 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. So it's been a little while since we continued on with our VGC Series 9 content. Obviously, last week there wasn't really much content on the channel. And that was really down to me using all the spare time I had to kind of prepare for the region, the region qualifiers for PlayScope 4, which happened this past weekend. And that brings us on to today's team because this is the team that I ran in those qualifiers. And unfortunately it didn't go as well as I kind of hoped it would. I put a lot of work into the team. I thought and believed that the team would do well. Got off to a really good start, went 2-0 and then things slowly went downhill from there, playing very good opponents, some tough match ups and then a little bit RNG that didn't go our way. Just meant that I ended up going 2-3 and then that led to the drop because at that point I couldn't really qualify. So I just spent the rest of the day being very sad and more myself than anything else. You know, I felt like it was just I put a lot of work in and it just didn't work out and sometimes that happens. And I think in those situations, it's when you can kind of pick yourself back up again, dust yourself off and say it right. Well, what have we learned from that? And then kind of try and move forward and improve for the next time. And that's what we've got to keep doing. Keep going. Don't get disheartened. It's obviously hard not to at the time, because I still am feeling a little bit stung by it, but you've got to just kind of just crack on and try and improve and see where you went wrong. And one of the things that I was thinking about today was do I bring this team to the channel? And I'm still proud of the team and I still think the build's really good. And for that reason, this is why I'm going to feature it today. So hopefully you do enjoy it. It's got some different builds to it. They all the all the spreads and things are down in the description with the poker paste. Here's the rental. And we'll see have a couple of games of the team as we normally do. And then we'll finish up with it. So hopefully we can talk about the team in the games today and get some get some W's because that's what it's all about. So, friends, thank you so much for tuning in. It's nice to be back with series nine. Keep the rental teams coming. We've got some cool teams lined up for this week and other content as well. So keep an eye out for that. And without further ado, we'll jump into our first match of today. OK, first up today, we have a Taraki and Dragapult and Nia Ligo, Rotom Heat, Reggie Alecchi and Rilla Boom. So we've got definitely like beat up combination in here with the Dragapult Taraki and we've got quite a fast kind of pacey team that doesn't really do well in trick room. Unfortunately, we don't have trick room to kind of support us, but we don't need that. So let's see what we can do. Obviously got to watch out for the Reggie Alecchi and the Nia Ligo because they can cause all sorts of issues to our team. The Rotom Wash would be great here, but then the Rilla Boom isn't something that we want to be kind of relying on too much. I think Spectre could be quite good with Grim Snarl here as a lead. The only issue would be obviously the beat up combination, which makes things a little bit more tricky. So it makes me want to change my mind slightly on what we're going to lead. Whereas if we go maybe something like because our rock weakness isn't brilliant here. I mean Grim Snarl, Toa of Kiss. Well, actually, actually we're there, we're there, we're there, we're there. We've got to be quick. Landerous, Toa of Kiss, Grim Snarl and Spectre. Let's go with that. Let's leave the Rotom off the cards because Rotom is good here, but then the Rilla Boom just completely makes that a very more it makes it a lot more complicated, a lot more clunky of a match because then we're always constantly thinking if they brought the Rilla Boom, we've got to get rid of the Rilla Boom before we get the Rotom on the field. So it's given my opponent a lot of room throughout that match. So I want to just take that out of the equation. I don't think we necessarily need it. Yes, there's the beat up option there, which makes things not ideal, but at the same time. Do they go for the beat up here? The one problem that I always have is do we go follow me or do we bluff the follow me to say we don't need the follow me? We can just go match our stream and then start Earthquaking, which is definitely an option. But the problem is if they just beat up straight off the bat and we don't follow me, then we're in a lot of trouble. Whereas we could go Max Airstream into the Dragapult. Follow me. We get around that beat up equation. We