 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, we are continuing on with our VGC Series 11 content. We have a team based all around Zernius and Metagross. The team has been provided by NGVGC, who is an Indonesian VGC player, very good player and tweet out last week, the team and another one that they've had a lot of success with on the ladder. Now I saw the Zernius and it's something that we don't see commonly used really too much in the format at the minute, but something I do feel like has a definite place up there and can do a good job. Obviously alongside that, you've got the Metagross there and there have been a lot of comments recently on the videos that we've been putting up about Metagross, so it's nice to be able to actually feature it. You can see it's got a couple of options to kind of proc that weakness policy on it through the anti or the tornadoes with a brutal swing of bulldoze, respectively. The team also has Rotom and Mungus, so nice supporting cast there. The Rotom gives you really nice kind of synergy for the Zernius against steel type threats that you would have there. And obviously with the Metagross as well for the fire and the ground with the levitate and water typing. Mungus gives you the redirection and gives you a check in trick room if that does become a bit of an issue. There is also Apocapus down in the description as well that NG has provided. His socials will all be linked down below if you'd like to jump over and check him out and drop them a follow over on Twitter. I definitely recommend it, always providing really cool innovative teams that are a little bit different in formats that are always successful. So sit back friends, hope you enjoyed today's episode. As always, we'll have a couple of games with the team and then we'll feature the rental at the end. So without further ado, let's get into game one of today's episode. Okay, first up we have a Zashian Thunderous, Landerous Grimsnall, Rotomheat and Arachnid team. Pretty kind of standard looking Zashian team until you get to the Rotomheat and Arachnid. Rotomheat is going to be a really good utility. Good synergy with the Zashian has that ground immunity and can switch in on things that are going to threaten Zashian pretty good. It's a little bit like Rotom, obviously just gives you that fire type and stab. And then the Arachnid is a really nice option. It gives you a trick room check if you need it. It can also play off like the speed control options on the team from Scaryface, Thunderwave and Airstream from both the Genies if needed. But as I said, it does give you a trick room check if needed as well. You kind of need Metagross and Zernius here. Like Zernius to deal with like half the team and then Metagross to deal with the others. And then you're going to need to kind of pin in Rotom as well to kind of help out with the Rotomheat and the Arachnid that the other two members of the team can't deal with super well. Like I feel like Entai, do you want to go Metagross as a lead? Metagross, Rotom and then Zernius. I think the big thing is like Zernius is kind of freed up if we can get rid of the Zashian. But Zashian not that easy to deal with, especially in a team where you haven't got Intimidate, you haven't got that way to kind of like just get rid of those Intrepid Sword boosts initially just by this switching, you know? It does become a little bit more tricky. With something like Entai, you have to kind of utilize it a little bit or as best as you can really. So Rotomheat coming in with the Grim Snow. I think we probably want to just go after the Grim Snow here. We'll go Sacred Fire and then we'll switch into Rotom to take potentially a Max Flare or an Overheat from this Rotom. The only issue here would be if the Rotom goes nasty plot expecting us to maybe snarl in this situation, which could put a little bit out of reach and then it becomes way more threatening to our side of the field. Rotom actually just going for the Protect here. It'll be interesting to see what the Grim Snow goes for. It goes for the Trick. It's going to go for the Trick onto the Rotom to try and get rid of a potential weakness polity there. Give Rotom the Lag until, which isn't ideal. It gets itself a Citrus Berry for its Troubles and not burn there, so that's not great. But we do have the option now where we can go for another Sacred Fire and we could use this turn to go for maybe just a Hydro Pump rather than waste of turn going for something like a nasty plot. It's just like what has my opponent got to switch in to take? I mean they've got the Arachwynid, right? So they could bring Arachwynid in here, but then again, if they bring Arachwynid in, it's not really going to have the best of times the next turn having to deal with something like Thunderbolt. Thunder is coming in, so you don't mind that too much. Thunder is not going to enjoy taking a Hydro Pump. We may see screens from the Grim Snow here. No screens there. And we get a high roll, so we actually take down the Grim Snow, which is pretty huge. So it must have been a low roll that previous turn. As we get the Hydro Pump into the Thunderous, and we can get some nice damage onto it there. So that's pretty good for us. A good start, at least. Thunderous probably is actually coming in now. Okay. I wonder if we're in a position where we could maybe try and maneuver to get something like Metagross in. Probably have to concentrate a little bit more down on something like Zashin here with a Sacred Fire. Sacred Fire and Thunderbolt going to be enough, I don't know, because we might see Ere Impulse as well. Come out. We're just better off going for a Hydro Pump just to get as much damage as possible onto Zashin, I