Data Battle Tower (For all your Match-Seeking Needs!)

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Issuing a training battle open challenge.

1v1
Either NFE or mid stage mons. (Please choose in your acceptance post)
2 Day DQ
5 chills, 5 recovers
Arena: Deserted Ruins
Deserted Ruins
The remnants of some ancient desert dwelling society. In the center of the ruins, there is an altar. Spiritual waves can be felt emanating from this altar, and will boost the BAP of all Psychic and Dragon type moves by 2. A sandstorm is raging, and cannot be stopped. The only other weather effect that can ever come into play is sun, and if sun is summoned, the sandstorm rages simultaneously with the sun. There are 4 pillars surrounding the altar which cannot fall. The pillars are arranged in the shape of a square, with the altar in the center of the square. There are cacti around the altar, moderately far apart. There is no water in the arena, other than what can be found in the cacti. Drinking the juice from a cactus will restore 10 energy and 5 health, but touching the exterior of the cactus will deal damage equivalent to that of a typeless Pin Missile attack if direct contact is made.

TL;DR
BAP of Dragon and Psychic moves goes up 2.
Eternal Sandstorm; Sun can be summoned over top the sandstorm, and they will run concurrently.
No water.
Seismic Activity and Digging are allowed.
Plenty of Rocks.
No plants other than cacti; contact with cacti deals a typeless Pin Missile attack (complete with multiple hits) to the Pokemon making contact; cactus juice can be drank to recover 10 energy and 5 health.


Lazy copy and paste challenge is lazy.
i'll take penguin's challenge, NFE alright for you?

Rules:
One ability
Only trainig items (amulet coin, exp share, etc.)
Yeah, NFE is fine. Ref time.
 
looking for a begging battle.
2v2
Doubles
3 Day
2 recovery moves, 5 chills
Cascadia:
Glacier discovered this beautiful north-western paradise while on one of his many expeditions to locate new areas for asbers to battle. the area is huge, encompassing a 2000ft by 2000ft area. the seeker of the battle will be positioned in the north, while the acceptor will start in the south. to the west is a sharp incline, where a combination of a glacier and cliffside reside. the glacier sits in an indent near the center of the cliffside and due to slight melting pure water cascades down gracefully below, creating a chilly but serene lake. the waterfall is quite high, about 250 feet, so the water flies down in such a way the surrounding area is heavily but majestically misted. the
mountain/glacier is climbable, and the top is surprisingly flat, with a few peaks. if battling up on the glacier be careful; it is fragile and might break, sending you down the waterfall! to the east lies an equally massive coniferous forest.
pinetrees are the main composition, and though very big (40 feet to 70 feet
tall), their width is small so climbing is only for the most nimble and agile
pokemon. the forest is pretty dense, with a few spaces big enough for
sparring. from the lake to the forest is about 200 feet. between the two arenas
and every other open area is composed of short but thick canadian grass, rich
with the glacier water minerals. also there are patches of dirt scattered here
and there. there is a 15 mph wind blowing south, and it is very cool wind. the
temperature here is a nice 55 degrees fahrenheit, and the wind chill makes it
feel colder. the sun is in the middle of the sky, and the sky is clear besides for
a few small clouds.
Anyone wants to accept this?
 
time to issue a challenge that will definetly keep my oppenet and i on our toes. lets have fun :)

2vs2 NFE singles
2 day DQ battler/ 3 day DQ ref
0 recoveries/ 2 chills
arena: The Ref's Mind-

Field Type- Varies
Complexity- Simple-Super Intense
Format- Varies
Restrictions- Varies

The Ref's Mind:
The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!