probably lose Toa of Kiss in the process. The tracking is going to Max. Yep, but the speed boost that we get here with the lander has put us in a great position. It means that we're going to be able to get rid of that Dragapult the next turn. And for the cost of Toa of Kiss, it's not too bad. And that's one of the reasons, you know, we we run quite an offensive Toa of Kiss in this team, right? Because we've got the Crit Kiss. I think it's very good in certain matchups in this in this this format. But at the same time, it is there to kind of support situations like this to give us kind of that out when we need it. Now, it's interesting. Landers was one of those Pokemon that didn't generally bring too much in Claire's Cup. And maybe that's where I went a little bit wrong, a little bit of stray. And some of my matches where I should have maybe relied on it a bit more because it's such a good Pokemon. There's the beat up there. They would go on for it. So I mean, that's the thing if you like, if you kind of try and get a bit cheeky and say, well, I'm going to call your bluff because you're not going to go for it because we've got follow me. And you feel like you're wasting the turn, you know, it's better just going for it straight off the bat. There's the Rockfall. It will take Toa of Kiss down. Unfortunately, put the sign up, though. But the residual damage with the airstream damage, it will get into the Dragapult and then the lander has been able to speed the Dragapult. We'll put us in a great position going into this next turn. And then it also means that we can get spectra on to the field if you want and potentially go for a Willowisp. Into the Tarakian, shut down even more. All go for another airstream if you want and put spectra kind of out of reach of something like the Regi Alecki that potentially is lying in wait in the back. But I think, yeah, I think what we do is airstream, Dragapult again and we go for that Willowisp. Because the Tarakian's already minus one. Now the issue would be the Dragapult is scoffed. Is the Dragapult scoffed? Is it scoffed? If it's scoffed, we lose, right? I don't think it's scoffed. No, we get the airstream off, so we get rid of that beat up option there. And that's the big thing, what you want to try and do in these matchups. And you can see the utility there of Toa of Kiss here. Just being able to allow us to kind of do that. The Willowisp landing here would be nice. Tarakian could have something like Lumberry though, which would would complicate things a little bit. Willowisp does hit, which is great to get the burn. No, Barry, just a steal spike coming out, which is not the worst thing in the world into the spectra, which we can take pretty well. And then, yeah, Lander is kind of set us up in this game to be able to kind of close this one out. The Tarakian really useless now, especially without that beat up option. From my opponent's side of the field, Lander is in a great spot where it's just able to kind of out speed everything now, especially even if the Regi Alecci comes in. We're going to be able to take it, be able to out speed that. And then the Rotom coming in does mean that we're kind of locked into going for. I mean, we don't even I mean, we just double in on the Rotom. It may protect here. It may protect, but I mean, I don't really worry too much about the Tarakian at this stage. It's kind of forced to potentially go for Steel Spike to give that Rotom a little bit more defense so it can take these these max rockfalls a little bit better on rock slides, but we're not even going to see that. So they should put it in range of a shadow ball now and allow. Yeah, yeah, yeah, just able to take that. I know Barry there. So we'll get the the the grim near boost as well on top of that, which sets us up perfectly for this end game against potentially a Regi Alecci, which I don't know, is it going to be the Alecci or is it not going to be? It could be the boom. Relaboom could come out. Steel Spike come out into Landerous this time. But doing. Yeah, it's just like with wiffy damage. So yeah, I'll be interested to see what the last last Pokemon is. What's your really? Boom causes a few issues, of course, with the grassy glide. May may depend on the item choice that it's got to get the spectra, but it is the Nile League or so. I mean, that's that's as good as it's going to get for us really, isn't it? And where we can just earthquake really? Yeah, I mean, that's all we do. We just earthquake. I mean, spectra going to be able to hope. Yeah, spectra should take an earthquake and we'll just go for a shadow ball as well. I think, yeah, I mean, spectra should take the earthquake. Should should should. We are plus one with spectra as well. So earthquake probably not take down