 Hello friends, welcome to another video here on the channel. It's been a hot minute since we did any competitive content on the channel, but with the February IC starting on Friday last week, it was a good opportunity to kind of jump in and start playing. So I could only play one of the days of the three, so I could only play on the Friday, was busy over the weekend, so couldn't get any extra games in, but finished on the Friday with a score of 14 wins and one loss, which wasn't too bad. So I was pretty happy with it, but as I say, it's a nice way for us to kind of ease back into competitive content. So I'm going to share with you the team today and we're going to have a couple of games and then end up with the rental code that will be at the end of the video. So if you want that, check out the games to see how the teams piloted and we'll start off with the poker piece, which is linked down below. So here we go. Here is the team. It's made up of Grim Snarl, G-Max, Venus, or ground on Zashin or a restricted call, Thunderous and Tapu Finney. So the one thing that I would point out straight away was I made a little bit of an error with the Grim Snarl. It should be impish here and it's definitely something I would change going forward. The idea was with the EV investment with an impish nature, you could take a behemoth blade from a Max Attack Jolly Zashin. It just gives you that extra turn to kind of get a light screen or spirit break or even a scary face off. So I think there's nothing wrong with the spread as it is. I think just to make it a bit more optimal, I would go for the impish nature. You've already got the kind of support with the light screen anyway. So that would be the only thing I would say about the Grim Snarl here. Then we move down to the Venusaur. Pretty standard. It is a weakness policy to play off the screens from the Grim Snarl. So you've got the Chlorophyll to play off the drought from the ground on. That's a big kind of selling point for it. The speed stat allows you in Sun to outspeed Timid Cure and White Skaft by one point. So you get the jump on it every time and then obviously that translates into everything kind of under that as well. So I think you hit the speed stat of 1, 4, 2 with Venusaur under the Sun here. Got modders to maximize special attack. HP just bulked it out just to get as much kind of bulk from it with the screen support as possible to allow you to utilize the weakness policy. And honestly, Venusaur was probably the MVP of the entire tournament for me, which is probably not a surprise to a lot of you. We've got the Groudon. 20 speed allows you to outspeed base 100s after an icy wind from Tapu Fini, which we'll get on to. And then the rest is pretty much just bulk and maximize an attack to the point where precipice blades when it is hitting when you haven't got the sword stance, it's doing as much damage as possible. A pretty standard set with the Citrus Berry just to kind of prolong a little bit longevity. Very standard zashing kind of built here with the speed and the attacks that you're able to take things like Kyogre Water Spouts and stuff like that, which, you know, you're not going to be living with much but it does allow you a little bit of room for investment there. Going for Thunderous, it is flavor of the month at the minute, especially it pairs up really nicely with most of the team as well. Obviously, you're going to be looking at Intimidate Abuses to shut down and slow down things like Zash and Groudon. It makes sense to play something like Defying Thunderous here just to kind of play off and punish those Intimidate Leads from your opponent. Pretty standard set as well. Maximum speed just to make sure you're benefiting from that base 111 speed stat and enough attack there as well to be able to do enough to your opponent. Brick Breaks and nice interesting tech just because of how prevalent screens are with things like Grim Snarl at the minute, at least Brick Break, especially when you're not maxed, does give you a way to take those screens away, especially if you've kind of maxed already and then you've used those maxed air streams to get the speed advantage on the field. Brick Breaks are really, really useful for kind of just shutting down those final few Pokemon. And then the kind of odd pick, I guess, to the team was Tapu Finney. I was worried about obviously being best of one tournament, Sleep Powder, Spores, Butterfree's picking up a little bit of usage, which seems it's got a place, it's got a niche for sure. But that caused me some issues. Obviously, Amungasunga Trick Room is annoying and Burn, in general, Fozashian Groudon is going to be a little bit irritating to deal with and Tapu Finney kind of stops all of that. So that was the main reason. The other reason is because it gives you such a nice switching for kind of the big thing that Groudon doesn't like facing is Kyogre. Tapu Finney can switch into Kyogre's Water Spouts, Origin Pulse