think. A little bit of damage from the Rocky Helmet will be useful. We get the Static as well, which is nice. Okay. Rocky Helmet damage, doing a good chunk body press. This will take Guzzlord down yet. No hope, but we can bring in Urshifu, I guess, now. The damage is due to him back to normal, so we've got an option where we can bring in Mewtwo and Hurricane, or we can bring in Urshifu and toggle it down. Like, we can't let the Trick Room get set up again. That's the big thing for us. I think probably Urshifu. Yeah, can we take, we can probably take a body press. We can probably take a body press from Turtenator. Now we could go Roost and Surgeon Strikes into Stacker and we could go Hurricane. Hope for the confusion into Turtenator. Just we can't really afford to lose Zapdos here. That's the only issue. That would be my only issue. Like, we cannot afford to lose Zapdos because it's like our best way to deal with the Veltel. Is a body press gonna be enough? I don't think so. I don't think so. But we don't wanna kind of Roost in front of it, just in case. Let's Hurricane it. Let's Hurricane it and let Surgeon Strikes into Stacker. Okay, Stacks switching out. Oh, Moongus, Rocky Helmet. Do hit the Hurricane, which is useful. Doing a nice fat chunk of damage. Should we get the confusion? No. Surgeon Strikes. This is Rocky Helmet, we're done. We are done. Body press into Urshifu. Yeah, we can take that. Okay, well. Hurricane will get a Moongus. And then I think we just protect Urshifu, right? Do we attack? Cause they're gonna body press again, I think. Let's just protect and hope our Hurricane hits. Cause they're gonna rage powder, I think, yeah. And then they're gonna body press into Urshifu. I had a margin. We miss, we miss. Okay, we got another chance at this. We got another chance at this. We get the Hurricane this time and then the Surgeon Strikes should get the Turtonator. Should. Yeah, okay. Just need the Hurricane to hit and then we're all good. It hits. Gonna be enough. The Moongus going down, that's great. So can we get, can we get the Turtonator? Hopefully, come on Urshifu, you know you wanna do it. Oh my God, oh my God, oh my God, oh my God. It goes like literally zip because it's got the ability, the ability. No crits, no crits allowed. I forget about that. All right, well, let's just be got a whole lot harder to deal with. We saw the damage Hurricane did before though. So maybe a Hurricane could. Okay, well an Aurora Sphere will get Stacker, 100% with Mewtwo. So we can try and Hurricane the Turtonator again. We'll go for the Aurora Sphere into Stacker. That will get it 100%. We just need the Hurricane to hit. If we get Confusion as well, that would be huge for us. Huge, because then if it comes down to Evaltor, we can just double Evaltor with Zapdos Mewtwo. Turtonator protects, which is actually not too bad because this will be able to get. Yeah, and I think what we'll probably, do we just double? The problem is Sucker Punch from the Evaltor this next turn. Sucker Punch. We could scout it out. We could scout it out. Sucker Punch is definitely coming. Do they sucker and body press Zapdos? It's kind of risky though, right? But Mewtwo is literally unable to do anything here if Sucker Punch is coming out. And you would imagine Sucker Punch will come out. Do they concentrate more down onto the Zapdos? I would think you're probably more concerned about the Zapdos really. So Sucker Punch into the Zapdos makes a lot more sense. Whereas we could probably go, let's go for this. Thunderbolt and Aurora Sphere, let's double into the Evaltor. Because I think you might, you might go after, okay, okay, no. They go straight, they just played straight. Go for the Mewtwo. Can a Thunderbolt deal with the Evaltor? Goes down next turn. How much is the body press gonna do? Quite a lot, I'd imagine. Okay, we'll take another one of those. We'll take another one, start it coming out as well. So that's pretty huge. The problem is Sucker Punch now is gonna, we're in range with Sucker Punch, but we can roost this off. Problem is when body press comes in, we take away a flying type. So we almost need to be paralysed this turn. Can we take it though? We can, we can. Okay, we're not gonna take another one though. We need the fully parries. We need the fully parry. That's what we need. We do need that. I mean we could Hurricane, but if they just click the Sucker Punch button again, that's the trouble. We need the fully parry. That is the only way we can win this. We need the fully parry on the Turtonator. They're not Sucker Punching, so we could have kind of just T-Ball it, but then we'd need the fully parry regardless anyway, so we still need the fully parry. It's now coming out. Yep. Oh my God, there's so much damage. So much damage with the life orb. It is paralysed, we get it, you know. We need double fully parry, because I don't think they snarl here. I think they Sucker Punch again here. I don't think we're gonna be able to do this. We need like double fully parry and them to Sucker Punch here. That's what we need. We need them to Sucker Punch and then be fully paralysed, yeah. Sucker Punch, we need them to be fully paralysed and we're back in this. If they don't and they get the body pressed off, then we're done. Then we're done. Yeah, it gets it, so that's it. That's it. Turtonator, too much. Could not stand up to it. I mean, we could have, we could have maybe played the Mewtwo a little bit more carefully, but you know, we over thought it at the time. Very good game to my opponent. Mewtwo's done well today. We couldn't expect to do really any better with it. It would have been nice to play Shadow Rider Kaurak's team, but again, it is Mewtwo and we came up against a pretty hard matchup in that last one. So friends, we're gonna wrap it up there. Here is the rental for today's team. I hope if you do try out the Mewtwo, obviously it's not the most streamlined Pokemon. It's not the best Pokemon in the format restricted wise, for sure, but it is a lot of fun to play around with. I think the team's really fun as well. We didn't really get to see the Memento today, which is a little bit sad, but it does give you a way around things like Kalorex, things like Zashin. If you are in a really tight spot, you kind of wanna get your tail wind up, wait till you're down to the Zash Memento, get rid of Wimmy, gives you that kind of free switching as well, the next turn, which can always be quite helpful and then gives a lot of room to the other Pokemon on the team. So friends, have a lot of fun with the team if you do try it out. I'd love to hear your thoughts on today's build and down in the comment section, just let me know and we'll wrap up there. So thank you so much for tuning in. Have a great rest of your day, take care of yourselves and I'll see you all for another episode on the channel very soon. So until then, take care and bye-bye.