the track in, but it will definitely take out this Nile League. The worst case scenario here is if they protect the Nile League or but then again, like, you know, they're not going to be able to get around it the following turn. And if they go for something like a trick room there, there's a weakness policy, but unfortunately, because the spectra is out speeding the track in even without the airstream would be would be in a good spot. So we pick up pretty clean win here. First game against, I guess, wow, it actually takes it takes that. Wow, that's pretty, pretty, pretty impressive. That you take that. So that's a that's a bulky, bulky old track in, but the burn going to be enough to take it down. And Lander is pretty much single hardly when this game. And this is the thing, like I said, at the start of this match, didn't bring Lander as much in the players cup. And maybe that's the reason why, but a lot of those matches where I didn't bring it, they didn't feel very favorable. But a good game to our opponent. Good way for us to kick off with today, a nice quick one and we'll get straight into our next game. OK, next up we have, oh, this looks tasty, a ludicolor, Pellipa, a Raichu, Seismatode, Ferrothorn and Goudre. Looks tasty, but it looks a little bit awkward to play against as well. Obviously, a very rain-centered team around the Pellipa with that rain dance supporting ludicolor and the Seismatode with that swift swim there. Then you've got a kind of classic kind of backup Pokemon in the Goudre with the it's most likely going to be Sapsipa and then the Ferrothorn for the trick room check. I don't like it. I don't like it one little bit. It makes it difficult to run the Rotom here. I mean, Grim Snarl going to be great. I think Grim Snarl talk is very good. I do want to bring Marowak just because, well, do I want to bring Marowak? Marowak's great in an endgame situation against something like Ferrothorn for sure. But it's so many threats to Marowak. Otherwise, we need the rain up really. I mean, not the rain up. We need we need to get rid of the rain. That's what we need. I will bring Marowak because I think a parish in the late game against something like the Goudre, the Ferrothorn and be good. We can kind of manage the rest of the team, hopefully with talk is Grim Snarl. It feels like it could be solid enough to do that. And then maybe, maybe we want a good switch in to something like Rotom, which can't, which I mean, yeah. Yeah, let's go with Rotom. Rotom's not the best, but it gives us a switch in to the big powerful water type attack so that can potentially come out and give something like Marowak a lot of issues. You know what I mean? Now, I think we either see Pelopolludi lead or we'll see Raichu and maybe something like Seismontage. Pelopolludi. Yeah, there we go. OK, so light screen going to be so important for us here. And then obviously the MaxStreme are going to be the big, big key for us in this one where we can deal with the Ludi. The light screen going to be enough for us to just pull that trigger straight away. And I think we just need to to just dive in with the Max, go after the Ludi as quick as possible, get ourselves a plus two, which should put us above everything in the speed bracket with that swift swim like the Ludi and the Seismontode. They're not the fastest of Pokemon. And I'm pretty sure that Togokis, well, I'm pretty confident Togokis be able to outspeed them if we get ourselves a plus two. So that's the main aim of the game here. Obviously Pelopolludi does get tailwind, so we need to watch out for that, which makes things a little bit more complicated, but we'll see what the Pelopolludi goes for. Maybe my opponent just wants to go on the offensive. Turn one and just start chucking out damage. I would be surprised if we don't see the Ludi Max here. I think the Ludi will Max. If it doesn't, it fakes out. No Max, no Max, no Max. We're gonna be able to potentially get rid of this Ludi straight away, you know? Hydro Pump coming out from the pineapple. Into Scrimsnow, okay. Take that pretty well. Togokis gets away unscathed and we get that big airstream into the Ludi, which is super, super, super, super helpful, critical hit as well. Don't think it mattered, especially because it's not Maxed. All right, I don't know what's going on with my head. Scald coming out. All right, doubling up into the Grimmsnow once we get rid of it. No burn as well, which is nice. We can kind of mitigate the burn as well if we want. I think Seismetod hits the field now. Max Azuz is a bit of an issue for us. Oh, it's Farathon, huh? Do we just get rid of the Pelopolludi? Because you don't really care about the Farathon. Even if it's like Iron Defense, we do not care about it. If they've got