is in the ring. It's not going to really worry too much. And then it gives you the ability to kind of stay around on the field either Heal Pulse, Partner of Pokemon, or really disrupt through like Nature's Madness and IC Wind and things like that. So as I say, the poker piece is down below if you want to try it out and stick around until the end of the video. And then you will be able to get the rental code for this team. So we'll hop in now and we'll see a couple of the matches from this weekend's IC. So for those of you that don't know, the February IC and like other ICs is International Challenge and it is a worldwide event over the internet where you can register before the tournament online. And then you can lock in a team where of six Pokemon register them per the rules. And then you can go into the tournament. You have 15 games per day, 45 in total. And then you get randomly paired up with opponents when you start searching. So you can see our first opponent here is quite an early on one in the tournament. Kyogre, Grim Snarl, Zashin, Ditto, Kingdra and Ferrathorn. So a pretty solid rain team here, kind of worried about the Ditto more than anything. And got to worry about obviously the Ferrathorn endgame as well. So we've locked in pretty hard with our Sun mode. Feel like Venusaur can do a good job for us here to lead us off. Obviously, if we can get the screen support, it just gives a little bit more longevity for Venusaur to kind of take advantage of its bulk, general bulk and then kind of utilize the Gmax Vine Lash, which is the residual damage from it is just ridiculous and can win games just by itself really. So you can see my opponent bravely leads out with Grim Snarl and Kyogre here against our Venusaur. So the idea here is just to get a light screen up. There's not really much threat from a physical aspect here. And then just get the Gmax Vine Lash, get some damage into this Kyogre. You can see my opponent keeps the Kyogre on the field. And even if they switch out here, don't mind because we're starting that kind of residual chip with Venusaur anyway. And we get our light screen up. So we go for the max ourselves. And as I said, we lock in with that Gmax Vine Lash into the Kyogre. And what turns out to be quite a popular thing run this weekend was an assault vest Kyogre here. So we see the Grim Snarl go for fake out. Not something so common we use on opposing Grim Snarls. It does catch me out here as they double in on our Grim Snarl and get rid of our support network here. But it does mean that Venusaur is kind of left alone here to just get an attack off. But as you can see from the damage from this Gmax Vine Lash, Kyogre is pretty bulky anyway. But this is definitely an assault vest all guy because it's just taking so little damage from that Gmax Vine Lash. So eating that up easily. And but we do the big thing here for us is we are able to switch into a ground on disrupt the rain. We've got to be a little bit careful with how we're kind of dealing with this situation because it's easy for my opponent to click the the max vortex again just to get the rain back on the field with the Kyogre. So, you know, if they hit into ground on, it's likely going to be very close to a knockout. And ground on is pretty important to us because you need it for that endgame zashing. So we decide to switch out ground on here just to make sure that we try and keep a little bit of weather control. We need to kind of wait out these Kyogre Max turns and we get zashing onto the field. And then we go for the Vine Lash into the Grim Snarl this turn. So we say it does fire off a scary face into our Venusaur. We're not really too worried about it, if I'm completely honest. And the Kyogre opts for a hail storm into the ground on, which makes sense. Changes the weather slows our Venusaur down even more getting rid of that chlorophyll and sets the Kyogre to kind of either knock out the ground on a ticket down the next turn without the sun on the field. We go for the G Max Vine Lash into the Grim Snarl. The idea here was with the residual damage, we should have enough to take it down as long as the screens don't go up. And as they didn't, that's great. It's a good return for us as we see the Grim Snarl drop to the chip damage from the hail and the G Max Vine Lash. So it means that my opponent does have a free switching here. But with one turn of Max left each, we're not sitting in too bad a position here. So the zashing coming onto the field for my opponent now and obviously does pose a threat. And there is always the threat here of my opponent doubling in on the Venusaur here. Maybe thinking that the Zashion protects. But at the same time, I think, you know, I think you've got to make a choice here. Does my opponent really, what does it worry about more the Venusaur, the Zashion? And I think you probably want to get rid of the Venusaur and then Kyogre is probably, you would think maybe an enough range to take a