 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, as always, my name is Lee, also known as Osiris. Big welcome to you and to everyone else. Today, we're going to be continuing on with our VGC Series 8 content. As you can see, the team is on your screen in front of you now. It is a bit of a fun one because it is Fun Friday. So I thought we'd go with something a bit different today and concentrate on something of a Pokemon at least. It's been a bit overlooked in this format that I think has a lot of potential and it might be a lot of fun for you guys to try out and have a bit of a play with. So as always, there will be a poker piece down in the description. So if you want to check out the details, grab it, try it out on Showdown. Be my guest. And if you stick around till the end of the episode, we'll throw up the rental code as always. So I hope at the bottom line, everything you enjoy today's episode and without further ado, friends, let's get into this first one today. So first opponent today is running a team of Groudon, Porygon to Venusaur, Glastria, Grimsnull and Charizard. So plenty of things for us to worry about on my opponent's team. They've got that really fast mode with the Venusaur taking advantage of his chlorophyll ability with the Sun from the Groudon. They're going to be, you know, difficult to deal with straight off the bounce, but we do have that combination of Drifblim, Tapulele, Drifblim should outspeed the Venusaur in the Sun, get the tail wind up and Tapulele can start hitting things with whatever it wants. The trick room mode on my opponent's team. You can see the present there with the Porygon to will support things like the Groudon potentially and the Glastria. But again, we do have a good solid trick room check on our side of the field in that dustbin across. We're going to match it well at least against that Glastria. And the Groudon is a little bit of a problem, but we do have Porygon to to kind of help out with that. The screen support from the Grimsnull is going to be a little bit awkward to get around, of course, as it always is. And the Charizard there causes us a few issues, of course, but I feel pretty comfortable going with Tapulele, Drifblim is a lead. I think we do want the Crosmar in the back, as we say. And maybe do we want our own trick room here because it would be useful. I'm not going to lie. But then also, yeah, I think I think because we might be in a position where we want to reverse the trick room as well, if Glastria is on the field. So we'll go with these four to kick us off with today. These Sun teams are always very difficult to kind of approach because they've got so many different modes that your opponent can kind of lead with. And you get that kind of presumption wrong or that you lead against the wrong element of your opponent's team. And it's an uphill battle straight away. And that's what makes the Sun team so useful in this format, you know, and so powerful. Well, we are going to see the old Grimsnull come out with Porygon to you would imagine they're probably going to go straight for a trick room. I would imagine probably live screen trick room. That's what you would imagine we get a psychic terrain up. So I don't know if I want to set the tailwind up. I don't think it's a very it's not the most ideal thing to do right now. But we can burn the Grimsnull and we could go for just a dazzling gleam or a moon blast or a psychic into the Porygon to I'm kind of really more tempted to go for a dazzling gleam here just because we can get kind of chip damage onto to to everything. And then, like I say, go for that willow isp into the Grimsnull as well. Just if we look into psychic will kind of pinned to just being able to deal damage to the Porygon to, you know, it has got recover. What we want to do is just try and stall out my opponents trick room because they're going to set it up with Porygon to and Grimsnull on the field. They're not causing too much like offensive pressure, you know, and we'll be able to kind of chip away at them as we see the trick room set up now. This might be a good time in all honesty to not take anything down but switch into I just made an across map for at a bit later because you can imagine the Glastria is going to try and probably make an appearance onto the field at some point. We can't really do much else with a drift bling. We could burn the Porygon to the residual damage is definitely going to be useful. Yeah, let's go for that. I mean, the other option is switching P2 here and then we've got the option to maybe reverse a trick room if my opponent kind of brings in Glastria, which you maybe expect them to do this turn. The other option would be for us, of course, is to go for a Willowisp here, but I think like I say the residual damage onto Porygon to is going to be useful. We can always switch drift bling out the next turn if we want. So we'll get our big old and across my in