 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. Today, we are continuing on with our VGC Series 10 content, featuring another team that's not that meta at the minute, but an interesting one nonetheless, and it is going to be all around the whole, or as you can see here is the team on your screen in front of you now. As always, there'll be a poker face down in the description. And if you stick around till the end of the episode, I will be throwing a rental code up for this particular team. So we've got the whole or here with the safety goggles gives you that protection. You get bridge powder and other sleep or powder attacks, which is quite handy. And then we've got the Landerous. It is going to be scarf gives you just a little bit of stability against things like Regilecki, faster things like Nailiga that could cause you a lot of issues. And we've got the Serena helps with that priority attack. Obviously, it's amazing stop and fake outs, things like that helps get speed control going and things like that. Suicune going to be a main kind of speed control set up on the team. Gives a nice firewater grass court with the whole and that Serena as well, obviously in a focus as well makes you kind of immune to fake outs and flinches, which is always handy. Then we've got the Raichu because I think for the most part we do have a good check in Landerous. Of course, we've got the Intimidate there as well helps out against Regilecki a bunch. But I think, you know, we need additional support for that. Serena arguably can do that because of its grass typing resists that type, but the Lightning Rod makes it difficult for opponents to kind of come out and things like Zapdos will have a harder time against this team in general. Raichu also provides a little bit additional speed control with that Nuzzel there, which is super handy for a nice base speed of 1-10 as well. Fake out support as well is always useful and then rounding off with Agislash, which provides why God support gives us a steel type into the team, gives us priority attacks as well if we need it in Shadow Sneak and a good check or an additional check to something like Xerneos that could be a little bit problematic and a Pokemon that can function a little bit better than some of the others in Trick Room. So as I say, we'll have a couple of games of the team now and then we'll throw the rental code up at the end. Hope you enjoyed today's episode. Let me know what you thought are on whole or if you've been playing around with it in this format. If you think it's good, if you think it's bad, whatever your thoughts are, I'd love to hear them. So drop them down below and without further ado, friends, we'll get into our first game of today. Okay, friends, first up and it's a common trend this week. We're seeing all these fantastic teams in our first games and we've got another one. It's not letting us down here. We've got their tick. We've got a lull in Ninetales. We've got Lilligan, Whimsicott, Groudon and Celestila. It's an interesting build for sure. You've got the Lilligan, which is going to cause us all sorts of issues when it's paired up with the Groudon. It's got chlorophyll ability. You've got stuff like Sleep Powder after you. It's going to be a nuisance to deal with, to say the least. And then you've got the, obviously, the Hail Mode as well with Baitik going to have Slush Rush. Potentially, you would imagine it has. You've got Tailwind in the team as well. And then the Celestila are going to be a little bit of noctuous for us to deal with. But all in all, Hot All looks fantastic in this match. Honestly, like Baitik, you've got to worry does it probably gets a rock type attack. It's probably got something there and Groudon definitely has. And then you've got to worry about Meteor Beam on the Celestila as well. So there are some threats that we need to kind of keep in mind, but Hot All in general does super well in this match. I think, I think, I think that we want to go speed control because Suikun could provide us with some nice speed control options here. Although Raichu provides us with nice fake out support. And if we see the Groudon come out, then kind of helps us out a bunch, doesn't it? I think we'll go Hot All, Raichu. I think we'll go Suikun. And then we will also go for Aegislash, I think here. I think Aegislash probably fits the bill a little bit better. Like the rest of the team scares me a little bit bringing against these, this Ice Paul and the Fire Paul. Ice and Fire do well against Serena. And Landerous isn't really going to be super handy. I mean, the Intimidate is great against Groudon, but Aegislash can kind of be a nicer switch into the Ice mode. If you do see that, I think the big thing for us is we've got to protect the Hot All from the Groudon, right? The thing is, I