behemoth blade from us. So you see the opposing Zashion goes for a Venusaur. We are able to take that without the reflect up and we can return back onto the Kyogre. And it kind of turns out a lot better for us where we're able to get the knockout onto there. And Dynamax or, yeah, Dynamax Pokemon here as the Kyogre drops and then notes. So it does allow us an extra turn here with Venusaur. And it means with the Kyogre off the field, we've got weather control going into these last few turns, which is really, really important for us and gets them super nice damage onto the Zashion in return with a big Max Quake getting that special defense boost, which really doesn't pay off for the remaining Pokemon as you're going to see in a minute with my opponent's last Pokemon coming in. It is in fact going to be the Ditto, which is going to be able to come in and copy our Zashion, which is currently out on the field, which isn't really a bad thing. You can see the G-Max Vine Lash residual damage, how valuable it is here, especially with that hail chip. And that was one of the reasons why I didn't want to switch ground on in that last turn because if I got rid of the hail, it means that this turn, we can't double protect like we're about to do and then get rid of one of the Zashions. And then, you know, one Zashion is easier to deal with than two Zashions, a hundred percent. And we've already seen my opponent's Zashions max speed. It does add speed hours. So we'd be able to kind of pick ours off from the range that we're in at the minute with Venusaur being on minus two. We're not going to be able to make use of chlorophyll without kind of switching out Venusaur into ground on taking damage. It's probably a bit unnecessary here. So best player, in my opinion, here is just to do that double protect. Get rid of one of the Zashions as they behemoth blade into our Zashion, as you can see here. And just kind of they split their decisions across the board. But the double protect coming in massive for us here with that last turn of G-Max Vine Lash, something that they're not able to avoid here as the hail does take around the damage, takes our Venusaur down, but opens the door for our ground on to kind of hit the field this next turn. And it's kind of ground on Zashion versus the one Zashion now. And you would imagine with the ditto, it's probably you're going to assume that it's scarfed, so it's going to be locked into behemoth blade, making it quite easy. My opponent only has the choice of one or like the Zashion or the ground on. So one of the options on our side of the field in both of our options are going to be able to pick up a knockout. So pretty nice early win for us against a pretty kind of explosive hyper offensive, it's not hyper offensive, but pretty heavy offensive team. And I think we just managed the board pretty well here without weather and picked our turns to to get a ground on in, get it back out safely. And I think we were pretty fortunate with the Max Hailstorm. I think if it had been a Max Geyser, obviously with the Sun being up, we still would have probably taken a bit more damage than the Max Hailstorm. So Zashion probably in a bit better shape than it would have been in some other situations, but ground on, I got to take my half to it because it performed super well for the entire weekend. Didn't miss a single press of his blades, which rarely, rarely happens, but we do pick up our first win and that moves us into our next game, which is going to be a another interesting one. As you can see, again, pretty early 1500s against another Japanese player hit them on top, Thunderous, another Kingdra, Zashion. Obviously we're going to have the Sableye and then we've got Kyogre rounding up. So it's going to be another kind of Kyogre Zashion team here. Got to worry about the Sableye because you're going to have that rain dance priority. You've got a lot of rain abusers in the team as well with the Kingdra. But we just need to kind of maximize our weather mode here. Again, I've opted to bring Tapu Fini here over Zashion. I feel like it's going to be more useful against what my opponent's got. Gives us an extra switching to the Kyogre. If it's out on the field and we've got Groudon out, we just need to make sure that we've got that Tapu Fini in the back so we can kind of get it, get it onto the field so we can kind of cycle that weather. Obviously with the Thunderous as well, if that is a prankster version, then we've got to worry about rain dance from that side of the field as well as things like E-reimpulse, which can slow things like Avinasoul down. But we're pretty free here. We can just go for the light screen and then the GMAX Vine Lash and get that residual damage started. Because if this is a prankster Thunderous, that residual damage is going to be really, really valuable for us going forward. So as you can see, turn one, we do lock in and max Avinasoul here. Straight off the bat, it is a prankster