such a beast. Best best bird in the game. Thunder wave. Wow. Okay. Okay. Helping us out in this trick room. There's the eyes being doubling into the drift bling. Um, okay, well, the paralysis actually helps us out a bunch, especially if we can keep the trick room kind of going like later in this game. And the postman is here. So I'm going to have to run and get the door. I don't know what's been going on, but it doesn't look like the turns happened. The post lady has, uh, really waited for us. We've got packages. I don't know what they are, but anyway, what's going on in this game? Most unprofessional episode of a battle series so far, but I can't miss the post, you know? So we've got the steel spike off. Thing is the Grimstone aren't really causing us too many issues at the minute. So I don't really want to be hitting into it. If we can get our defenses boosted up as well, it really helps us out. Um, sprinting downstairs. I haven't paid. I promise. Promise they have. Um, okay. So let's see. Can we try attack? I probably want to max, um, quake as well into Grimstone. Uh, and we'll go for try attack. Yeah, we'll try to try attack into that slot. There's a reflect. Okay. Well, the Grimstone will go down this turn, but like I say, my opponents trick room turns are kind of running out now. So we've done a good job of stalling these out. I don't know if this will pick up the knockout. If it does. Nope. I'm going to see recover. Mm-hmm. Yep. Okay. Well, we may be pulled a trigger a little bit early on at dusk main in all honesty, but I'm going to blame the post post lately for that. The reason I want to try and get special defense boosts as well is because obviously we've got to worry about Venusaur and Charizard coming in in the back. Uh, the defense boost will help us out a bunch. Um, of course. And the trick room got one more turn. Okay. One more turn of max. Yeah. Ah, right. Groudon. Here we go. Here we go, lad. Uh, right. Well, I mean, we probably have to go hard on Groudon. Um, in all honesty, we do have the psychic terrain. Uh, so we could go max mindstorm, but probably better go off going for max steel spike. Get that defense boost again and just double tapping into the ground on here. It may max. It may max, but I would imagine we will be slower than it. So we'll get our max steel spike off before it is able to attack. Get the ice beam off as well. Just do a bit of chip into it. I think the worst case scenario here would be if it was weakness policy, but I can't really see it being weakness policy. It maybe is. Who knows? I mean, if it is run a bit of trouble, uh, because the ice beam will probably hit before the Groudon attacks. No weakness policy. P2 can just sit there and recover all at once. You know, P2 matched up against dustman across Merritt's not going to be able to, to beat us one on one. Um, the issue for my opponent is now they attack into a dustman. They're prokona weakness policy. And we probably do want to get a trick room back up. Um, after this turn. We'll plus two defense on both of ours. Oh, steel spike coming out an interesting choice. No wonder prokona weakness policy on a dustman, which makes a lot of sense. Because of those defense boosts, Groudon really very wiffy. I wonder what my opponent's got in the back. If it is the Venus all. So that's the other thing we need to think about as well. If it is potentially the Venus all, which I'd probably say it is. Uh, well, maybe not. Maybe the Charizard Venus was pretty hard to bring against that team full of psychics. You know, um, so it's probably Charizard. So we need to try and keep in mind how many like turns of the sun we've got left. So when it comes in, we're not, we're not going to get blown away by those solar power attacks. Now do I protect here and just go trick room? The trick room just ended right? Yes. Um, do I just attack now? I think like we want to try. We want to try and mitigate as much. Much attack as possible. The problem is if my opponent trick rooms as well, that's kind of a dead turn for us. But at the same time, we're kind of wasting the turn of my opponent's max moves as well. You know, I wonder if they'll just got steel spiking. Yeah, they're just steel spiking. Want to get those defense boosts boost. They probably all going for trick room. So we'll just see the trick room trick room. The most up. No, no, they haven't. Okay. I mean, I was about to say it's the most optimal play for my opponent here because for us, getting a trick room up makes life so much easier for us, you know. Um, but the poor we gone to is the only way to hit us is that is the try attack and they've got ice beam. So we know exactly what they're kind of going for. We'll go for a phone guys out here. I feel like that probably is with the psychic terrain up on the field. It's still up, right? No, it's not. It's not up on the field. It's not up. Um, we want to recover. P2 here. Anyway, we'll go for a