Objection vs Its_A_Random! Treadmills and spike pits! [TR: Rediamond, AR:Doorknob]

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And here, in an arena unlike any other, two trainers are facing off in a NFE battle! Can the Pokemon avoid the spike pits long enough, on these terrifying treadmills? Let's begin!

Arena and Rules:
2v2 NFE/FE Singles (Doesn't matter)
2 Day DQ Time
2 Recoveries/5 Chills per mon
Switch = OK
Items = Off
Abilities = One
Arena basics:

  • No weather or SolarBeam
  • No external water source
  • No natural elements (rocks, grass, etc.)
  • No digging
  • Seismic moves allowed
The pokemon are inside what looks like an evil villain's hideout. The actual arena is a bunch of treadmills set out in several rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the spike pits at each end.

The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.

Detailed arena mechanics:

At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.

At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.


All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
  • For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft.

In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).
  • For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between.
Two pokemon can share the same position - it can be assumed that in such a scenario the pokemon are at different points along the width of the arena. If a pokemon attempts to run to a position out of range, it will simply run as far as it can in that direction.
  • For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go.
The Run command cannot be Encored or disallowed by any moves at all, including Taunt, and it is not subject to the consecutive move penalty. However, a pokemon under the effects of Ingrain cannot use this command.


Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.
  • For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft.
However, when calculating the knockback for a contact move, multiply the move's BAP by 1.5. If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first. If the former, the pokemon expends 5 energy as if it had just used the Run command. If the latter, the pokemon expends 2 energy for the running and then uses the move as normal.
  • For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number.
If a pokemon successfully uses U-Turn on an opponent out of its range, it immediately returns to the position it started at. In the Gliscor example, if it used U-Turn, it would travel to 23ft, use the move and then go back to 30ft. If a pokemon tries to use a contact move that has a random target (eg, Thrash), targets already in that pokemon's range will be given priority over targets that the pokemon can reach, and those will be given priority over further away ones.

Note: A pokemon under the effects of Ingrain cannot run at all.

Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.


And now, the teams:
Objection:

Purrloin [Shere Khan] (M)
Nature: Impish (+Defence, -Special Attack)

Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 66
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Moves: 17

EC: 1/6
MC: 0
DC: 2/5

Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Snatch
Sucker Punch

Encore
Foul Play
Pay Day

Taunt
Thunder Wave
Swagger



Rhyhorn [Clayton] (M)
Nature: Careful (+Special Defence, -Special Attack)

Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 25
Size Class: 3
Weight Class: 5
Base Rank Total: 14
Moves: 12

EC: 0/9
MC: 0
DC: 0/5

Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast

Counter
Magnitude
Pursuit

Dig
Payback
Rock Slide


Its_a_Random

Elekid [Zaborg] (M)
NATURE: Mild

TYPE
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

ABILITIES
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 2/9
MC: 0
DC: 2/5

ATTACKS (16)
PHYSICAL
Cross Chop
Fire Punch
Ice Punch
Low Kick
Quick Attack
Thunderpunch

SPECIAL
Electro Ball
Hidden Power (Ice 7)
Psychic
Shock Wave
Swift
Thunderbolt
Thundershock

OTHER
Leer
Light Screen
Protect

Cleffairy [Kuraz] (M)
NATURE: Quiet (-10% Evasion)

TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

ABILITIES
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Friend Guard (DW Unlocked): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

STATS
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 5/5

ATTACKS (25)
PHYSICAL
Doubleslap
Meteor Mash
Pound
Wake-Up Slap

SPECIAL
Flamethrower
Magical Leaf
Psychic

OTHER
Aromatherapy
Bestow
Charm
Copycat
Defence Curl
Encore
Follow Me
Gravity
Growl
Lucky Chant
Metronome
Mimic
Minimise
Protect
Sing
Substitute
Sweet Kiss
Wish


1. Its_A_Random send out his first Pokemon.
2. Objection sends out his first pokemon, and then gives orders.
3. Its_A_Random orders.
 
OK, let's begin with Shere Khan at 51ft! Be Limber!