Thunderous, not the more common one seen at the minute, but still a very valuable support member. So they fire off the Thunder Wave into Avinasoul, completely slowing it down, taking away any advantage we would get with a chlorophyll boost if the sun's on the field. And then we take a water spout after a light screen from Argrim Snow. So everything on our side of the field hanging on, Kyogre here, taking that Vine Lash pretty well to be honest, taking a lot of damage. But the residual damage here, not quite enough to pick up the Kyogre, but putting a really decommission in it here from that water spout damage. It's still got the opportunity to max, but it kind of makes your opponent think now, is it worth maxing a Pokemon with such low health? And it's probably not. So we kind of discount that from being a maximum on this turn. So thinking that the Kyogre might be safe till later on in this game, knowing how important the weather war is going to be, go for rather than a Vine Lash, go for a Max Quake, just to get these special defense boosts up to give us a little bit more staying power against things like Thunderous. It's going to be a special attack of predominantly on the Kyogre, but we do see it switch out for Hitmontop. I was kind of hoping it would be the Zashin maybe switching in there, but pretty dangerous switching Zashin in at any situation against a Maxmon. So not really likely, but we do see a Thunder come out onto Grim Snow a bit unfortunate that the Thunder does get a critical hit. It does pick up the knockout to Grim Snow. So we do lose that, but we do get the Max Quake into the Hitmontop and get some decent damage onto it. And then when you stack that with the residual damage again, you're seeing how effective this residual damage is. It's just really making Pokémon that you can't hit necessarily for big damage, a lot more manageable. So at this stage, it gives us a nice opportunity. There is obviously the Kyogre in the back, but if the Kyogre switches in at any point now, you've got to think that it's going to take that residual damage, get knocked out. And if we go for an attack here and it comes in on it, it's going to get knocked out. It's got such low health here. I do have an active fake out, of course, but really with the Sun up, the Thunder is imposing too many issues right now. Got to worry about a weather ball, but with the Sun being up, don't need to worry right this second. There is obviously the play that my opponent could make by switching in the Kyogre for the Hitmontop and weather ball and with Thunder is, but I decided to go for a sword stance to try and punish a play where they don't go for a fake out into the ground on here. And we do see a rain dance from the Thunder is here and just the fake out. So a really passive turn from my opponent. We do a flinch from a ground on so don't get anything there. And unfortunately, our Venusaur is fully paralyzed, which is a little bit frustrating because it's just nice to be able to get at least the majority of your turns used when you are in that Gigantamax form. But unfortunately that is just how it goes sometimes. Now we do lock in with the weather ball here into the Thunder is because I think with a weather ball from our Venusaur and then the residual damage, it should hopefully be enough depending on the item from the Thunder is to kind of pick up the knockout. So that's what we lock in. We keep ground on in the back because we want to try and dictate the weather really. So keep that weather for another time. And obviously Hitmontop going for the why God protecting against a potential rock slide here. So we just see a thunder, which is probably the best option from the Thunder is kind of indicating that it doesn't have weather ball because I think it would have used it if it had going for a thunder and Venusaur again paralyzed, which is really unfortunate. But the residual damage really helping us out here as we do see a citrus very activate on the Thunder is. So just giving it that health back that it's just lost. But you know, Hitmontop right now and not a great position. It's going to get knocked out. You got to think that the Venusaur is the Kyoga as well. Really low health. So my opponent really down to the last. They're kind of bare bones here, but you know, we're not in a great shape as well. We've got a ground on the back, but against a Kyoga we don't know. Speed stats or anything like that. So we need to be a little bit careful with how we go about closing this game out. Thunder coming out from the Thunder is here into our tap. If any, we take that pretty well and get the skull off into the Thunder is here. And I think we pick up a critical hit, whether or not that mattered or not, probably did to be honest, but you can never tell. But we get fortunate where we do pick up the knockout onto the Thunder us and get rid of it off the field, which is good. And finally get an attack off with Venusaur to remove the him