 Hello friends, welcome back to another episode here on the channel. I hope you're all doing great. And as always, for anyone new to the channel, my name is Lee, also known as Osiris. In today's episode, we are continuing on with our series 10 VGC content. And we have another great team to feature on the channel today based all around Azernia. So last week on the mind blown video that we had, I had one of you find people reach out to me. It was Raga Bonzai. I think their username is I'll put up their details on the screen now asking if I'd feature a rental team of theirs. And of course, like always, if you have a rental team that you'd like to see featured on the channel, please send it over. I would be more than happy to feature it. We've only got a month left of series 10. So we're going to save the moment with this non-dynamics format until it does change over into what would be series 11. And if you'd like to see a video on the supposed leaks about what series 11 rules will be, let me know down in the comment section below and we'll cover that and have a little discussion around what the possibilities mean for the next series in the VGC circuit. So we've got a month left, like I say, of series 10. And in today's video, we've got Azernia's team. Azernia is doing extremely well at the minute and an interesting team to say the least from Bonzai. So I really appreciate this being sent over. We've got the Sableye here. Really nice option. I think it's something that I do like in the format with that prankster ability. It's got immunity to fake up because of its pod ghost typing. Snarl on call. Really nice options. On call is really great in this format, especially that willow whip as well, which is there to kind of help shut down things like Zashin. And with that prankster boost as well, you can always kind of get that off before it can attack into something like Zernia's. Then you've got a supporting cast of Volcarona. Provides nice support with the rage powder, especially for the Zernia's. You know, you need that redirection there to help it get the GM ANSI set up. You've got tailwind support from the Suikun, so speed control there as well, and helping hand, which is always good to support the rest of the things on the team. You've got choice band, Rillaboom, which is a bit of a throwback to previous formats that we've had. But one I really do like, obviously a lot of kind of power coming out of the Rillaboom here, especially with the grassy glide. And then when you pair that up with something like the Suikun that has help in hand, it can be quite formidable and really catch opponents off guard. And then we round off with the lander is here with the assault vest. And the payback tech is really nice, especially on the AV variant, because you have a nice option against things like Shadow Rider Kalorax, because the payback will double in damage if you go after your opponent. So if you hit and then you return, the payback will be doubled. So it's a really nice way to be able to kind of remove something like Shadow Rider Kalorax with the lander is, as well as providing intimidate support for the whole team. And then we come to the main center point of the team, which is Zernia's. Got a little bit of a more kind of obscure move set, obviously the standard Moon Blast Geomancy Protector there, but opting for Focus Blast as well, which is a little bit risky at times, but quite fun as well. And if it does pay off, then it can work wonders because it has got low accuracy, but it is a very powerful attack and gives you that little bit of additional coverage that sometimes you may be lacking with Zernia. So this is a team, there's a rental code. I hope if you do try it out, you do enjoy it. Obviously Bonzai, big shout out to you for providing us with the code. And at the end of the day, friends, I hope you enjoyed today's episode. So without further ado, we will jump into game one of today's episode. First match of today against Lucky Plum, playing a Zygote team, which is really exciting for us to kick off with. They've got Zygote, they've got Regi Alecki, Incinero, Tapu Fini, Alolan Ninetales and Whimsicots. So lots of things to keep in mind here. Zernia's on face value looks really good against Zygote, especially if you've got the Geomancy set up. Zygote's going to really struggle here. They haven't got any redirection as well to protect the Zygote from those moon blasts once we get it set up. But we've got to worry about things like Auroraville on the Ninetales that could be something that slows us down a little bit with that kind of screen protection. And also the fact that they've got Whimsicot here, they can throw out Encore as well, which make things a little bit difficult. So really what we need to do is try and position something like Volcarona next to Zernia's when we do get that Geomancy up. So we can just redirect that Encore for one turn, and then that gives us the a little bit of momentum to start utilizing Zernia's really well after that. We've got to worry about Hayes as well from the opposing Tapu Fini. They could cause us all sorts of issues. So I think what we'll do is we will lead with I think Zernia's, save a line Volcarona and I think we want Rillaboom as well. So we're locking with those because we're running out of time and we don't want to time out, especially against this. But I think having the Rillaboom in the back is a nice option to bring in because the Tapu Fini may come out first. We've got to be very careful with how we set up Zernia's. We want to be a bit patient I think