NOTE: the ref cannot be biased, but can do whatever they wish. be creative and lets have fun :)
 
looking for a begging battle.
2v2
Doubles
3 Day
2 recovery moves, 5 chills
Cascadia:
Glacier discovered this beautiful north-western paradise while on one of his many expeditions to locate new areas for asbers to battle. the area is huge, encompassing a 2000ft by 2000ft area. the seeker of the battle will be positioned in the north, while the acceptor will start in the south. to the west is a sharp incline, where a combination of a glacier and cliffside reside. the glacier sits in an indent near the center of the cliffside and due to slight melting pure water cascades down gracefully below, creating a chilly but serene lake. the waterfall is quite high, about 250 feet, so the water flies down in such a way the surrounding area is heavily but majestically misted. the mountain/glacier is climbable, and the top is surprisingly flat, with a few peaks. if battling up on the glacier be careful; it is fragile and might break, sending you down the waterfall! to the east lies an equally massive coniferous forest. pinetrees are the main composition, and though very big (40 feet to 70 feet tall), their width is small so climbing is only for the most nimble and agile pokemon. the forest is pretty dense, with a few spaces big enough for sparring. from the lake to the forest is about 200 feet. between the two arenas and every other open area is composed of short but thick canadian grass, rich with the glacier water minerals. also there are patches of dirt scattered here and there. there is a 15 mph wind blowing south, and it is very cool wind. the temperature here is a nice 55 degrees fahrenheit, and the wind chill makes it feel colder. the sun is in the middle of the sky, and the sky is clear besides for a few small clouds.
Sure, I'll take that lucario.

One Ability
Switch=no
No items


anyone wants to ref my battle?
 
Originally Posted by Fat Arcanite
I Challenge my Rival Son_of_Shadoo to my first 6 Vs 6 Battle!

6Vs6 Singles
Singles
2 Day DQ
No Restricted Moves (2 Recoveries/5 Chills Per Poke)
ASB Arena
Originally Posted by Fat Son_of_Shadoo
PREPARE YOURSELF!

Switch = OK
Items = Off
All abilities.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
^^ I'll ref that big one. Arcanite, SoS, PM me!

EDIT: Open Challenges

Challenge #1: Lemme try out mah Gym idea!
Roleplay:

The Gym Challenger is to follow the Gym Leader and his team into the mysterious Primrose Woods, which at twilight becomes home to Korski's Dark-type Gym. The Woods constitute a heavily-wooded area with several clearings scattered about and connected by rough but discernible paths through the foliage. Dotting the landscape are the tens of thousands of Evening Primroses, vibrant yellow flowers that bloom only at night, giving the Woods an almost dream-like, faint-yellow hue. Towering above them is a 30' tree line that obscures some of the moonlight that acts as the Gym's only light source, giving the Gym a twilight-level of visibility and a shadow-swept landscape. The Woods are also home to a trickling creek bed that offers an ambient backdrop to the tension and pressure of the battle and allows Water-types to move more easily throughout the Woods.

Now, this Gym Battle is unlike any other the Challenger has ever faced. Instead of facing off in an arena in a traditional fashion, the Gym Leader will send all of his Pokemon out into the Woods at once to lurk in the shadows in waiting. The Challenger must then explore the Woods from clearing to clearing in search of the Leader's Pokemon and be ready to battle when an opponent is encountered. For this reason, it is imperative that the Challenger's Pokemon be released from their Pokeballs at the start of the battle and follow closely behind their trainer throughout the match. Due to the condition of the paths that connect the various, clearings, the Challenger and his/her team must move about single-file.

Upon reaching a clearing, the Challenger will be ambushed by one or more of the Gym Leader's Pokemon. A quick reaction time is crucial here, so the Challenger will be forced to send whichever Pokemon is (are) first in line behind him/her to combat the attacker(s). Once one Round of Action is over in these encounters, the Gym Leader's Pokemon flee(s) and regroup(s), and it is up to the Challenger to continue onward deeper into the Woods. While moving from clearing to clearing, the Challenger is free to reorganize their team members in line.

GYM BATTLE

Rules:

6vs6 ??? Battle
3-day DQ
Infinite Recovers / Infinite Chills
Abilities=ALL
Items=ON
Switch=N/A

Arena:

Primrose Woods

Field Type: Dark
Complexity: Intense
Format: ???
Restrictions: Because of the travelling Roleplay element of the Arena, the moves Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Spikes, Stealth Rock, Tailwind, Toxic Spikes, and Trapping moves (Whirlpool, Sand Tomb, etc.) will still work, but their effects will not carry over in-between Rounds. Stat boosts/drops, Taunt counts, etc. operate normally in-between Rounds, although a Pokemon is considered "switched out" after one Round in which the Pokemon did not directly battle.