on top from the field. So my opponent down to their last two Pokemon here and you've got to assume that it's going to be disaster and the Kyoga as we see the Kyoga hit the field with very little health. And it's a little bit unfortunate that the tap of Finney has taken that thunder because we are in behemoth blade range for sure from the session right now. So it is a little bit concerning to try and get a move off. So I think the big thing is if we can get rid of the Kyoga, Groudon can come in and pretty much deal with the session one on one. I should be able to especially with a single target precipice blade. So really at this point, I decided to click in for the icy wind and not really thinking that the session would be max speed. I think that's my big gambit here. When it probably would have been better, I think just to double target into the Kyoga just to get rid of the Kyoga would have been the big play here. But we decided to go for the icy wind play and then I think an earth power as well into the session. So just to get damage off onto it. So we do see the behemoth blade come into the Venus hole here as we do fire off an icy wind managed to connect, which is great. Fortunately not quite enough to take down that Kyoga just on us a wisp of health, but we do hit. We do get that speed drop onto both targets and then we've got our full health ground on to come in. So we're still sitting in a good position here as long as we outspeed the session. This next turn with with our ground on then way we kind of lock this up. We know that the water spot is just not going to have the power it needs and even an origin pulse here from the Kyoga won't be enough to take down a ground on with the sun on the field. And so it's just all about being able to outspeed the session. Now we could here be a bit more cautious. We could protect ground on here and then just icy wind and but wouldn't really put us in any better position if the the the session does start speed us kind of turns out that the Kyoga is obviously scarfed. You can tell that from the previous turn as well and why it does fire from an origin pulse. Unfortunately, not able to hit the ground on here. So we do get a little bit fortunate. The icy wind coming out again from the Tappy Finney and with Tappy Finney speeds that outspeed in the ground on by one. I know 100% because we've got the icy wind off. We are going to outspeed the session. So, you know, the press with blade be able to come out and lock this one up, which is really nice. And it was a bit touch and go at times where you thought how how's this match going? And you know, you feel like it's kind of slipping away from you with the text that you see on things like pranks of thunderous and stuff like that with the rain dance. But fortunately, it did kind of pan out in the end. And I think the work Venus all put in early on really paid off. So our next opponent up is Sogaleo. Rillaboom, thunderous, calorex, shadow rider, incineroar and grim snarl. So this is the final one for today's episode that we'll feature. This is against a higher rated Japanese player on the Friday evening when I was playing 1648 rating. And Sogaleo was definitely one of those Pokemon coming into this tournament that I was a little bit worried about. Obviously, we have got ground on. So we do have a decent enough matchup against it. But if it does get its weakness policy propped in a few steel spikes unchecked, then that defense is going to make it very difficult for us to kind of take down and it hits so hard and we've got no way to kind of mitigate its attack stat because we haven't got Willow Wisp and obviously Intimidate doesn't work on it. Not that we've got Intimidate anyway. So they lead off with the calorex shadow rider and the Sogaleo. So I'm fully expecting a weakness policy proc here but we max Venus soul in this instance and I want to protect ground on this turn from any Willow Wisp from the shadow rider calorex or just an astral barrage as well. I just want to try and get the residual damage onto the field and I also want to get some damage and remove the calorex. I feel like once the calorex is off the field, it gives Zashin a way freer time against the rest of the team. Zashin can then outspeed naturally everything on the field. So as you see, we do protect the ground on this turn just to make sure that we've got that kind of staying power and go for the vine lash into the shadow rider calorex and do some really sizable damage. Now they do switch out their Sogaleo into the Rillaboom so the grassy terrain is on the field right now so we do get that kind of attack boost as well which is nice and the residual damage not quite enough to take down the calorex star with the residual damage and the grassy terrain giving that little bit extra longevity. So here I just want to keep ground on and need to preserve ground on for later on this match really important Pokemon for us and I'm going to switch it out for