because they've got a lot of text to kind of shut down. And I think that's one of the fundamentals that you kind of need to have behind you when you are building a Zygote team. You need to have really adequate ways to check something like Zernia's. That could be a little bit of a problem. So do see the Ninetales and the Whimsicott come up for my opponent. Now we could get taunted here. I don't really want to lock in to Geomancy just yet. We could just go for the Moonblast into the Ninetales. We could snarl as well. Or we could quash. I imagine Roaraville and Tailwind here from my opponent. We've got to watch out for Sableye as well because Sableye could get damage pretty heavily. So we could switch Sableye out into Volcarona here. It would then allow us to kind of have that redirection Geomancy the next turn and not worry so much about the Whimsicott. Or we could just fire off a heatwave. But it makes my opponent have to start to think about repositioning. They're all going for the switcheroo. So is this a lagging tail? Maybe. Which is Zernia's. Which isn't great. I will say it is not ideal. Because now we can't get a Geomancy up. But potentially we can you know. Potentially we can. Oh well we get a nice fat critical hit. Which isn't ideal to be honest. Because we kind of really wanted the Ninetales to stay on the field. So a little bit of RNG help for us there. But the lagging tail is not going to be great for us in all honesty. The fact is that we'll be moving last even if we get a Geomancy up. And also the fact that we've got good old Tapu Finny coming in. Now it's a prime time to get something like really boom on to the field. But the thing is we can't really afford to lose Zernia's. That's the big thing for us you know. We could maybe have heatwaved here. Just got rid of the Whimsicott. But I do worry about like Skald coming out from the Tapu Finny. And you don't really know what kind of build it is. But it's more than likely I think. That the Finny is probably more of a support variant in this sort of team. That's kind of what you see with the Zygarde. So we shouldn't need to worry too much. The Fariora is boosting everything on my opponent's side of the field. If they do have something like Moonblast or Double Moonblast you know. Whimsicott going out. A Zygarde. Oh it's Incineroar. They haven't brought the Zygarde here. So that's kind of interesting. It's a nice switch from my opponent. Obviously checking the Rillaboom switching. They will have fake out as well support going into this next turn. The thing is with the band it makes it very difficult for my opponent to kind of combat the Rillaboom. And I think we probably want to switch boom out. Moonblast still do so much damage even though we are moving last every turn. Even behind the Aurora Vale you know. The calm mind is not ideal. But as long as we've got Rillaboom kind of on the field or in our party when we don't need to worry too much about the type of Finny you know. Because the Finny we just need to get a bit of chip on it. And get boom back on the field. And then we're kind of in a good position. The only thing that would really threaten Rillaboom to be honest would be the Incineroar. I think we bring in Volcarona here because the thing is if this Incineroar goes for the fake out into Rillaboom which you're expecting it to go for now right. We can catch it with the Rocky Helmet. And the Rocky Helmet chip might be enough to put it in range for a Moonblast. Because we've already seen the Moonblast damage what we can do to Incineroar. So potentially with the Rocky Helmet chip here we might be able to remove the Incineroar. And if we can then that kind of that freeze up boom to kind of come in and just deal with the type of Finny. You see a draining kiss come out. It is boosted but it's still not. Well that does actually not too bad damage you know. I'm not seeing a U-turn okay. That's not too bad. It takes a bit of damage. It's definitely in Moonblast range now which is fine. And I think Volcarona probably now. Now we're able to chip down this Whimsicott with a Moonblast. It'll be in either Moonblast range or it will be in Heatwave range this next turn. So you know and it kind of like you know this goes to show like you know Xerneas here. My opponent's not really paying it much attention. Kind of ignoring it every time you know. You don't necessarily need to always do your mancy with it. Obviously it is a kind of game winning kind of combination most of the time. But Xerneas is very powerful on its own so it can you know you don't necessarily always need to to get the Jmancy off for it to perform well. It's very strong just on its kind of own without the stat boost. Obviously the stat boosts make it just ridiculous and they're able to match up against many other things in the format. And I think this turn we could probably just go Moonblast and Heatwave here. We'll see what my opponent decides to go for. Because we're not really giving my opponent too many options where they can utilize the on call potentially on the Whimsicott. We may see a tail went here. Probably be the most kind of optimal player for my opponent now. Just to give that tap of finny a bit of a speed boost so it can hit everything before. But we're not even seeing that. So we get the Heatwave off into the Whimsicott. Decided to go for an attack here instead which is good. Did get the crit but I don't think really matters at this point. And the draining kiss this time into the Xenius. Let's see plus one how much this does. Respectable amount of damage to be