Description:

Primrose Woods is the location of Korski's Dark-type Gym. Battles are not fought traditionally; rather, the format of the battles fought here is custom-designed for the arena itself and can be any of singles, doubles, or triples and can change often, depending on random chance. The format is decided before each Round by the referee via RNG (50% singles, 30% doubles, 20% triples), as are which Pokemon will be battling each other for the Round.

The Gym Leader's team for any given match will consist of Sableye and Zoroark and any four of the GL's other six Dark-type Pokemon. The Challenger will not know which four, however, at the start of the match; instead, he/she will discover their identities as the match goes on. All of the Gym Leader's available Pokemon will still be listed in the OP of the battle. At the start of any given Round, after the referee RNG's for the format of the Round, the referee will RNG to decide which of the GL's Pokemon will be sent out. At first, the referee will RNG amongst all of the Gym Leader's available Pokemon. Once the full team of six Pokemon are chosen by the RNG and sent into battle, however, the referee will only RNG amongst those six.

ILLUSION: Because there is a new encounter with each Round, the Gym Leader's Zoroark, when chosen by the RNG, will be able to assume multiple different Illusions over the course of the match, although Zoroark can only assume the Illusion of a teammate that has already been in that particular battle. The exception to this rule is that Zoroark can always assume the Illusion of Sableye, as it is guaranteed that Sableye will be active in the match. Whenever Zoroark is selected to be sent out into battle, the referee will PM the Gym Leader, who will respond with the desired Illusion for the referee. In cases where there are no available inactive teammates (e.g. if Zoroark is the GL's final Pokemon, or if Zoroark is one of three remaining teammates and the format for the Round is triples), Zoroark will not assume any Illusion.

The Challenger's team will consist of whichever six (6) Pokemon he/she brings to the battle. At the start of the match, the player will post his/her team in full, release them all at once from their Pokeballs, and position them #1-6 in line. At the start of any given Round, after the referee RNG's for the format of the Round, the Challenger will be forced to send out his/her Pokemon in position #1 (singles), Pokemon #1 and 2 (doubles), or Pokemon #1, 2, and 3 (triples). At this point, the Gym Leader and Challenger will be able to order Actions like normal. After every Round, the Challenger is free to reorganize their Pokemon in line.

In terms of posting, the battle will look like this:

1. OP (Gym Leader): Introduction Prose, Arena info, Rules, and Gym Leader's Team
2. Challenger: Challenger's Team, Challenger positions team #1-6
3. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
4. Challenger: Actions
5. Gym Leader: Actions
6. Referee: Referee post, Gym Leader's Pokemon flee
7. Challenger (required): Decides whether or not to reposition team members
8. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
9. Gym Leader: Actions
10. Challenger: Actions
11. Referee: Referee post, Gym Leader's Pokemon flee
12. Challenger (required): Decides whether or not to reposition team members

Repeat steps 3-12 until there is a winner.

All the info is in there. I would prefer an experienced ref who can keep track of this match (it should be fun to ref, too, what with all the switching and hubbub), and of course anyone can accept the challenge, but be able to bring 6 of your best mons so I can best gauge how well this idea works.

Challenges #2 and #3:
2vs2 Doubles
2-day DQ
Infinite Recoveries / Infinite Chills
Arena: ASB Arena
Pokemon restrictions: The team of 3 Pokes sent to the ref must have a Base Rank Total<50
 
Asking for a referee here for the final time before I give up...