That Clefairy has too many disruptive moves, so ... Taunt - Sucker Punch - Foul Play
If he uses Protect on action 1, change your actions to Hone Claws - Encore - Hone Claws
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Kuraz has such a small attacking movepool...Do something awesome!"

Doubleslap + Wake-Up Slap combo (Shere Khan) > N/A > Flamethrower (Shere Khan)
IF the combo would be deemed invalid by the ref (Which I don't see why not...), THEN Meteor Mash (Shere Khan)
> Flamethrower (Shere Khan) > Magical Leaf (Shere Khan)
 
Round 1 Begin:


Shere Khan (M)
Ability: Limber
HP: 90
EN: 100
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 66
Position: 51 feet
Other:



Kuraz (M)
Ability: Magic Guard
HP: 100
EN: 100
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 30
Position: 50 feet
Other:


Both trainers begin by sending out their Pokemon into this dangerous and spike-filled arena. Its_A_Random begins with Kuraz the Clefairy, and the little pink normal-type hits the ground running with its little stubby legs. Objection sends out Shere Khan the Purrloin, and the graceful cat runs along the treadmills as well.

Shere Khan begins by nastily Taunting his foe, waggling his tail in an evil fashion, and Kuraz seems to be holding out. Finally, Kuraz mightily slaps his foe with an incredible Wakey-Wakey Slap in his rage, sending Purrloin rolling back towards the spikes. Both pokemon struggle against the treadmills.

Shere Khan then prepares a nasty Sucker Punch to hit his foe with, but Kuraz is too exhausted to even try attacking, so Shere Khan is left sitting there awkwardly.

Shere Khan then cloaks itself in a dark aura, but is unable to reach his foe, so instead exhaustingly Runs towards Kuraz against the flow of the treadmill. Kuraz sends a blast of flaming breath, a Flamethrower, at his foe, ruining Purrloin's efforts to reach Clefairy.

Shere Khan used Taunt! -10 EN, 1 ft pulling
Kuraz used Doubleslap+Wake-Up Slap Combo! 3 Hits! -15 EN, 16 Damage, 10 ft knockback, 1 ft pulling

Shere Khan used Sucker Punch! It failed! -6 EN, 1 ft pulling
Kuraz is resting. 5 ft pulling

Shere Khan used Run command! -6 EN, Ran 7 feet, 1 ft pulling
Kuraz used Flamethrower! -8 EN, 12 Damage, 9 ft knockback, 1 ft pulling


Round 1 End:

Shere Khan (M)
Ability: Limber
HP: 62
EN: 78
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 66
Position: 66 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 100
EN: 77
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 30
Position: 43 feet
Other:
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
While Random knew that he was going well, the fact that Kuraz only had two non-contact attacking moves meant Random was worried about Kuraz becoming Torment-bait. Worse yet, Shere Khan could always use Pay Day...

"Alright Kuraz, do something awesome!"

Magical Leaf (Shere Khan)
> Flamethrower (Shere Khan) > Magical Leaf (Shere Khan)
IF Flamethrower was to fail for whatever reason, THEN Run that action instead.
 
Run as close to Kuraz as you can - Torment - Foul Play
If, on action 3, you are too far away to use Foul Play, use Assist (Rock Blast, Magnitude, Rock Slide) on that action instead.
 
Round 2 Begin:


Shere Khan (M)
Ability: Limber
HP: 62
EN: 78
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 66
Position: 66 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 100
EN: 77
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 30
Position: 43 feet
Other:


Shere Khan, noticing he is too far behind to do anything to Kuraz, begins running wildly against the pull of the treadmill, sprinting up closer to his foe. Kuraz fires off a flurry of Magical Leaves, making the Purrloin's efforts near-useless.

Shere Khan then lets out a string of nasty tormenting remarks, and Kuraz, trying to show how manly he is, refuses to use flamethrower. Instead, he Runs even closer to his enemy.