think we're going to see it go rock slide here, but with the safety goggles, we don't really worry about the the Lilligant at all. So we can just fake out into Groudon. And I think we just sacred fire, sacred fire into Lilligant. And in this situation, you know, I feel like, hmm, Roost is probably a better option against Groudon because the rock slide, but then it's a double-edged sword, right? Recover doesn't put you in harm's way of getting hit by like a precipice blades as well. So pros and cons, I kind of prefer Roost a lot of the time though, you know, but it's down to as a place. Should we say guess? So we'll get the fake out into Groudon. Just stop that moving here. We'll see what there is a sleep powder coming out into the old, oh, oh, we get that fire boosted sacred fire taking down the Lilligant in one swift sweep. Right now, we do need to worry Lilligant's gone. So that's one issue dealt with nicely and the safety goggles there coming in pretty handy for us, which is good. See what comes in next. The line tails taking the sun away. Hmm. They're going to get the Aurora veil up, which isn't ideal, but I think we probably pull a switch to something like Suicune here and then maybe nuzzle. Nuzzle the old nine tails to really slot down. And then I think Suicune becomes a way bigger threat to something like Groudon. We've got to watch out for something like a freeze drive which it does pretty hard, but you've got to imagine something like rock slides going to come out here from the ground on. I think. Oh, it's precipice blades. Just ignoring the fact that hot or some field. Wow. Okay. Well, takes us down to our side, but opens the door for her to come right back in as the Aurora veil is now set up. Hmm. I think we probably bring age slashing to be honest because the wide God gives us like ultimate protection. And we could we could because we can go wide God, right? We can wide God and just scald into the Groudon, but we could go for jarra ball because we'll take a precipice blades. You know, I just don't want Suicune taking another precipice blades. That's the thing. I'm going to wide God and I'm going to go scald into the Groudon. I think nine tails hasn't got the okay ground. I'm going to switch out and see better coming. It is big bad bear. Here we go. The blizzard comes out here. That's phenomenal for us, but can't see it happening freeze dry. I think the nine tails might be paralyzed as well. Skull burn here would be from there we go. That's what we like to see. You get it. I see when blocked. So that is helpful. Um, yeah, that bet it took the skull pretty well. I wonder if it's the Aurora veils upright. So that that definitely helps. Um, okay. Well, age slash goes for the jarra ball here. We've got nothing to fear. I don't think right at this moment in time really. Um, and if I see wins the biggest threat from the nine tails, then we're kind of a lot. I think we probably want to tailwind as well. To be honest, we can jarra ball and then just just get our tail wind up. It's going to make jarra ball a lot less effective, but for the for the end game when ho comes back in then we don't need to worry about speed. Okay. Tailwinds definitely a better option here. Hopefully the jarra ball still takes down the nine tails. It is like four times week. Nice wind definitely helping that side of things out for us. We still have King shield that we will have to go King shield next turn really to get it just lashing it and a better position. That is enough. So the nine tails down basic back to neutral now after that sword stands boost. But ho all going to be I think like, hmm. Yeah. I think the King shield protect a King shield and scald into the ground on if we can get a burn on the ground on that's that's massive for us. That really shuts the game down and allows ho all then to come in and kind of just clean up. I'm kind of curious to see what this bear ticks got though as well. The sun going to be in the sky. So that slush rush ability gone for bear tick. Then you've got to worry about does it go for another sold stance because there's the opportunity here for my opponent to definitely to definitely go for that. But we haven't revealed why God yet. So I mean ground on not going to have stone age. I don't think right. It's going to have rock slide. So precipice blades. We kind of shut the ground on out of the game by just wide guarding anyway. Like I say if you can get the burn here even if sweet can goes down. No, but no, but there's a sphere. The precipice blades don't think this takes us down though actually avoid the precipice blades. That's pretty huge for us. We kind of want her to come in honestly and it might be better to it's a better to switch her or in now just get out on the field. I think in my God. Yeah, there's no need to keep sweet food