think. Let me see if I'll play. Not too anti. So they're doubling down into the anti. Gone Sacred Sword should take it. Yeah. So we might be able to get the burn here if we do that huge for us, like massive. You get the burn. Okay. We might not matter too much if this Hydro Pump connects, which it does. Is this going to be enough? And then with Zashin down, like I said, yeah, yeah. Okay. So the burn doesn't really matter there at all. It was just a nice added bonus to kind of cover things in case that Hydro Pump did miss. But we're in a great position now where we can, yeah. I mean, they still have access to their Max moves, for sure. But I think we got Secret Fire into Thunderous. Because if they go after the Rotom, if they chase down the Rotom here, then I kind of get punished for it. I think Zonis isn't going to have the easiest time against the Rotom. It's whether or not we want a nasty plot here. I'll go for a, I think we may be better going for a nasty plot. It's just if they Max this turning on Max Lightning into our Rotom, we don't have, we could Max Rotom as well. I think Max and Rotom is probably the best thing to do. To be honest, it allows us to take attacks better, get the rain up on the field, which then protects Metagross a little bit better when it does hit the field inevitably. Rotom's going to go after the Anti as well. So we're not really weakening our Secret Fire into that Thunderous. So it's just where they decide, like, do they go after the Anti here to get rid of it? Or do they go for the Erion, pulsing to Rotom to check a potential nasty plot? Rotom just going to protect. So that gives us a little bit of extra room, I guess. And I think they just, they're going wild charge, yeah, into Anti, cover any switches in. So that's not too bad. I don't mind this too much at all, because I think now we can, guys are here. The guys are the next turn into the Thunderous. We bring in Zernius. We protect Zernius. The guys are into the Thunderous. And hopefully the guys at even at minus two should be enough to get the Thunderous. Actually, we know it's not got Erion Pulse. So it's, yeah, we've got no way to be weakened here. It is the Defiant variant. So we could really just go for a GM Anti here if we wanted, or we could pull a hard switch into something like Metagross. Because I think, yeah, I think Metagross isn't a bad option. And then we go Max Lightning into Thunderous here. Yeah, because I think they go probably Max Flare for anything that turned with the Rotom. Potentially, I don't know. But we kind of get a good start and pick off the Zashing at a point in that game where it makes it really like difficult for my opponent to kind of come back from and have that support in the back. So get a nice win there for us to kick off with and we'll jump straight into game two. Okay, next up today, we have a Kyogre Raichu Mantine Anti, Rillaboom, and Slurpuff team. So pretty interesting team. You've got some interesting kind of mechanics going on here with abilities and stuff like that. Obviously, the first one to mention is going to be the Slurpuff with that Unburden ability. It's inevitably going to have a grassy seed to take advantage of that speed boost that it gets and then supporting the rest of the team. Rillaboom obviously going to be something that has to be brought if they want to go down that strategy, of course. Then you've got the Lightning Rod which supports both the Kyogre and the Mantine from the Raichu, something else to kind of keep in mind, obviously, as well. They're going to have Nuzzle probably there for a source of speed control. It's going to try and slow things down on our end of the field. Mantine, you've got to know, it does have access to support like Wide God as well. So if you do go down as earliest route, you're going to have to be mindful that Wide God could potentially come out and they're going to have things like Anti that are going to be able to soak up those very type attacks really well and also disrupt with things like Snarl. I feel like Rotom is going to be good here, but the problem is getting rid of the Raichu and the Rillaboom. Once they go down, like Rotom has a really good time against this team. So it's been able to remove those two threats first. Raichu and Rillaboom. I mean, we could maybe go to Tornadis Metagross route and then go Rotom and then Zernius, I think, might be not a bad player altogether. Let's see if this works out. We're running out of time, so we need to lock in pretty quickly, but that makes a lot of sense for what we're going up against. Let's just see. They're only able to bring four of the six of them. They're not going to see everything from them, but hopefully we see the Slurpuff. I don't imagine we will because I think Slurpuff's going to have a bit of a harder time against Metagross as well as that Rillaboom. Although the Rillaboom will probably make an appearance here because it does give a lot of support against probably one of the bigger threats on this team, which is the Rotom from us. So we are going to see the entire lead with that Raichu. So in turn one, we can just Tailwind, I think. We're going to watch out for the Fakeout, though, which is the big thing from the Raichu Fakeout into Tornadus. I'm trying Tailwind. The Sacred Fire worries me to no end. The thing is, can we catch our opponent out by attacking with Metagross and then doubling into Tornadus. Fakeout and trying to attack into it because that could be the thing. Or do we just Max here and go for an attack straight into the Raichu straight off the bat and just hope that we don't get burned. It doesn't look like we're going to run out of time. We're just going to protect this turn. So