TRIAL GYM MATCH
4 vs 4 Singles
(deadfox can send up to 8 Pokemon to the referee)
2 Recoveries/5 Chills
2 Day DQ
Items On
Switch On
All Abilities
(Like Terrador said, as much as I shouldn't be able to choose these things in a regular match I would in a gym)

Ilex Forest

The very same dark and dense forest that Bugsy, the original Bug Gym Leader honed her skills in is the home of CAP ASB's own creepy crawly (potential) Bug Gym. The canopy is thick, but not so thick as to prevent all weather from making it inside. And yes it's a little dark, but nowhere near as hostile as some other arenas in that sense. The real key here is the hovels, mosses, shrubs and trap holes that only a type that has spent the most of its existence living within the forest could possibly know about. The bugs are at home here, and all other type unwelcome visitors.

Arena Effects:
- With so many Bugs calling the forest home the String Shots have been fired over almost every inch of the field. Any non Bug type Pokemon on the field will constantly suffer a single stage drop in their speed.
- All weather is possible in the forest, but any Bug type Pokemon will function as if they have the Cloud Nine trait. This is because they all know just where to hide to avoid the weather in their home forest. This does not give Bug types the ability to cancel existing weathers like normal Cloud Nine users, just the other effects.
- Any entry hazard put in place by a Bug type Pokemon will also make use of the natural mosses of the forest floor to provide extra fixation. This means the hazards cannot be removed via Rapid Spin, or by any other method.
- Finally while the forest does provide an amount of rocks necessary for such typed attacks, those present are of course covered in mosses and fungi. Any non Bug type using them for an attack will suffer a flat 15% drop in accuracy on the move.


(This is very much a trial arena, I don't think it's too over the top but I am very open to criticism if others deem it is)
I'll take the gym match Deadfox. Prepare to be counterteamed.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
EDIT: Open Challenges

Challenge #1: Lemme try out mah Gym idea!
Roleplay:

The Gym Challenger is to follow the Gym Leader and his team into the mysterious Primrose Woods, which at twilight becomes home to Korski's Dark-type Gym. The Woods constitute a heavily-wooded area with several clearings scattered about and connected by rough but discernible paths through the foliage. Dotting the landscape are the tens of thousands of Evening Primroses, vibrant yellow flowers that bloom only at night, giving the Woods an almost dream-like, faint-yellow hue. Towering above them is a 30' tree line that obscures some of the moonlight that acts as the Gym's only light source, giving the Gym a twilight-level of visibility and a shadow-swept landscape. The Woods are also home to a trickling creek bed that offers an ambient backdrop to the tension and pressure of the battle and allows Water-types to move more easily throughout the Woods.

Now, this Gym Battle is unlike any other the Challenger has ever faced. Instead of facing off in an arena in a traditional fashion, the Gym Leader will send all of his Pokemon out into the Woods at once to lurk in the shadows in waiting. The Challenger must then explore the Woods from clearing to clearing in search of the Leader's Pokemon and be ready to battle when an opponent is encountered. For this reason, it is imperative that the Challenger's Pokemon be released from their Pokeballs at the start of the battle and follow closely behind their trainer throughout the match. Due to the condition of the paths that connect the various, clearings, the Challenger and his/her team must move about single-file.

Upon reaching a clearing, the Challenger will be ambushed by one or more of the Gym Leader's Pokemon. A quick reaction time is crucial here, so the Challenger will be forced to send whichever Pokemon is (are) first in line behind him/her to combat the attacker(s). Once one Round of Action is over in these encounters, the Gym Leader's Pokemon flee(s) and regroup(s), and it is up to the Challenger to continue onward deeper into the Woods. While moving from clearing to clearing, the Challenger is free to reorganize their team members in line.

GYM BATTLE

Rules:

6vs6 ??? Battle
3-day DQ
Infinite Recovers / Infinite Chills
Abilities=ALL
Items=ON
Switch=N/A

Arena:

Primrose Woods

Field Type: Dark
Complexity: Intense
Format: ???
Restrictions: Because of the travelling Roleplay element of the Arena, the moves Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Spikes, Stealth Rock, Tailwind, Toxic Spikes, and Trapping moves (Whirlpool, Sand Tomb, etc.) will still work, but their effects will not carry over in-between Rounds. Stat boosts/drops, Taunt counts, etc. operate normally in-between Rounds, although a Pokemon is considered "switched out" after one Round in which the Pokemon did not directly battle.