Farathon, I think we just go after the Pelopolludi because Max Airstream now into it. Yeah, the Farathon we don't care about. Like, as long as you get rid of the water threats, then Marowak just absolutely demolishes the rest of this team. We're gonna see Max Pelopolludi. Come on, let's see it. I reckon it's gonna be Max Farathon though, isn't it? Max Steel Spike. Yeah, there we are. There he is. There he is. I wonder what set it is. It's probably more of a conventional set with power whip, gyra ball, leech seed, and your body press variant, maybe. But again, it doesn't really matter what variant it is. Marowak does pretty well against most of them, you know? Especially with the Parish. And we've kind of cut their options down pretty good so far. It just depends on the last Pokemon. Like, what is the last Pokemon they've got, you know? Spirit Break gonna be able to get the sash on the Pelopolludi. I do wonder if this is that rental team. Is it the rental team? Someone got it to master rank? Maybe. That does fat damage, doesn't it? Especially because we haven't got the reflect up, you know? Okay, well, let's see. Let's see what our options are this last turn. Not the last turn, but you know, the last Pokemon. You know what I mean? Seismatode coming in. We should still be faster than it. Come on, Max, let's Spirit Break and Airstream. Yeah, it does make a little bit more tricky dealing with the, if we can't get rid of the Seismatode here. Ah. Okay, okay, okay. But the end of the world, reflect would have been better. The Protect, not ideal, not ideal. Especially for that Marowak. Because the Steel Spike, yeah, I think you're gonna get rid of the Togekiss, yeah. You definitely get rid of the Togekiss. Oh no, oh, that's a little bit of an error, I think. I think a little bit of an error. I think you get rid of the Togekiss, because the Togekiss can definitely cause a few issues. We've got redirection, where we can help the Marowak get the Parashop if you want this next turn. We also got the Rotom here, where we can go Hydro Pump. It is a little bit risky, but I think we just double, I think we just double, we just Hydro Pump and Dazzle into the Seismatode. Getting a little complacent in that last turn, really. Should have read the Protect a little bit better than what we did, but I mean the Seismatode is not gonna be, I mean we could go Air Slash, just a chance at Air Slash misses, just for the Flinch. It's kinda nice, but Dazzle's more consistent here, which is probably the button that we should be clicking, but the Flinch chance is always nice, and we do hit. This is a good Togekiss. This is a good Togekiss. If you get the Flinch, it does Flinch as well, so we get a little bit fortunate there. The Hydro Pump does hit. Had a few Hydro Pump misses as well, some players cut for, but that's gonna happen, you know, it's not the most accurate of attacks, so you are gonna get a few occasions where it doesn't connect, and the Max Overgrowth's gonna get rid of the Rotom, but it's all, oh, it's not fine actually, it's not fine at all, because we can't perish against the Ferrethorn, because it's sloiling us. So we've gotta just rely, yeah, the Max. This makes it a little bit more complicated, a bit more complicated. Yeah, because it's sloiling us, so if we perish and we've only got two Pokemon left, we'll go down before it goes down, so it wins on the perish, so we cannot be clicking that button. We need to stall out the rain, see how many turns we've got left, one turn left, we need to double protect here, and then we go after the Ferrethorn with a Fire Punch and an Air Slash, and I think that should even like, plus two defense at the Ferrethorn's on, it should still be enough to get it, so especially without the rain. And the reason why I went for Fire Punch of a Flair Blitz was I didn't like the recoil damage that we got with their Flair Blitz, and my work in this team is never meant to be like a huge powerhouse, does respectable enough damage with the Fire Punch, you just miss out on the recoil, which is kind of important, especially for the longevity of it. If you want to keep it on the field for a long amount of time, you've got to make sure that you're not taking too much damage when necessary, but we do pick up the win there. It would have been interesting to see how much the Fire Punch did do, but I think we would have clinched it anyway, but good game to my opponent. We do pick up the victory, and we'll move on and have one more game of the team, hopefully face something a bit more standard in our last game of today's episode. Okay, next up today, we have a Whimsacott Moltres, Mamoswine, Cinderace, Nyliga, and Spectreateam. This looks spicy, and I mean, you've got options here, pretty much the Whimsacott