on the field right now. I don't think because I think they probably go for the same play again. I think they go blades and ice sphere and then we get whole or in and we just deal with a better take and then ground on is easy to easy enough to deal with. It's going to probably not have a single target attack to deal with the age of slash may have fire punch but it's it's not likely break break. Love to see it breaking those screens and there's the blades. Okay, but now we are going to be able to deal with a better like I say we just get a sacred fire off that should take it down and then the ground is going to be pretty easy game after that. Burn just chipping away at the big bear in the Royalville finally wears off which is exactly what we want perfect timing as we get the sacred fire and we got this is our last turn of tailwind as well so if you can deal with a better take now it's pretty nice for us because you've got to still worry about something like I don't know if it gets done edge. I'm not really all fair with like bet it's move cool. I have played around with it in previous formats but nothing like super serious heat crash. There we go. That's what we're looking for. It is going to take the edge of slash down but that's kind of fine because we're going to get sweet food back in. There's not too many turns of the sun left. And crown on step. You got rock slide. I think has it. Yeah. Unless it's got swords done seed crash precipice blades. I think it would have used rocks like before now. Yeah, we'll just sacred fire and scald and that should be enough to get the crowd on and there are still the fastest thing on the field which which is super helpful and the skull. Yes, we can pass the limits so there should be enough even in the sun to wrap the game up very good against my opponent. Enjoyable one there seeing kind of the double weather there from my opponent making really good use of it in this team. I'm making it easy for us and we had a good matchup anywhere with the whole so good one for us to kick off with and we'll jump straight into our second game of the episode. Next up today. We have a Zashian Galerian Zapdos whimsicott Regi Alecki lander is incarnate and Incinero pretty interesting team. Lots going on here. You've got tailwind going to be the most kind of well the only kind of form of speed control outside of the Regi Alecki here with Electro Web. It's going to support pretty much most things on the scene when you're looking at like base one-on-one speed on the lander is incarnate and then base 100 speed on the Galerian Zapdos. So the Electro Web really comes in quite handy here for my opponent makes it a little bit more tricky for us to utilize our tailwind of course and we're going to need to utilize intimidate here makes it tricky against the Zapdos for sure. But I mean how it has a great matchup against the Zashian in general. So I don't know if the landers will even have a way to hit Hoto outside of sludge bomb. So that could be a big benefit for us. Okay. So what are we going to do? Need Hoto for sure. Need Raichu for sure. I mean is it worth doing that? Or do we go with something like Suicune get our speed control up kind of match their speed control have landers in the back with Hoto and I think that kind of that gives us enough options to deal with pretty much most things on the team don't feel like we need Serena here and Aegislash could be good but I don't feel like it's massively necessary in this match whereas the other options that we got can do the work. So Hoto, can we get the second win today? That is the big question. It's all in my hands. Because we can't blame our Pokemon, right? Can we? We can blame RNG. That's fine. That's fine. Right, Landerous and Winnie. Okay. I mean we got a couple of options here, right? We can go for fake out into Landerous. There is a threat that it's got. I mean we do, there is the worry here about them taunting us, right? Whereas we could just icy wind. Breaks the sash potentially does nice damage and then we can tailwind the next turn if you want and then switch, switch right you out. Kind of prefer that to be honest. I mean it's likely that the Landerous just protects here. So we better off just tailwinding. No, well I see when we'll go with the play because I think tailwind in the next turn if they do tailwind here. Ooh, wimmy protect. That's interesting. Get a crit as well. RNG on our side. I wonder, well they must be expecting us to fake out the winter cut there. That's the only thing we can think of. But the icy wind coming in super, super handy. We still got to worry about the old tailwind here from the winnie. I mean we can't just ball switch out, right? We can ball switch out. It'll take right you down to its worst case scenario, right? But I think we just icy wind again