it's kind of a play I did think about. It's just whether or not they double up into Tornadus here, which would be pretty bad off the cover basis by going into the Metagross with the Sacred Fire anyway, which they do. So that's not too bad. The thing is that might not actually be the worst thing first because you could potentially switch into Rotom here from Metagross and preserve Metagross for later on in this game and go for a Tailwind here and then switch into Rotom ourselves. And then I guess... Because what's the Raichu going to do? Maybe we'll switch into something. We've got to be mindful that we'll run out of time here. Just we probably don't want Metagross to stay and then take a Sacred Fire. That's the big be all and end all of this. But Rotom isn't going to appreciate getting a burn. That's the only thing. And any sort of residual damage onto it at this stage in the game is not going to be useful for us to kind of close the game up. Like I say, once the Raichu's gone, if the Rillaboom's not on the back, then Rotom has a really good time against this team. Sacred Fire coming out and doing a big chunk of damage as you see. Thunderbolt is just going to be fired into the tornadoes there. But with the Wackenberry, we are able to take that a little bit better. So we'll get to the paralysis, which is not ideal. Not ideal. Not what we really want to be seeing there. I think we probably have to chase down the Raichu here more than anything. I think we go after it with Hydro Pump and an Air Slash. Because we will outspeed the Raichu with tornadoes still, even after the paralysis. And then hope that the tornadoes just gets taken down by Anti. Got to worry about extreme speed though. Anti switching out. So we potentially are going to be able to get rid of the Raichu here as long as our attacks hit, which is good. And then we do see the Rillaboom hit the field, which is going to be something else that has access to fake out. Yeah, Hydro Pump hits. Nice. Part A of our plan going well. And the Air Slash should be enough. We're not paralyzed. So that's great. And the Raichu will drop, which is, yeah, a good turn for us, I think. We probably see Kyogre come in now, I think. Which makes it a little bit more difficult for us to kind of get that maneuverability against something like with the Rotom that we want, you know. And we don't really have the switches, because if you had something like potentially had something like a Moogus in the back, that wouldn't be ideal to bring in here, you know. The other option we could go down is go Max Airstream. Like Max Tornadis and go after a Rillaboom here with Max Airstream. It's just as they've got the Cobra Berry, they will survive. It might be better just go on Air Slash and preserve our Max for later on. I think, yeah, that's probably not a bad idea. And then I think Protect Rotom. Yeah, yeah. Yeah, it's just the issue is fake out here from the Rillaboom. But it's whether or not they want a kind of grassy glide. Yeah, they go after Tornadis. Yeah, they take us down anyway. Okay. And Thunder coming out. Okay, from the Kyogre. Interesting. Now, is it better to bring in Xerneas here? And then switch to Metagross. Or is it better to bring in Metagross? Chase down and keep Xerneas for later on in this game. I think it might be better go on Metagross here. We might have to just sacrifice Rotom this next turn, in all honesty. Just that Max Geyser is going to absolutely decimate us. That's the only problem. That's the only problem. Max Geyser is going to give us so many issues. And I don't think we take aggressive glide from a Rotom even if we max it. So it's like we have to sacrifice it. Really. And go for it. I mean, we could change the weather as well, which might actually play into our hands. And go my Max Hailstorm into the Rillaboom. And then just go for a Thunderbolt into Kyogre here. Just that they max the Kyogre, that's going to be the big problem for us. Like they max Kyogre and go Max Geyser into Metagross. It's going to make it a bit difficult. But I mean, disrupting the weather is going to be a huge play for us. The other option is obviously bringing in like Xerneus in this situation, trying to change the grass to terrain. But you kind of leave Xerneus open to take a big water type attack anyway. And like the Geomancy might be a win con for us at the end of the game. Going to see the Kyogre protect, which is huge, especially if a grassy glide comes out, takes down the Rotom, gives that Metagross a free turn. We get rid of the rain then. We potentially get rid of the Rillaboom. And then we get Xerneus onto the field where we can Geomancy before. That Kyogre is able to attack us. And we know it's not scoffed. Yeah, that's massive. And we lock in the weather now. So while we lock it in until they max with Kyogre and go Max Geyser. But we can boost our special defense a little bit further with the Metagross if you want. So I think this isn't terrible, terrible outlay, you know? Now the grassy terrain is still in effect on the field. Going to heal off all that chip damage that we've taken as Atelwyn does pitter out. But that's, that's all right. I think Xerneus on the field. And I think Raichu probably comes out for my opponent. Oh no, Entai. Okay. I mean we max. Max quick anyway. The Snotl could be a bit of an issue here for sure. Sacred Fire as well, because they can now double up into Xerneus. Which they probably do, to be honest. But then it gives Metagross the room that it needs to kind of maybe be able to get some defense boosts behind it. And they may be more attracted to go on Sacred Fire into Metagross rather than into the Xerneus. But it depends what they feel more. The Diamante going up. I