supporting everything below it with that tailwind support to make them very threatening very quickly. Obviously the Mamoswine cannot be intimidated, makes it difficult there, the Nyliga gives us a lot of trouble as well, especially with things like Toadkiss that we might want to bring against the Moltres, it does so well. Liner is going to be good here, has to watch out for things like Willowespe from Potential Spectreateam and the Mamoswine causes all sorts of issues. I think honestly, like early on in this game, like we've got a couple of options, we could go Grimsnall Spectreateam, and that could definitely work out for us against a bunch of things that my opponent could throw at us. I'm kind of tempted to do it, and honestly, I am actually going to do it. I am going to do it. I want to try and show you this combination, which is a very centered point of the team. I think we need Landerous, it helps us out against the Nyligo, the Intimidate's useful against the Cinderous, even if it has got that white herb, and I think for an end game situation, probably more useful than anything. Well, Rotem, there's arguments for why that could be good for Toadkiss as well. I think we will go Rotem, it just matches up against the Mamoswine and a little bit better that gives us so many issues. Okay, let's go for it. The Nyligo's a little bit of a problem, but it's not so much of a problem if you can get that ball rolling with the Spectreateam Grimsnall. So let's see what my opponent goes for. I'd expect the Maltrez to come out, and if it's Maltrez, Whimzacot, I don't mind this too much, and that might sound a bit crazy, but we do have ways around it. Okay, it's the Mamoswine and the Whimzacot. Okay, still not too bad, still not too bad. They're gonna Tailwind, and they're gonna go Max Quake, I think. We're gonna Reflect, and we're gonna go Willowisp into the Mamo. It could have, it could have Lumbary, I guess, but it's more likely to be Sash. Like, Sash Mamos, I think it's the most common item on it in life, or after that, then Assault Vest. So, Lumbary not likely here. Okay, we're just gonna see Protect from the Mamo. They're gonna get their Tailwind up, gives us a turn to get the Reflect, which is helpful. The other issue here is, the next turn could be a little bit problematic for us, because we could see a taunt from the Whimzacot into Spectre to stop that Willowisp. So that's definitely an issue, because if you look at my opponent's team, let's take a look. They're very weak to Trick Room, okay, very weak to Trick Room, especially P2 Trick Room, it can get it up pretty quickly, so the things that you're gonna look at probably put a taunt on are probably things like Spectre, things like Whimzacot, so you can kind of expect that here. Now, we've got a couple of options where we could potentially just go after the Whimzacot here, Max with Spectre here, and go on Max, Strike, and just start lowering the speed of that Mamos one. We don't necessarily need to worry about Mamos sign too much, because we've got the Rotom in the back, but we need to, I think, Max at this point to reduce the damage from that Mamel, that it's gonna come out with the Max Quakes. Obviously, we cannot intimidate it because of the obvious oblivious, or obvious whatever it is, ability, that it gets access to, because of the buff there, and immune to intimidates, but we are gonna be able to drop its speed, which does make it a little bit more useful, especially once this Tailwind runs out for my opponent, but it's all about getting rid of the Whimzacot in the process, you know? And I think if our thinking's right, it's gonna be tied up here, going for a taunt into Spectre to stop that Willowisp. This turn, I would imagine. Ooh, no, we could have just went for the Whisp, the Helping Hand coming out. Not ideal, Max Hailstone, gonna do a fat chunk of damage, especially with that Helping Hand boost, but not, not a great deal, not a great deal. Meaning it doesn't nice about the damage, not as much as I probably want my opponent expected it to do. We probably didn't need to double up into the Whimmy, but we probably do as well at the same time. The Spirit Break will be able to just, just do enough to take it down, and if not, the residual from the Hail will be enough. The problem is the next turn, what does my opponent bring in? Ooh, ooh, a Jack Button. Okay, Jack Button and Whimmy, huh. Switcheroo, I hate the Switcheroo combination. I mean, no one likes a Jack Button and Whimmy, especially when they eject it onto you like I showed. Spirit Break not gonna do a great deal into the Cinderace, but it will do a respectable amount of damage. Without the Helping Hand on that Mama Swine, makes it a little bit easier to deal with. Okay, now what's our