because we can then tailwind the turn after that because wimmy is going to tailwind here. Okay, well right you get to see another day zashing coming in. If you don't mind one little bit, get that boost. There's the tailwind. Right you out, save right you for later. That active fake out is going to be quite useful. Do we now, do we bring in Landeris? Do we bring in Hortle? Because we could switch sweet coon out. I think we bring Hortle in, right? And then we switch sweet coon out to Landeris the next turn and we're pressuring like that zashing slot so hard. And even the wimmy slot to be honest, you don't even need to switch out at this point. So, but I think we do. I think we do. I think we've got circuit fire into the zashing and we'll take a quick look at my opponent's team. What options have they got? Like what resist have they got here? I mean they got Incineroar which could come in on that whimsicot slot, right? It could do and we could call that. We could just scald into that slot or we could tailwind here. But if they do switch to Incineroar, Landeris is going to come in after the Incineroar so we won't be subjected to intimidate. So I think this probably makes a little more sense. It slows the this weekend down the zashing down a little bit more. The zashing's so scary with that plus one, right? You want to have, you want to try and keep it in check for as much as you can. Endeavor. Oh, we don't like to see that. Oh, that is not ideal. Bohemian blade. Oh, this is not, not what we want to see. Endeavor wimmy. I hate it. It's a nice play for my opponent. I mean, we can't ignore that. Oh God, this is terrible for us now. Losing the whole all like that is not ideal. Right. Well, well, well, well, well, well, the wimmy's gone. The wimmy is going to protect here 100 percent. We can't stop. The endeavor is awful. And when you turn out on zashing, we have to, they're going to switch zashing out. I think protect with me. They're not, they're not even protecting zashing. Could have just heard part of the opposite. Okay. That makes me feel a little bit better. Okay. Now we can you turn out onto the whimsicott because we will will be faster. No, we will not be faster. Unless the till went ends right now, which I don't think it does. No, but we can level the zashing. They're just going to double up into lander us again. No, that's the issue. Uh, we don't really have, we don't have much an option. I mean, we could have switched to sweet koon here, but I kind of prefer to keep sweet koon. And we do have to be the zashing. So the ice wind definitely coming in handy there, which is, which is huge for us, right? That's massive. That is massive. That kind of saves the game for us a bit. Okay. Sweet koon can come in on this behemoth blade. We should take it pretty well. And the nozzle is going to be really useful. Against the opposing zashing, especially and then they're not going to target into the right. You're right. She gets to see another day. Wow. What a great way to deal with their whole. Sometimes you just have to take your hat off to your opponent. Like the endeavor play there should have never attacked that damn women should never have attacked it. The tailwind finally put us out. We've done the job of getting rid of worms of cotton. Can't see a second tailwind, which is, which is really handy. It's all down to sweet koon in Landeris here though. So let's see what comes in. Incineroar. Oh, well, that's not bad. You know, that is really not bad at all. And they can't fake out sweet koon here. So we've got a pretty free turn. Um, problem is that we want to keep the right you sashed. I don't really want to switch Landeris in to be honest, like I'd rather. I think I don't really want to bolt switch either. We could just go for a nuzzle into Incineroar and then I think scald scald into zashing. They're going to target the right you make sense to do that. Pretty we can't burn the zashing, but it is paralyzed. So that makes me feel so much better. And the thing is like Landeris is solo health the minute we cannot afford to break, we can't afford to bring it in right now. We cannot afford to bring it in. Um, I think we just go after the the Incineroar. Yeah, we double up into it with a nuzzle and a scald because what we want to do is try and pin my opponents. They can't switch the zashing to the Landeris. Right. Let's see how much a scald is going to do. Hopefully 50% would be ideal. There's no citrus berry. Not even that. Hey, bro. Did not see that coming, but this opens the door for us to get the the Landeris onto the field. Right potting shot. What's paralyzed? Okay. Now we've got the Intimidate back onto the zashing. I mean, we could just earthquake. It's too risky. It's too risky. Like earthquake in locks us into it and Suicune not going to appreciate taking