photon guise up because if they proc our weakness policy, it's probably our most effective attack against the ground on normal honesty, even without the terrain. It's a steel strike. Probably just the defense is so high. Ah, the burn, the burn, the burn. Yeah. Doing a zip. Yeah. Well, we're going to need to utilize probably going to have a little in this match to do the ground on the ground on. We can chip away at for sure the burn from the try attack not ideal. All right. Well, here we go. We need our weakness policy need our weakness policy. I don't think burn actually affect the photon guise that output. I'm pretty sure it doesn't pretty sure it will kind of just stay as it is. Um, so it doesn't really affect that side of it. Whereas normally if you were intimidated, you special attack will kind of get the proc. I don't know. I'm not 100% sure the worry now would be the ground on going for something like swords dance. Um, you two coming out. I'm going to see coming. Polaroos. Hello, Glastria. Haven't seen you for a while. So the ice beam should still do a good. Yeah, I mean, that's that's more than enough for us. Both on guys are coming out. Probably going to put it in range for an ice. No, no, no way by a punch. Sneaky and the burn every time every burn. It's not good. That's not good with the trick room up there. The Glastria obviously has access to close combat now. I kind of want to preserve Um, we'll go stun. The Glastria has blatantly got the Glastria has 100% got the weakness policy. I think on this team two turns of trick room left. Not ideal. I mean, one of the players we could make predicting that they go close combat is go into dribbling, but it's maybe a turn too soon to do that. Whereas I could as I don't want P2 to go down to a close combat. That's that's the issue. Um, let's go. Shun steel strike. We're going to proc a weakness policy and I'm going to sack off. I'm going to sack off dribbling here. I think out of everything like if we could get the burn onto to Glastria, it would be useful. But I do see close combat coming out. I don't think they're going to go for I hope they have. Oh, that's not the best idea because now they proc our weakness policy unless they're precipicing at the same time. But the Glastria hasn't got the the defense boost. So we're going to be able to do some sizable damage here because it kind of just neutralizes the burn that we've taken. So yeah, even if we proc a weakness policy, which we don't do of all your precipice blades, which I don't think really would have done very much. Anyway, I'm plus two. Okay. Well, we'll protect. Well, we will probably go down here. How we want to start this last tenet trick room and in his shadow balls, probably a better option burns quite nice. Yeah, because dribbling should under speed grow down. It depends where the the Glastria wants to go. It would make sense for it to go into the dribbling. Let's just will a whisper grow down and the battle was canceled. There we go. So we've had post post arriving. We've had the battle canceled and we've seen drift blame do some decent work in that one as well as dust on main across myself, a bit of an odd one for us to kick off with. But at the end of the day, we got the win. We got to show off a little bit of the team working really nicely against probably one of the harder archetypes that we probably you're going to come up against in this format. So very good game to my opponent and with that friends, we will jump into our next match of today. So next up today, we have a team of this looks spicy. It's an entire monotype ghost team with their guiratina dust globs, but a cephalon, dragapult, chandler and Gengar. Wow. Okay. This is cool. I like it a lot. You've got to admit it's it's very cool to see isn't it straight away. Drift flim Lele. I think is a lead. We've got to bring poig on to going to really be very useful against these ghost types. And I think, you know, Incineroar here makes a lot of sense, but at the same time, we want to bring our restricted dustmen across my especially with the prison armor and the weakness policy. We can definitely do some work against my opponent. Yeah, we'll go with the same same same for again in this one and always nice to come across these monotype teams. You know, I think this season like entirety of sword and shield is the only time we've done the battle series and not actually come across a monotype EV team. It's happened in every other season that we've we've played in on the channel. But we haven't bumped into that talking trainer who uses that monotype EV team this season, which is a little bit sad because it's always it's always a team you think, okay, this is we should win this, but it's always a lot harder than what you think it's going to be always, always, but it always makes for nice content as well. You know, just from the side and I like doing a little bit, you know, with the content and do serious