Description:

Primrose Woods is the location of Korski's Dark-type Gym. Battles are not fought traditionally; rather, the format of the battles fought here is custom-designed for the arena itself and can be any of singles, doubles, or triples and can change often, depending on random chance. The format is decided before each Round by the referee via RNG (50% singles, 30% doubles, 20% triples), as are which Pokemon will be battling each other for the Round.

The Gym Leader's team for any given match will consist of Sableye and Zoroark and any four of the GL's other six Dark-type Pokemon. The Challenger will not know which four, however, at the start of the match; instead, he/she will discover their identities as the match goes on. All of the Gym Leader's available Pokemon will still be listed in the OP of the battle. At the start of any given Round, after the referee RNG's for the format of the Round, the referee will RNG to decide which of the GL's Pokemon will be sent out. At first, the referee will RNG amongst all of the Gym Leader's available Pokemon. Once the full team of six Pokemon are chosen by the RNG and sent into battle, however, the referee will only RNG amongst those six.

ILLUSION: Because there is a new encounter with each Round, the Gym Leader's Zoroark, when chosen by the RNG, will be able to assume multiple different Illusions over the course of the match, although Zoroark can only assume the Illusion of a teammate that has already been in that particular battle. The exception to this rule is that Zoroark can always assume the Illusion of Sableye, as it is guaranteed that Sableye will be active in the match. Whenever Zoroark is selected to be sent out into battle, the referee will PM the Gym Leader, who will respond with the desired Illusion for the referee. In cases where there are no available inactive teammates (e.g. if Zoroark is the GL's final Pokemon, or if Zoroark is one of three remaining teammates and the format for the Round is triples), Zoroark will not assume any Illusion.

The Challenger's team will consist of whichever six (6) Pokemon he/she brings to the battle. At the start of the match, the player will post his/her team in full, release them all at once from their Pokeballs, and position them #1-6 in line. At the start of any given Round, after the referee RNG's for the format of the Round, the Challenger will be forced to send out his/her Pokemon in position #1 (singles), Pokemon #1 and 2 (doubles), or Pokemon #1, 2, and 3 (triples). At this point, the Gym Leader and Challenger will be able to order Actions like normal. After every Round, the Challenger is free to reorganize their Pokemon in line.

In terms of posting, the battle will look like this:

1. OP (Gym Leader): Introduction Prose, Arena info, Rules, and Gym Leader's Team
2. Challenger: Challenger's Team, Challenger positions team #1-6
3. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
4. Challenger: Actions
5. Gym Leader: Actions
6. Referee: Referee post, Gym Leader's Pokemon flee
7. Challenger (required): Decides whether or not to reposition team members
8. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
9. Gym Leader: Actions
10. Challenger: Actions
11. Referee: Referee post, Gym Leader's Pokemon flee
12. Challenger (required): Decides whether or not to reposition team members

Repeat steps 3-12 until there is a winner.

All the info is in there. I would prefer an experienced ref who can keep track of this match (it should be fun to ref, too, what with all the switching and hubbub), and of course anyone can accept the challenge, but be able to bring 6 of your best mons so I can best gauge how well this idea works.
This sounds pretty awesome. I'd love to help you try it out. Lets battle.
 
Just wondering, why is MB and I constantly being skipped over, I really find it a bit unfair. So I guess you guys call this a BUMP on smogon.

1v1 singles
36 hour DQ player/2 day DQ ref
2 chills/0 recoveries
1 pokemon is to be sent to the ref
Only pokemon that haven't evolved are allowed

Arena: Abilities Testing Site
This is a specially constructed arena where all moves are allowed and the only catch is, well, that it tests abilities. When you send out a Pokemon, you may give it 3 abilities of your choosing (none of them have to be its actual abilities). The only restrictions on this are: 1) you can't choose an ability more than once over the ENTIRE match (e.g., Rattata gets Stench/Contrary/Wonder Guard, Pidgey cannot have any of those three abilities), 2) you can only choose one "really good" ability per Pokemon (Wonder Guard, Magic Guard, Multiscale, etc.), and 3) you may not give a Pokemon any ability combination that renders it immune to every attack type (e.g., you can give Tynamo Wonder Guard, but, if you do, you can't also give it Levitate).