earthquakes every turn. We've got a free knockout onto the Incineroar for sure. Yeah, but they could switch out. That's the big problem for us. I think whereas we get rid of the zashing and make sense for them to switch it, switch it as well. You know, what are they going to do? Zashions minus one. So you're going to want to switch zashing out. I think we go scald into zashing. We got earth power into Incineroar. Right. Like logically speaking, that's what you would expect to see. No switch outs. Wow. It does not do nothing. There's nothing really does nothing. That is terrible. Okay. It's going to be sweeter. This is the world. We need some huge powers here. Okay. Landorus would have been better just rock sliding there to be honest. It's not going to be enough chip. No way. No way. The burn is definitely not what we want to see. Would have been better just earthquake in there. Now this is a mess. This is a mess right now. But it's still kind of winnable. I guess depends like on powers. Honestly, let's get rid of the Incineroar first. We know we're faster than the zashing. And if we can pin the zashing in at like minus one, that's way better for us. Like they may switch zashing out now to reset that attack drop. Would have been better just doubling into the zashing, but it's definitely that when you look at that situation there, it's like zashing has protect. Of course. So it's yeah, we would have been better doubling into Incineroar, but then you leave this action alone. Just a skull job. Just not doing enough. Hopefully this is enough to get the Incineroar, which it is not. It's going to poke a berry. Not not berry. The snarl, which is not what we want to see. Right. We need to snarl. I think do we icy wind, snarl, icy wind, icy wind will take down the Incineroar. That's just icy wind. Because if the landers does come in, you can kind of snag it. Right. The fully paralyzed turns at my opponent's heart. Definitely come in, come in useful. Right. Okay. We should catch the landers here, which is perfect for us. Now the landers go down. So that's not an issue anymore, which was the biggest threat to us in all honesty, in all honesty. I guess we deserve it. Right. We deserve the miss there. We need the zashing to be fully paralyzed. If it's not, then we lose this game. Hmm. Yeah. I think we do. I think I don't think we can take. Yeah. Cause an earth power is going to do a stupid amount of damage. So we need the fully power on, we need the fully power on the zashing. That icy wind miss is brutal. But I mean, what can you do? What can you do? Hey, what can you do? Can't control it. Once you click the button, it is out of your hands. And maybe we could have managed a little bit better. The earth power. Can we take it? Nope. That is it. That is it. Good game to my opponent. I feel a little bit more annoyed at myself because I think we could have managed that a little bit better. And the earth power damage from Lander's is pathetic. It's like we really need to adjust the EV spread there on that to ensure that you get more damage. But obviously the incident was a salt best. So that's why in that situation we would have been getting better going after the zashing like we talked about. So just one of those decisions that you make and it really kind of comes back to bite you a bit annoying. But the team overall, I think is still performed well. Just I think we could have played that last one a little bit better. We'll jump over now friends and get you the rental code for today's team. Okay friends. Here is the whole team from today's episode. There's a rental right in front of you. I hope if you try it out, you have a lot of fun with it. I'm still a little bit annoyed at myself about that last game. I feel like it was definitely a game that we could have won and we had a lot of opportunities to do that. The damage that we were doing just wasn't good enough. And I think just readjusting and obviously the way that we lost whole was a little bit unfortunate. If you had whole in that game, if you didn't take the endeavor behind the blade combination, it would have been a little bit different. I think so losing the whole and the way that we did made it very difficult for us to kind of proceed. So we did all right and in hindsight kind of where we got the match to would have been nice to kind of close it up as always because that is the aim of the game. But if you do try the team out, hope you have a lot of fun with it. Whole is an incredible restricted and I know you have a lot of fun with it and we'll wrap things up there. Thank you so much for tuning into today's episode friend. Hope you've enjoyed it. We'll be back very soon with another team to feature in series 10. It's going to be a little bit different again and until then take care of yourselves and bye bye.