teams. This is a serious team, but you know, it's nice to sometimes look outside the box and do something maybe a little bit more fun bit bit lighter. Look at some Pokemon that get overlooked. It's always nice to be able to do that, especially when considering things like Driflin, which are very good Pokemon in their own right because you're looking at Blasephalon right now. It is probably going to be a scarf. You'd imagine the mindblown works perfectly here because you mindblown you proc the flash fire on the chandelier and chandelier just kind of fires back at you. What we're going to do though is we are going to just shadow ball the Blasephalon because that will be enough to take it down and psychic into the chandelier and if the trick room goes up, I doubt it will. My pondon really have too much that works super well in the trick room and then we'll see. Bye bye, Blasephalon. I do love Blasephalon's design but solid down by its speeds that when when we find out about it, are we just going to get a clean double knockout first? We are. Okay, you might be doing three matches this one. Maybe, maybe, maybe, but we'll see who is the King of the Ghosts is drippling the King of the Ghosts King King or Queen of the Ghosts. Who's it going to be? My Giratina coming out next and Dusklops the Rank Master. Okay, well you get your trick room up. We will, we will. Giratina is generally more physical, you know? I'm not really too worried about Dusklops. Should I be? Should I be? Probably. I think what we'll do is Willowisp Giratina and we'll go for that psychic. I mean we could max but the damage that you get with the specs psychic is just, is just so nice. So, Giratina could definitely protect here. I don't know if it's a kind of Pokemon that normally carries protect. You know, I haven't really seen much of Giratina in this format. It's a bit of a shame because, you know, I always refer back to 2010 Nationals at UK Nats and Giratina was in both teams and the finals teams obviously Rhys and Dale both playing Giratina that day and doing really well with it. And it was such a dominant Pokemon at that point in the format, you know? It played Rhys in the, the semi-finals and the Giratina was just so difficult to deal with. For something like Kyoga, but now we've got all these fairy types coming into the format and make Giratina's life a lot, a lot harder. But there's the Steel Spike coming out. Okay, well Lele is taking that pretty nicely. It gives us the room to maybe take Lele out. And bring it back in when the trick room's kind of ended. We've also got P2 we can bring in, like use of that. Again, just, I think just attack into the Giratina here and we'll go, yeah, we'll bring P2 in. Because we can reverse the trick room if we want. It's probably, we're probably more favorable. Another battle cancelled. Come on. People are on the clock today. I swear, you know? Well, good game to my opponent. We get to see how dominant Drifblim is, albeit against the Monogos team and we'll, we'll have one more friends. We'll have one more for Friday. So we'll be back in a moment with our next opponent of the episode. Okay, up next today and probably our last one of the episode friends, but it's going to be a fun one because we do have a Rain Zassian team made up of Kingdra, Pelopa, Thunderaus, Zassian, Incineroar and Mimikyu. So we've got, I guess, Mimikyu on here is the kind of counter option for my opponent when they want to stop trick room, want to stop set up and opposing things, want to burn things. It's got a lot of options like that. It's got trick room, obviously. It's got the taunt. It's got the willowisp. Zassian going to be awkward as always to deal with, but again, you know, I feel like Drifblim, Lele could do a really good job here. The only issue would be the Kingdra, depending on how it's being trained, well, if it's modest, we should get the jump on it. If it's modest, I'm just going to check. I'm just going to remind myself. No, no, no, no, no. No, we won't. I haven't. Okay. No, we won't. We won't get the jump on it. If it's modest, which is a little bit awkward. So maybe we want to go down a trick room route, but then it makes it difficult with the Mimikyu. We will go, we will go. Tapulele, Drifblim will go on the Crosmer again and we will go maybe Reggie Alecki here, you know, but P2 makes more sense for the trick room set up because Zassian in a trick room does not enjoy being in front of a dustman in the Crosmer with Max Quake. Going to be difficult. Going to be difficult, but always difficult, isn't it? I think the Mimikyu throws up more problems first than anything else because and the Kingdra, you know, the Kingdra definitely causes us a few issues. Just with its, I think it's 137, it hits modest max speed. Okay. Well, we're not seeing the Zassian. The thing is we're not bringing Incinero either, which makes it a little bit more tricky to deal with that Zassian, but we do