play? What's our play now? We've got the Reflect Up. We could go Max Fantasm in Spirit Break. We've got Max Guard. I worry about Sucker Punch on the Cinderace for sure. Okay, what we're gonna do is, we're gonna bring in Landeras just to kind of encase that Sucker Punch is there, encase it is there. Do we remove the Sucker Punch option? Yes, yes, we do, we do, we remove the Cinderace. We will reduce the attack and the defense on that Mama Swine as well at the same time. And of course, the Intimidate not gonna affect the Mama Swine, right? Because of Oblivious, but it will reduce the damage output on the potential Sucker Punch from the Cinderace, which, okay, it's not, it's Iron Head. That's fine as well. So Grim Snow, I guess, gets to stick around a little bit later on. Max Quake coming out. Oh, oh, beautiful switch. That's what we like to see. I mean, even Rotten would have been a good switch in there. We don't manage to take down the Cinderace, which is a little bit unfortunate, but at the same time, we are reducing the damage on that Mama Swine now, potentially. Whatever comes in, Whimsicott or Cinderace on that slot there, we need to preserve the Lando for later on in this game. I think we bring, it's probably a good time to bring in something like Rotten here. And we just go for that. We just go for the Max Phantasm, because we'll be able to, like, if Whimsicott decides it wants to switch in here, you wanna preserve the Cinderace for later on, we'll be able to remove that from the field or remove, it's all about getting this Grim near boost right now, you know? I would have liked to have seen Sucker Punch onto the, onto the Spectre here, because then that procs our weakness policy, which puts us in a phenomenal spot. But we're just gonna see the Pyro Ball come out. It's gonna be into Spectre, but we take that pretty well. And Max Quake coming out again, obviously boosting that special defense, which makes it a little bit more tricky to deal with. But we take that reasonably well, reasonably well. Um, plus two special defense Mammal, minus two defense. These are grip style can come in and do some good damage to it. We've got the possibility to potentially get a Willow Wisp, now the Tailwind does end. My opponent's kind of almost forced to bring in the Whimsicott, I think. It does end this turn, I think it ends the next turn, right? Ends the next turn, so there's one more turn, no, it ends there. Okay, we were right, originally. Second guess in ourselves, so the Whimmy has to come in now to get that Tailwind up. It gives us a bit of room to potentially get a nasty plot off. We don't really worry about what the Mammal Swine's gonna do. Um, nasty plot. Let me let the Spectre go down here, or do we actually switch it out? Keep it for maybe late game. Because it could be the Nilego, like we've got to look at my opponent's team here. Hmm, could be also the Maltrez. Okay, I think we'll sack. Sack Spectre here. We'll go for the Willow Wisp, Cheeky Willow Wisp if we can get it. I don't think we'll be able to. I think Tailwind, Mammal will probably go for something like, ooh, what's this? What's this? What are you doing? What are you doing, Whimmy? You're not going for, you're gonna steal a Citrus Berry, okay. I'll take that all day because we get to burn this Mammal. That's a way better trade. We don't, because of the Ice Shard. Okay, well, I mean you take our Citrus Berry, but it's still, it gives us the nasty plot, which is what we want, you know. And Tailwind's still a bit of an issue, of course, but Grim Snarl can come in and cause all sorts of havoc. And as long as we've got Lando, like, as well, you know, even Maltrae's all Nilego in the back, it's not really too much of an issue, you know. I think we double in on the Mammal Swine here. And Dewey, Dewey, go to the Whimmy, because the Whimmy causes us a few issues with Moonblast. It'd be nice to kind of avoid any Moonblast damage. Just go, yeah, I think Spirit Break. Spirit Break into Tuza Vimzikot. That should be enough to get rid of it. May not be, though. Trying to remember from the early term where we got the Spirit Break. It is locked to go into the Tailwind here. You want to set up what have you got on the back. Makes sense. Earthquake coming out, and we take this pretty well. And the Whimmy's not really going to appreciate that Earthquake. We've got the Reflect Up, yeah, and that's that the Whimmy is dropping now, which might be what my opponent wants, you know. Hydro Pump plus two. Gonna take it down to its sash. Yeah. Makes it a lot easier to deal with the course. Spirit Break, I'll take down the Whimmy. And then we got either Maltrez, I think, or Nyligo, which, as long as we get rid of the Mamo, right? As long as we get rid of the Mamo Swine, where