honest. But with the Incineroar coming back in. If we get the Heatwave we could have done with the drop there. That would have been ideal. Now all we really need to do at this point is get Moonblast onto Incineroar. I mean a bug buzz might even be enough at this point. But we could rage powder and just Moonblast Incineroar this next turn. Because at this point I don't really want to switch in something like Rillaboom to take a draining kiss. It probably will be able to take it but it'd be nice to be able to kind of remove the Incineroar. We've got to think about Fakeout as well. So we could potentially just protect here. Bug buzz into Incineroar. Or we could potentially just double protect this turn. Just to get around the Fakeout. It might be worth doing that. And then next turn we can rage powder and we can go for the Moonblast into the Incineroar. We've got to worry about Muddy Water as well as a Potentia. But I think this type of thing you've got to kind of think about that as a possibility. Okay so just to double up into the Volcarona there. And the Terrain. Yeah I think the Terrain ending the next turn is probably good as well. So that means that when Boom comes in it's got a kind of a free shot at the tap of Finney. But we want to be able to remove the Incineroar before that time if possible. Okay it's the Incineroar just out of range now. The Aurora Veil still up on the field. Actually even if it is, if it attacks it into Volcarona here with the Flablets that Rocky Helmet Damage would be enough. Volcarona would be able to take a Drain and Kiss which you would imagine that Finney is going to go for. So that's alright. We just want to see Flablets now from the Incineroar. That ship from the Recoil and the Rocky Helmet Damage would be enough. And we get the Flame Body. Because it's a contact move I didn't realise that. I guess when you're kissing it is a contact. So here's the Flablets into Volcarona and yeah the Recoil. Huh yeah. It's going to be enough for Moonblasted Ticket Damage behind the Aurora Veil. Now Boom can come in and we can maybe not. Maybe not. Maybe not now. Surely a grassy glide will be enough to get the Incineroar though I think. And the tap of Finney got to protect when the Boom comes onto the field so that the Incineroar is going to be able to pick up the knockout. It's a little awkward really. But the one thing we could potentially do is just U-Turn into the Incineroar. U-Turn. Banded U-Turn would be enough. Yeah and then get Sableye in. Because we don't really worry too much about the Finney getting the Drain and Kiss off at the minute. You know if it does knock out the Sableye. And it's kind of fine because it comes out in a really boom versus tap of Finney and banded. I mean you know we're going to be able to beat it whatever. So probably better off going for the U-Turn and Moonblast into the Incineroar here. And like I say I think the U-Turn will be enough. I just worry about grassy glide banded should be enough to get the Incineroar. But again it's a little bit iffy right. I'm kind of pegging my hopes on this turn with the tap of Finney protecting but we haven't seen a single protect from the Finney. Okay well luckily enough we did go for the U-Turn and we are faster so that's all right. And we'll see a Drain and Kiss into Sableye. So that's like I say it's fine at the minute because we've got the really boom to kind of we do actually survive that. It's where the Flablets will go now. But if it goes into Xerneas then it's going to go down and it's into the Sableye. Okay probably not going to go down now but the Moonblast will take it down so that's all right. And then yeah boom can come in and just finish this up. So that's all right. Forget that we have the Moonblast there from Xerneas. It's a little bit drawn out this game but I mean it kind of shows that you've got to be a bit more I think calculated with how you're dealing with the threats because we've seen how much the Finney's doing with the Fairy Booster Drain and Kiss plus one. It's doing quite a bit of damage but you know my opponent hasn't protected it at all so I'll be surprised if it protects here and with the band we should be all right to pick up the one hit KO against it here especially a double up but I would imagine this is a knockout. Yeah ooh it hangs on. Drain and Kiss going to come out. It is going to see. Don't think this knocks out. No so we're all right we're all right because the Moonblast should is it going to pick up the knockout? Maybe not I don't think so. Be interested to see if it does. But this Finney is a beast an absolute beast. I think if it got like maybe you know one more boost under its belt could be a different game but thankfully we've got the Grassy Glide which is going to be able to close this one up now but Finney a bit of a thorn on our side for this one and quite surprised the fact that it's you know more of a calm mind build as the Aurora Vale finally wears off. Gosh after all those turns so nine tails even though they go down the crit the start didn't do much else you know it's really you know supported the team pretty well. Yeah but we do get the cancellation and pick up the first win of today's episode which is always very good and lucky lucky lucky I can't see. Can't see anyway good game to our opponent but yeah a nice one for us to kick off with and we will jump now straight into game two. We've got Lilu up next and they are playing a team of Kyoga, Togodamaru, Ferromosa, Galarian, Moltres, Venusaur and Tocall. So a mixed weather team here we've got the rain and the