think I'd probably, it's a difficult situation. I'd probably go after the Xerneus if I was my opponent. Which maybe, you know, maybe hesitant not to protect here with. With our own Xerneus, just to give us a bit of a free turn. Where we can get the Max Quake off. Ooh, and Max and Entai. That's something we see too often here. And it might be the better player really for my opponent. Depends what the Kyle goes for as well. Probably is going to go for Water Spout. Max Flare into Metagross. Oh no, I don't want to proc that weakness policy. Xerneus taking that pretty well. And now with the Sunup, it kind of counteracts what my opponent is trying to do. Because if they go Water Spout, it's definitely not going to be enough to take down Xerneus. Especially after the Geomancy here. And we've got that speed. You know, we've got that speed advantage now. Metagross definitely going to be in a rough position the next turn. Where are we going to be able to take Max Flare in the Sun from an Entai? I don't know. I don't know. Max Steel Spike might have been the better player for us to be honest. Okay, Thunder coming out. Probably that chip is enough. Steel Spike would have been the one. Let's see how much this does. Not a great deal. Not enough anyway. Not enough. Well, they got an option. They got options. I think we still... It depends what item that Entai's got and where it goes next turn. I'd go after Xerneus because I think maybe 2 Moonblast gets us. But you leave yourself open to another Max. And I think we have to Moonblast here into the Entai. I think we just double into it. Kyogre Protecting, which is fine. Yeah, another Moonblast will get that Entai. So if you don't go after the Xerneus here, yeah, you go after the Metagross. Then the Xerneus gets you the next turn. But if you go after, yeah, if you go after the Xerneus here, the Metagross gets you. And then we get that plus 2. And the Kyogre with the Sun up. It's not a great spot. We've got plus 2 Special Defense as well. So we'll be able to close this one up now. Yeah. So we're kind of in that awkward position where we're not really loving what's in front of us. But we're splitting my opponent's decisions as well. And you know what they've kind of done is set the Sun up, which is very conflicting for what they've got out on the field where Metagross is going to be able to close this one up now. Although, water spots still will sting a little bit for sure. But with plus 2 Special Defense, kind of alright. That's the end of our Max turns. We're relying on Stomp and Tantrum really as our way to deal with the Kyogre. So let's see how much it does and see how much their water spouts and origin pulses do. I mean, the Sun is giving us a massive advantage here. Water spout in the Sun, full power. We take that pretty well, to be honest. We take that pretty well. Can we out-damage them? That's the big thing. Yes, we can. Okay. Oh, okay. We get a crit. Kind of throws us off a little bit. The grassy terrain ending. So our recovery is gone. But stompy, stompy. There's going to be another two stomps. Can we take two origin pulses? Well, they haven't got origin pulse. They got ice beam. They come freezes with the Sun up. So that's a big thing for us. They can thunder us, but then the Sun up is, well, yeah, really not helping them out. And the crit just, I think, makes this just a little bit easier for us. Especially because they're relying on water spout as their main kind of attack and move now. They got no way to really beat us, especially with the Sun up. That anti-play, I think. Well, even if they went after the Metagross there, then the Xenius just dazzles the next turn. And Kyogre's just not able to deal with us. So whatever happened, I think we would have been in a good position. So Metagross really coming through in this match. Really nice to see. Very good game to our opponent. And we'll wrap up now, friends, with the rental code. Okay, friends, here is today's rental team. Big shout out again to NGVGC. As I mentioned at the start of the video, their socials are down in the description. Make sure to help them check them out and drop them a follow if you like this team and the sort of teams that they put out. I would definitely recommend it. And thank you so much for sharing it. It's been a pleasure to feature it on the channel and get to see the team in action. Metagross has really shone through today, I feel, and really strong memory of the team. I had some games with the team off-camera as well and really enjoyed it. The whole concept of the team is really nice to play in, obviously. From playing Rotom last week in a different team, you can see it's got some real value in this format as well. So if you have a go with the team, I hope you have a lot of fun with it, friends. Do leave your comments down below. Let me know your thoughts on this. And we are creeping ever closer to Brilliant Diamond Channel and Pearl releasing later this week, which I'm very excited about. So we'll be covering a lot of content from Friday onwards with that game. So I hope you're looking forward to it. But we'll be back later this week with more series 11 content. So do keep an eye out for that. And we are streaming our Inclement Emerald run at the minute. Streams most nights. So just check out the schedule for live streams on the channel. And if you do like the sound of that, come hang out. It is a lot of fun and we're doing all right. So hopefully it continues tonight. I think it's going to get harder as we go on. But in the base of it, it is a lot of fun. So thanks so much for tuning in, friends. Have a great rest of your day. We'll be back soon with more series 11 contents. Until then, take care and bye-bye.