Grimstone. He makes sense to switch it in right now allows us then to get a screen supporter and gives us a little bit more kind of a buffer against what my opponent is trying to do. So we want to avoid ground on taking any damage from the Rillaboom as well especially with the grassy terrain on the field and switching Grimstone in here just means that we'll be able to take at least a grassy glide and then hopefully be able to utilize our screens the next turn. So as you see, we do switch the ground on out to Grimstone and then get the max flare off into the Rillaboom hoping that we'll be able to take that down. There's no need to really attack into the Calyrex Shadow Rider in the last this turn because the residual damage is going to knock it out anyway. So it just seemed pointless going into that slot where we did see actually switch out for Incinero which has down made its way onto the field. And now with the Rillaboom off the field it does make it a bit easier to try and get our screen support set. We do have to worry about fake out from the Incinero here. If we're unable to get a reflect off it is going to make it a bit more difficult but you know, you've got to just click you've got to click it. You've got to try and get it up. We could switch out but it's probably unnecessary to switch things in and take unnecessary damage at this point. I think the one thing that's more expendable than anything else at this stage to me anyway is definitely the Grimstone. So the reward of just getting the reflect off will just be a bonus for us for the rest of the match as we do see my opponent max their Solgaleo here. We don't see a fake up from my opponent so it kind of indicate and then we'll see an attack into the Venusaur from the Incinero here as we just go for the max quick. One of my things I was thinking here as well with the max quick option it does give us that buffer and special defense as well so it makes it a little bit easier for when that Shadow Rider Calyrex comes back onto the field because you've got to think that if we don't have that special defense boost then we don't have a light screen. It's going to be able to probably pick up or sweep through a lot of the team with Astral Barrage depending on its build. We do see the Solgaleo go for a max steel spike into the Grimstone so just picking up a knockout there and getting that defense boost. And the other thing is as well I really want to kind of hold off hitting into the Solgaleo when it's maxed to proc the weakness policy. That's one of the things I want to try and avoid. Now we do see the Incinero go for a Flair Blitz but behind the Reflect that we're able to get off do take that pretty well especially in the sun. It does activate our weakness policy. They take a bunch of recall damage and they're going to be in range to go down this next turn. So we're sitting pretty, pretty happy at this point. Obviously, we've got to stall out two turns. The Solgaleo's max turns but without its weakness policy kind of activated. We're not too worried. This is our last turn of our max with Venusaur as well. So we are going to then switch into Groudon here just to give us that a little bit of more pressure, I guess, for the Solgaleo to kind of concentrate on because I think you're probably more worried about the Groudon than you are the Venusaur. Even though the Venusaur has just had its weakness policy boosted, so I'm going to take this turn where we're splitting my opponent's decision here with the Solgaleo. So trying to get a sword stance off with Groudon if we can, that's great. If we take an attack, not ideal, but we do have the Reflect up. We are going to be able to pressure a lot more though with Groudon this next turn if we can get the sword stance up and especially if we come away unscathed. Go for the Earth Power just to get rid of the Incinero. Just want to take away the option from my opponent to have the parting shot or any extra damage that they don't necessarily need to. And then we see the Steel Spike come out from the Solgaleo given that defense boost again as we go for the sword stance with Groudon. And like I say, splitting our opponent's decision here, but we've got a full health Groudon with the sword stance under its belt and a Reflect up. So we're sitting in a really nice spot. We've just got to worry now about the Shadowrider Calyrex that's going to be able to kind of come in and disrupt us here. Now it comes down to like 50-50 smine games, all sorts here because my opponent is going to have the Calyrex out in the field. Do they protect it here? I don't know like, do we protect Zashin here and attack with Groudon? I opt to play it a little bit safer, protect with Groudon, see out the last max turns from my opponent Solgaleo and then just try and get rid of this Calyrex with Zashin. Even if they go for the Willowisp into the Zashin here, a Behemoth Blade is going to be enough to take down the Calyrex. So that is the plan for us