sun we've got Venusaur taking advantage of that Tocall drought ability with its chlorophyll doubling its speed you've got then the the Kyoga kind of been on the other side of that and nothing to really take advantage of the rain here other than the Kyoga but lots of support options around it you've got Togodamaru with the lightning rod support and then obviously things like fake out and nuzzle that will cause us a few issues as well and obviously the steel type and we can't just ignore that with with Zernius. Ferromosa and I mean the Galarian Moltres not too worried about that the Ferromosa always something you have to kind of think about just because it is so fast and it can do it's just such a kind of it like it just can have so many it's got such a deep move pool you kind of it keeps you guessing the whole time so how are we going to approach this I think Volcarona against that Suncour is pretty nice and probably want Landerous as well because Landerous feels pretty good here really boom okay so I don't know if we need Zernius I think we could lead Togodamaru let's go Zernius let's go really boom and sweet coon can I lock it in I don't know if I have I don't know if I have this might be a disaster if you've not got boom it makes this match up very difficult but what they've definitely bringing Kyogre definitely bringing Kyogre I mean the thing is with Sableye and Zernius you know you've got the the the option where you can go quash okay well there we go so gonna see Kyogre Kyogre and Venus will come out to him one which isn't ideal for us in all honesty because of Volcarona it's not a great spot um we can't snarl here maybe switch into sweet coon yeah we we we timed out so let's see what we can do obviously boom would have been better I think in the back um but boom struggles against Venus so you know let's see what we can do here origin pulls coming out hopefully save like and take this I don't know if we'll be able to yeah we do so Sableye trained very well and weather ball coming out into a sweet coon slot I would imagine yeah which is fine we can get a snarl and then we can lock the Venus all into um weather ball this next turn kind of gives sweet coon a little bit more room to kind of function we can get a tail wind up hopefully then Sableye goes down opens the door for Zernius to come on to the field um get a GM ANSI set up and then we can go from there so let's see what my opponent does so yeah disaster I hate timing out in team preview and I do it constantly when I'm recording it's because I talk so much you know times about um who the talk all coming in so we like to see we like to see that Sableye might stick around for a little bit longer now but we do force um at least we force the Venus or out potentially we can ice beam into that slot or we could scald into the torcal slot don't really need to worry about what my opponent's doing they go for that weather ball into sweet coon but we're going to be able to take that pretty well at this point we won't save a like to kind of go down because we can't really afford to switch anything in um on this talk all I need to get Zernius set up really um but if we can remove the talk all we kind of remove um we could snarl catch Kyoga coming in on the switch and just go for that scald into the talk all it's kind of risky though if my opponent does switch in the like you switch Venus or out here to Kyoga potentially it's risky because you're setting up the rain and yeah like talk all unless you protect here it's going to take an absolute chunk of damage you know um depends what we see the talk all go for yeah I mean it's not ideal and you kind of want to remove that sun element from the field because then you know come on don't miss yeah we miss the talk all but I guess I think we ice beam into the talk all slot the next turn we see a weather ball come out unless we get Zernius onto the field now which is yeah this is exactly what we want okay um okay so we can get the GMC up which is good and at least we get the snarl into the Kyoga so puts it down to minus one which is which is always nice um but I think you probably want to switch that talk all out this next turn that's what I'm talking about like ice beaming into that slot because I think we could potentially catch uh the Venus on the switch in because I think you want the sun so the Venus or can then you know uh have that chlorophyll boost um but an ice beam should be enough to get the talk all I think uh regardless but we catch the Venus on the switch in which I don't know if it'll be enough to take it down but if we can that'd be ideal and there's the GMC here from the Zernius which is what we want that should put us ahead of the Venus or anyway when it gets his chlorophyll boost depending on how the Zernius is trained of course in this squad but we'll see if this ice beam does a good chunk if we can knock out the Venus or here that's huge for us I don't know if we'll be able to our dream pulse not ideal so we can avoid in could have done with it avoid like dodging on the Zernius side but we should take this a little bit better yeah okay that's that's fine that's like that's super fine that's super fine um so I think what we'll do is because you can expect probably um the talk all to come in on the Kyoga slot I don't think there's much harm and just going for a scald here into Kyoga um okay the moon blast will be enough to get the Venus or anyway but we do see a double protect so trying to stall out the tailwind as well because it's as long as we got the tailwind on top of our boost