have Drifblim that does allow us, you know, the ability to chuck on a Willowespon onto the Zassian, which is huge for us, you know, that's the, that's a big, big plus for us, a huge plus. Now, the question is, do we leave Lele in or do we switch Lele out? I think probably switch Lele out really. P2 makes a lot of sense for us to get in a trick room up on a Krosma could come in, probably tank some, we don't want to take a ghost type attack from Mimikyu if that's what they're kind of going for. We've got a Willowesp, the Zassian will outspeed it without a burden boost and we'll be able to kind of neuter it that way, which is, which is one of the main things while we've got a Willowesp on there for Zassian, you know, in particular, we get the special attack down low boost, which is always useful. Shadow Sneak coming out into Drift Lim doing a decent chunk of damage, but not quite enough as we do land the Willowesp into the Poison Zassian. And the burn on that is amazing. I mean, going forward, we don't need to worry about it too much as the Behemoth Blue comes out into, or I would imagine P2, no, into Drift Lim. Okay. Well, taking us down, that's, that's fine. I mean, it kind of frees up a little bit of room now for us to get dustmen across my onto the field. Yeah, because it's our only line that we can go down, you know, we've got to be careful about like, does, does Mimikyu burn us or does Mimikyu taunt the P2? I would say probably taunt the P2 first. And imagine you taunt the P2. I think that's, that's where you go. I mean, I would like to get the trick room up. I just can't see them allowing us to do it and they don't really want to waste the turn trick rooming. They taunt. Benefits of them not taunting us and allowing the trick room to go up though are, you know, huge. Well, I, I think we'll forego. We can trick room the next turn. We'll go up and see our strike into the Mimikyu and hope we don't get burned because that's the biggest problem for us. The burn would be more worrying than anything else. Zassian switching out, which is interesting. The thing is, if my opponent trick rooms themselves to reverse the trick room for us, that kind of plays into our own hands. This is why, you know, taunts the way more reliable option to shutting things like trick room down. Um, but the big thing is here, we're going to be able to get rid of the disguise. We need to get rid of my opponent's wave shutting down our trick room first. We'll always be cut of trick roomed and the burn coming out, which makes things, life's very, very difficult for us. Very difficult for us. Going forward for sure. But we do have access to the trick room the next turn, which helps us against pretty much everything, you know, because everything my opponent's team right now that we've seen is faster than Tapilele, faster than everything we've got on our side of the field. Um, yeah, I think really looking at it from, um, this perspective, we should have went trick room, you know, because the trade off there would have been better. Like we get burned, we get the trick room up, or we don't get burnt and we get denied the trick room, but Nekosma's still in a good position. Um, all right. Well, we need to try and trick room this turn. And this is where they're going to taunt us for sure. Uh, okay. We'll go Max Quake into, it's going to be more useful. I think probably getting damage onto the Kingdra because I could have mounted the Kingdra Max in here, maybe. Okay. Kingdra popping out. An Incineroar coming in. While the Max Quake will help there, the Intimidate definitely doesn't help us. Puts us down to really technically minus three with the burn there. Um, but, okay, another Willowisp coming out. No way to stop this trick room though. We're not going to do an incredible amount of damage into the Incineroar here. And we're kind of my opponent's doing all the right things to stall out our trick room turns. I mean, it's not bad damage. It's not bad damage, but it's not, it's not amazing, is it? I just work, we're going to have to see us bite the next turn, I think. Um, into the Mimikyu to get rid of it, just to get another defense boost, which definitely helps us out a bunch, of course. But you've got to think probably my opponent's mainline that they're going to run with is going to be the Kingdra, going to be Max in that Kingdra, because nothing, I mean the Incineroar could, could Max for sure. Not out of the realms of possibility. Um, it's probably the better option. Like, especially in the trick room environment when you like think about the match overall, but is Incineroar going to be able to, I don't know, because you have to kind of, you're going to proc the weakness policy on the Necrozma. It's kind of waiting for these Max turns to be done. And at the same time, we've got plus two defense after this Steel Spike. And imagine the Mimikyu may switch out here. No, no switch out. Okay, well, you've