we're fine, because Landerous can easily deal with the Nyligo. All the Maltrez, there is a bit of an issue. Of course, Nyligo could have the Power Hub, or the Power, yeah, it's probably got that, to be honest. Makes it a bit tricky. There's plus, yeah. We need the Light Screen up, we need the Light Screen. Yeah, let's Light Screen and go after that Nyligo. It's not gonna be sashed, it's not gonna be sashed. Okay, it protects. What are they gonna do? Another earthquake. Double protect. Wasting their tailwind turns. Okay. Are they protecting on our protect? Potential protect, potentially. Let's try and get a Spirit Break into this Mamo Swine, which we should be able to do. Like, we just need the Mamo Swine to go away, and then Landerous can come in and just beat the Nyligo. Meteor Beam, yeah. And we could have protected here. It's like, do you go into the Grim Snore expecting the Rotom to protect? Meteor Beam. Bosh into the Rotom. Take that pretty well. We haven't got the Citrus Bear anymore, of course, have we? Icicle Crash. Can we take it with Rotom? Are they going to the Grim Snore? Okay, we just don't need any mishaps here. This should get the Nyligo, plus two. Yeah, and then this Spirit Break should get the Mamo Swine. We could have got Flinch there. We could have. Badly. Okay, well. Teamwork's out pretty well. We didn't get the Spectre Weakness Policy stuff propped like we wanted to. The idea behind it is to obviously have the screens up, them attacking to you. Max Strike into them. Max Strike into the, like, so the Maltres. Let's just say this, for instance. Okay, so the Maltres, we, Max, they, Max, we light screen, we Max Strike into them. Reduce their speed by one. Obviously, Tailwind complicates this a bit. Ideally, no Tailwind and contention here. Next time we Max Strike again, and then we Spirit Break. That combination will get most Maltresses. And obviously with the Weakness Policy Proc from the Max Darkness, it just goes crazy. Anyway, we're gonna jump over now, remind you of the team from today, and good game to our last opponent. Okay, friends, here is the team from today's episode. This is a team that I took into the regional qualifiers for Players Cup 4, and it didn't quite work out, but I hope if you do try it out that you have a lot of fun with it. I think there's some nice elements in the team. I don't think that it's good against certain teams in the meta, but it struggles against some teams as well, which I found out, you know, playing it. So it's not the perfect team by a long shot. I thought it was a good call for what we'd, I'd kind of see a lot of, I was expecting to see a lot more Reggie Steel kind of stuff, more Reggie, a Leckie kind of teams, and I just didn't really see those teams at all, and Spectre teams as well, and didn't run into any of them. So it didn't really work out as well as what I planned, and maybe that's just the look of the draw on the day. As I say, I'm a little bit disappointed with how it went, but all I can do is just come out and say, I'm disappointed with the result, and then just pick myself up and try and improve for next time. And that's the big point here, you know, not hiding the way behind the result. It is what it is. It's very disappointing at the end of the day. I'm upset about it, but you know, I can't dwell on that. I have to just think, when did I go wrong? What didn't I do right? What could I have done better? And what was the shout on the day you saw, you know, Febsi making a great call there with, you know, Marcus and Febs, obviously doing really well. Those three kind of top cutting the Blastoise team, doing amazing, really good shout. So it's those sort of things you've got to look for and take a look and analyze your own kind of view on things. I really felt like Marowak would be a good shout. And I think in this team, it works pretty well. Double Ghosts, nice against body press stuff, which was picking up a lot of popularity. And Rotom Wash is just a phenomenal Pokemon in general, and I think is a little bit slept on. Obviously, Rillaboom gives it a lot of issues, but we've got answers in the team to Rillaboom, you know, it does help having a bunch of things that can deal with Rillaboom, but don't make it any easier. But that is the team, friends. Thank you so much as always for tuning in. Hope you've enjoyed today's episode. We had a few good games with the team to see how it can function. If you do try it out, as always, do let me know down in the comment section below. I would love to hear your thoughts, and we'll be back soon with more series nine content. Until then, friends, more importantly than anything else, take care of yourselves, and I'll see you all for another episode very soon. Until then, take care, bye-bye.