there's no way that Venus will get to jump on to us so that's a big thing what my opponent's probably wanting to do at this stage um the tailwind pit us out so I mean what we could potentially do just to be safe here is we could just tailwind I kind of want to have a look at uh Zernius's stats though just to just to see um if we are gonna add speed 49 yeah yeah we will we will even max I think and then we'll scald and catch that talk all on the switch in yeah so even without the tailwind I think we're going to be able to add speed the venu yeah the talk all's coming in we know what is going on this is where we get caught out and the venus will add speeds us and puts us to sleep and it's not going to be able to take a plus team last unfortunately this is just yeah Zernius having a good old time and make it so difficult for an opponent to deal with Zernius once it's set up you know it really is like you need some heavy speed control you need hairs you need a steel type you need a lot of things and this is why Zernius is so good but it's always nice kind of featuring Zernius and especially these more like really well built meta teams you know just to kind of show you like how they can function I think the first game is a good example of how how you know when sometimes your opponent kind of is able to shut you down how you can still utilize Zernius um the best of your ability you know we are going to see the rain come back the pheromosa obviously gonna come in um it does threaten us because it probably does have the sash um what we could do is just scald into it here scald into the pheromosa protect Zernius a turn just to be on the safe side because we don't want to we don't want to throw away the game at this point you know we can't get overconfident and think that's done you know my opponents backs against the wall they're going to make whatever play they feel necessary to kind of try and pull this game background and once that Zernius is knocked out go for the cross combat into Sweden it's nice play from my opponent so it would have left the Zernius kind of free huh okay um well this is it's still all right okay so it's a really nice read from my opponent like really nice read getting rid of this weekend getting rid of that tailwind threat but the fact is that Volcarona should outspeed the Kyoga we should be able to pull um I think it's max speed Volcarona pretty sure check something 167 that's just about just about one speed point law so that's fine so yeah what we can do is just go for the the moon blast and um we'll go for the rage powder as well and it's unlikely that the pheromosa's got um oh it's got faint okay getting around that rage powder very nice moon blast should take down the Kyoga here this could be this could be bad this could be bad if we miss the knockout but we don't thankfully yeah but I mean we can just continue the rage powder at this point because they're not really going to knock us out with faint and that's the only that's the only thing that they've got to do um yeah and the battle cancelled so we do pick up another victory there so that's very good um but very good game to my opponent very entertaining game and that's two nice games with the team hopefully it's been a good overall kind of showcase of the team we talked through how it kind of functions we've got to see more so the pokemon there are a couple there that we didn't but we'll wrap up now with today's rental team here is today's rental code and if you do try the team out I hope you have a lot of fun with it big shout out to bonsai once again for proviling us with the rental team and I'm a little sad that we didn't get to see the focus blast today but we didn't really need it in too many situations maybe game one or a couple of times where we could have maybe went after the incineral with it rather than a moon blast but it's more consistent to go with the moon blast I think in those situations and with how delicate that situation was against the tap of finny it felt a bit more pragmatic to go with the moon blast rather than risk the focus blast and miss a couple of times and it would have just set us back a little bit further so um overall really nice team I think the only thing that we didn't really get to see much of today was the lander us but you can imagine the lander's performance very well against other kind of archetypes that we'd see in the format but um yeah have fun with the team let me know your thoughts down below as well on zernius as a build in the format it's a shame he didn't come against any kind of zashing because I feel like the team's got some really nice ways to deal with zashing especially within sableye and the volcarona and obviously the lander us to come in and kind of help there and you've also got the added bonus that you got suikune there that can scald and burn it and not take massive amounts of damage from behemoth blade if you can kind of keep that in check so um I really like the team a big shout out to bonsai and we'll wrap things up there friends we'll be back very soon with more vgc series 10 action and again just a reminder if you'd like to see like an update on on the potential series 11 leaks and things like that I know adi did a video but it'd be nice to maybe start the conversation about it let me know down in the comment section we'll put something together for this week so friends have a great rest of your day take care of yourselves more importantly than anything else and I will see you all for another episode on the channel very soon so until then take care and bye bye