Just remember that a pokemon has to be able to hit your pokemon with a move.

For example, I can't give a swampert wonder guard if my opponent doesn't have a grass move.

OK accpeting metal Bagon.

Switch=No
Items=No
Abilites=No. I mean, we won't be using those abilites anyway so it doesn't really matter what I put here :)
OK

Also, challenging MB
3v3 singles
3 day DQ
2 recoveries/5 chills
Metal Bagon's Olivine Lighthouse
Arena: Olivine Lighthouse
Field Type: Electric
Complexity: Moderate
Format: All

Restrictions: Too high up for Dig, Earthquake, etc.
Lighthouse light doubles Thunders power but draws in Thunder Wave and Thundershock as they have too low a voltage.

Description:
Thunder's Power is doubled however thundershock and thunder wave are drawn towards the light. We are too high up for surf and Dig, Earthquake and magnitude will fail. Time of day is dusk so you can still see clearly but the light in the lighthouse isn't bright enough yet to blind you, after 8 rounds it will be completely dark and lighthouses light will lower Pokemon's accuracy by one stage.




PS: I don't care if it actually isn't the Olivine Lighthouse so deal with it.

I haven't used Olivine Lighthouse in ages, nice job bringing it back!

Switch=Yes
Items= Yes
Abities=Yes (all)

That's for you saying no to everything in the other battle!

OK, both of these battle's need refs. They have nice long DQ times so they'll be no pressure on the ref.
I'm pretty sure MB has said this before but the arenas aren't that complicated, so gogogogogo refs!
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator

Challenging citizen Jayjinde to 3v3 NFE Singles

2 Day Player DQ / 3 Day Ref DQ
2 Recoveries / 5 Chills
Standardized Arena
 
Issuing a training battle open challenge.

1v1
Either NFE or mid stage mons. (Please choose in your acceptance post)
2 Day DQ
5 chills, 5 recovers
Arena: Deserted Ruins
Deserted Ruins
The remnants of some ancient desert dwelling society. In the center of the ruins, there is an altar. Spiritual waves can be felt emanating from this altar, and will boost the BAP of all Psychic and Dragon type moves by 2. A sandstorm is raging, and cannot be stopped. The only other weather effect that can ever come into play is sun, and if sun is summoned, the sandstorm rages simultaneously with the sun. There are 4 pillars surrounding the altar which cannot fall. The pillars are arranged in the shape of a square, with the altar in the center of the square. There are cacti around the altar, moderately far apart. There is no water in the arena, other than what can be found in the cacti. Drinking the juice from a cactus will restore 10 energy and 5 health, but touching the exterior of the cactus will deal damage equivalent to that of a typeless Pin Missile attack if direct contact is made.

TL;DR
BAP of Dragon and Psychic moves goes up 2.
Eternal Sandstorm; Sun can be summoned over top the sandstorm, and they will run concurrently.
No water.
Seismic Activity and Digging are allowed.
Plenty of Rocks.
No plants other than cacti; contact with cacti deals a typeless Pin Missile attack (complete with multiple hits) to the Pokemon making contact; cactus juice can be drank to recover 10 energy and 5 health.


Lazy copy and paste challenge is lazy.
Rules:
NFE
One ability
Only training items

Me and Penguin still need a ref for this match.
 
Requesting a battle in the rainforest!

In the rainforest, the air is damp and moist. Fire attacks are treated like it's raining, all the time, and selfdestruct and explosion will fail. Eviolite are everywhere in this rainforest, and will magnetically attach to any NFE, raising their defensive stats by one rank. Sleep and Burn don't happen here.

3 recovers, infinite chills. The match is 3v3 singles. I'll be waiting for you there...
 
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