here. I didn't actually think that we'd see a bulldoze at this stage in the match, but it does make a lot of sense. You kind of want to boost the attack power on the Solgaleo while you've got it on the field, while you've got it maxed and obviously reducing the speed stat of the Zashin as well. So I think we're pretty fortunate here that they don't go for the Steel Spike into our Zashin because I think if they go for it into the Zashin here, there's probably a good chance that they pick up the knockout onto us, but they do opt to go after the Groudon and that's primarily because we went for that sword stance and it's such a big threat where Zashin didn't really threaten Solgaleo so much more. So that was one of the things that I had in my decision-making for that Protect here and we are able to get the Behemoth Blade into that Calyrex which is a huge deal for us on the last turn of their max as well with the Solgaleo which means now that we should be able to close this up with Groudon. Now, depending on what my opponent Solgaleo has, normally carrying something like Earthquake and a little bit unfortunate, I think Grassy Terrain is going to end this turn as well. So if it has got Earthquake, this is something that was going through my mind at this point where the Grassy Terrain was like, if it stays up and they finished their max turns and they got Earthquake, we'll easily be able to end this game pretty easily because they've not got a way to really double attack us for effective damage, but unfortunately, Grassy Terrain ending as we do see the Earthquake from the Solgaleo here and it does a good chunk of disaster in taking it down, but you can see how well that the Groudon is able to take that behind the Reflect here and really pile on the pressure now. Even though they have got that plus two defense stat, we are going to be able to chunk it right down and set it up for a win and close this one out. I was worried at this point. I was thinking if Precious Blades misses, can we take two Sunsteal Strikes, which we're going to see now and I think it would be really touching goal. I think Acetris Berry does proc here, which may allow us with a low roll to take another Sunsteal Strike. We would at least get two chances to hit Precious Blades here, I would imagine. So it would be all right in this end game, but no, we don't even need to consider that because Groudon just really goggles on is able to hit and we do wrap that one up. And like I say, that probably the three most enjoyable matches from my perspective shows the team working quite well. As I say, I could only play the Friday, so we only played 14 games, but we finished with 16-84 from the Friday. 14 wins, one loss, which was nice. So friends, that is the team and right now I'm going to throw up the rental code for you all and you can see it on the screen right now. We've got the Grim Snow. We've been through the team. The only thing that I would say I would change if you're personalizing for yourself would be the nature on the Grim Snow. Definitely consider changing that. And maybe you want to go faster on the Venusaur as well to outspeed. You can go a little less HP investment and special attack and go for a bit more speed on Venusaur to get the jump on other things. But all in all, I think the team is pretty well put together and I'll give you some nice options if you do try it out online. Just to make you aware, if you did play in the International Challenge over the weekend, you can now go on to the Mr. Gift option on your copy of Sword and Shield and collect your shiny gift, which is the shiny Galarian Articuno which is now available to be downloaded. So you can grab that for yourself and that was the gift from playing a minimum of three battles in the International Challenge over this weekend. So you've enjoyed the content today. Let me know if you have, if you've got any questions about the team, if you tried out, definitely let me know. If you have tried it out, it was a lot of fun to build the team and put it together and then play it in the IC. And like I said, it's nice being back into competitive content after such a long break out. But I feel refreshed, feel good, especially with live events coming back. So we're going to continue to roll out competitive content on the channel. And if you've got any preferences for things you'd like to see in the coming weeks, let me know and we will cover them and touch on everything that we can and then lead up to the start of live event. And if you enjoyed this video, make sure to check out our other VGC content on the channel. I'll link a playlist to our previous VGC videos that we've got on the channel. It might inspire some ideas for you going into Series 12. So do check them out. Stay tuned sub if you want to stay up to date with all of our competitive content when it does roll out. And I will see you all for another video very soon. So until then friends, take care of yourselves and bye bye.