got a good chunk. I mean that the plus two, the plus one special attack on Porygon two is helping us out tonight in this match. You know, that amount of damages is really, really good, really useful. Darkest Lariat coming out. Yeah, no worries about that. And the Steel Spike, like I say, we are minus three, but it still should be enough to get the Mimikyu at this point. Um, that's our Max turns done. And what comes in now, Zassian. Zassian. Potentially Zassian. That's where I kind of really would prefer maybe Thunderbolt on Porygon two, you know, just so you've got a better way to hit Zassian, because obviously the Ice Beam, the tri-attack or resisted attacks onto it, but with a plus one. Okay, Kingdra coming in. Now, Photon Geyser might be the better option for us to go with here in all honesty. Um, could potentially double up into the, uh, the Incineroar as well, you know. Get rid of that. But it's probably better to just recover and Photon Geyser into the Kingdra. While the Psychic Terrain's still up on the field as well, we need to kind of keep... Oh, okay. Kingdra gonna protect. Go on Incineroar. Attack into, uh, Duskman. Please, please go for Duskman. He's on a shot. Not what we want to see. Not what we like to see. Should have doubled into the Incineroar there. It's difficult though with the Earthquake, you know, because you're potentially just hitting your own Pokémon, which is not always ideal. Uh, but Zassi gonna make his way back onto the field. I'm getting that to plus one, which puts it to minus one. Technically with the, um... Might be... Is it better to switch out? Cosmo. You can't really switch out the Cosmo in the face of a Zassi, and now can we... How many turns of trick room have we got left? That's the big question, you know? Two. Kind of don't want to switch P2 out either, you know. I think we just try attack into... As a photon, guys are gonna come in there. I think what my opponent probably will do is switch... Switch the Kingdra out to Incineroar and maybe protect the Zassian. Um, I think we can probably get away with going for an Earthquake this turn, because if the Incineroar does come in... Okay. Incineroar going on that side. Minus. I don't know. Minus 99, I think. Attack on the Cosmo were just so weak in the minute. Um... Try attack's gonna do... Hmm, okay. Kingdra getting itself all prepped for maxing, for when these trick room turns end. Gonna set the rain up now, I would imagine. Um, and maybe protect on this one. Do you need to protect on the next one? Probably not. Probably not. The Mimikyu again, like, I identified it in Team Preview. It was the one thing that was causing us lots of issues from the start, you know? Try attack doing decent enough damage. The Earthquake gonna do a bit of chip too. Well, it didn't look like it did anything to that Kingdra. The maxed guys are gonna come out. This will be Incineroar Cosmo. Plus one defense will help us out. Ooh, into P2. Okay, well... Now, the Psychic Turrent does end. It's probably worth. Um... Hmm... Psychic Turrent ends. They can fake us out. Kind of want to recover and get... Tapu Lele onto the field. Hmm... But doing that is not... I mean, yeah, I think we've got to do it. We've got to reset the drops on the Nocrosma. Um... Cause I can see the Incineroar gone fake out now into P2 and then the Kingdra kind of doubling up into that slot. Doesn't put us in any better position in next turn. Um... But it does split my opponent's kind of decision making. Do they go... Um... They go after the Tapu Lele or do they go after the Porygon 2 again, you know? Because if they go after... P2 to stop the Trick Room then they lose Kingdra pretty much. Ooh, they go after Lele. Hmm... Urgh... That's so ideal. That's so ideal. Okay, well... P2, Nocrosma versus the world. Can we get our Trick Room up? That is the question. I think we can. I think P2's... It's got the defensive bulk behind it to take... I think a double up from my opponent. I don't want to risk Nocrosma getting Max Geyser here. There's no reason not to protect in this situation. Um... Where are you going, Kingdra? Where are you going? P2 got to be... No, Nocrosma. Unless the Incineroar's got taunt then that would be... That would be pretty terrible. Now it's got the Dark Slider doubling up into that slot and then you get a free Trick Room up. Which is... Perfect. Okay, well... Kingdra finished, it's Max turns. Yes, okay, that's what we need to see. That's what we need to see because a try attacking an earthquake will be enough to get it. But you've got to imagine that... Um... Hmm... Do you protect the Kingdra here and go for a parting shot? I think you... You potentially try it. I think we go earthquake and try attacking the Incineroar. Yeah. And don't get caught out like we did previously in this game. I remember my opponent definitely was gunning for that play, you know? And we... Ah, we don't get it. We don't get it. Pawning shot again. So they're going to get another Intimidate onto us, which is not ideal. It's turned out to be a long episode today, hasn't it? You know, we've had quite a few games. I'll make sure to try and cut this down a little bit. But, um... It's always difficult. These kind of like... I mean, P2s are kind of a wave through here. See how much this earthquake does. I don't expect this to do anywhere near enough damage. No. But kind of try attack. And a Sunsteel Strike, I think, into the... I can't really afford to. I think we've got to go try attack into Kingdra. And... Yeah, Photon Geyser, because if... If Incineroar comes in on that slot, the try attack will take it down. Okay, that's fine. And this combination here should be enough. Should be enough to get the Kingdra. Yes, Photon Geyser will be 100% enough. And now the Incineroar comes in, it cannot fake out. It goes down to P2, weak in earthquake. The rain does stop. But the Incineroar is not really the issue anymore, you know? It's going to be very close, I think. Because, you know, the Sacred Sword is still going to do a good chunk of damage. The burns are 100% helping against that Zassian. Right, Incineroar coming in. Yeah, you're gone. You're gone, Incineroar. You're done. You're done. P2 has got your number. It's whether or not we go for... Yeah, Sunsteel Strike, I think, is probably the better option. Try attack into Inc and we'll go Sunsteel Strike into the Zassian. We don't want... Like, the earthquake is not really doing anything to stab Steel. It's going to be better into Zassian in general. But yeah, there's the try attack enough. P2 has just pulled us through this game, like, to no end. It's just so good, like, paired with Dustmen across me. You can get those boosts under its belt, you know. But we can't ignore the contribution that Drifblim did in this match. The burn to the Zassian is so huge for us, you know. Oh my God, it does nothing. It does nothing. I don't know if we'll be able to out-damage it, to be honest. Behemoth Blade, let's see what we're doing. What we're dealing with. Doing too much, too much, too much. Okay. How many turns of trick room got left? Like I said, it was going to be close. I didn't think it was going to be this close. It's going to be very close. The psychic terrain disappears now. How many turns of trick room got left? Let's see. One. Okay. We probably need to recover this turn. Yes, recover this turn, because we can't deal with having double up damage. We'll go for the Sunseal Strike again. Just get that little bit of extra chip on. Hope they go after the Dustmen across me here. They may go after P2. But we'll be able to gauge if they do what the damage output is going to be like onto P2. You know, we have got the defense boost as well. Dustmen across me. Sonder Wellman. Its biggest drawback is obviously being susceptible to getting intimidated, you know? Close combat. Okay. Well, we'll take that all day long. Happy with that, because now we just protect trick room. And then that is the game. P2 is not worried in the slightest about taking another close combat from the Sassian. One little bit, you know? Trick room. I guess it and protect. And that should wrap it up. We may see the old battle canceled again. There we go. Three strikes and you're out. Very good game to my opponent. That was a hard one, but it's nice to be able to get the win there. Eek it out in the end, because it was like it was tricky. Like I said, the Mimikyu was difficult to deal with. And hopefully that made for a nice end to the episode today. Like I said, a little bit longer than usual, but always worth it. And as long as you're enjoying it, that is the main thing. So we'll hop over now and get you all the rental team for today's team. Okay, friends, here is today's rental team. I hope you enjoy it. If you try it out, if you do try it out on the ladder, definitely let me know down in the comment section how you've got on with it. I think it's a really good build in general, not to blow my own trumpet. But at the same time, I just mean that it's a lot of fun to play with. And it has potential to really do some good work in the current format and playing a few things that aren't really commonly used. Like dustman and the cross mat is used, but not super commonly drift. Blem, I really haven't seen at all, but it has such a good ability to disrupt and dismantle teams in this format and do really good work. So if you do try it out, like I say, hope you enjoyed friends and we'll wrap the episode up there. Have a great weekend, whatever you're up to. Good luck if you're playing Players Cup 3. I am casting, so it is going to be a lot of fun. Hopefully I get to cast some of your games. If you are playing this weekend, like I say, good luck. Hope you have a great tournament and I'll catch you all on Monday potentially for another episode on the channel. So until then, friends, take care of yourselves and bye bye.