This played right into Shere Khan's paws, and the Purrloin then calls on the power of his ally, Rhyhorn. The little rhino tosses in some stones from the side, and Shere Khan throws them at Kuraz with the force of a Rock Slide! The little Clefairy flinches from the force of the attack, and is sent scuttling back on the treadmill, ever closer to the deadly spikes.

Shere Khan used Run! -6 EN, Ran 7 feet, 1 ft pulling
Kuraz used Magical Leaf! -6 EN, 8 Damage, Knockback 5 ft, 1 ft pulling

Shere Khan used Torment! -10 EN, 1 ft pulling
Kuraz used Run! -6 EN, Ran 3 feet, 1 ft pulling

Shere Khan used Assist (Rock Slide)! -9 EN, 8 Damage, 8 foot knockback, 1 ft pulling
Kuraz flinched! 5 feet pulling



Shere Khan (M)
Ability: Limber
HP: 54
EN: 53
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 71
Position: 61 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 92
EN: 65
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 30
Position: 31 feet
Other:
 
Just a reminder: Clefairy is Tormented for 4 more actions.

Taunt - Thunder Wave - Swagger
If he uses a combo of Flamethrower and Flamethrower on action 1, change action 1 to Dodge and push remaining actions back.
If he uses Protect on action 1, change action 1 to Run 7ft towards Clefairy and push remaining actions back.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Yay, we can use Flamethrower at least..."

Run > Flamethrower > Run
IF Shere Khan is within 1ft of you come your action, THEN replace your current action with Wake-Up Slap
 
NOTE: I am posting this right now to avoid a DQ, but I have also sent it in to Rediamond to check for errors. I will tell you both if there are any major errors!

Round 3 Begin:


Shere Khan (M)
Ability: Limber
HP: 54
EN: 53
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 71
Position: 61 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 92
EN: 65
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 30
Position: 31 feet
Other: Tormented (4 Actions)


Shere Khan begins by Taunting his foe again, and the little Clefairy gets very angry and begins to Run towards the Purrloin, against the endless pull of the treadmills. Shere Khan then sends a paralyzing Thunder Wave to slow down and stiffen up Kuraz, but he still manages to fire another scathing Flamethrower. Purrloin then prances gracefully around the treadmills, showing off his Swagger. Kuraz is so incredibly angry right now, yet still can do nothing but Run towards his foe again, although much slower due to the paralyzing electricity from earlier.

Shere Khan used Taunt! -10 EN, 1 ft pulling
Kuraz used Run! -6 EN, Ran 3 Feet, 1 ft pulling

Shere Khan used Thunder Wave! -8 EN, 1 ft pulling
Kuraz used Flamethrower! -8 EN, 12 Damage, 9 ft knockback, 1 ft pulling

Shere Khan used Swagger, -8 EN, 1 ft pulling
Kuraz used Run! -6 EN, Ran 1 Feet, 1 ft pulling



Shere Khan (M)
Ability: Limber
HP: 42
EN: 27
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 71
Position: 73 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 92
EN: 45
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 8 (30/4)
Position: 32 feet
Other: Paralyzed (20%), Torment (1 Action), Taunt (3 Actions), Confused (2 actions)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
DQ Time doesn't concern me that much...

"Alrightio..."

Magical Leaf
> Flamethrower > Magical Leaf
IF Torment A1 or A2, THEN replace A2 with Run (Max ft possible towards Shere Khan)
 
Round 3 Begin:


Shere Khan (M)
Ability: Limber
HP: 42
EN: 27
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 71
Position: 73 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 92
EN: 45
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 8 (30/4)
Position: 32 feet
Other: Paralyzed (20%), Torment (1 Action), Taunt (3 Actions), Confused (2 actions)


And what do you know? The infamous "Rediamond will never hold a tutee" curse strikes again as Red picks up where the battle left off, in the nice scenic home of some psychotic Nintendo villain. Seriously, how do these guys get a midnight snack with all the lava and spikes in the hallway? And how did these plans ever pass the fire martial...

But enough of my musings, back to the fight. Neither side actually does anything as Purrlion as chills out and Clefairy is fully paralyzed.

After that, things get a bit more interesting as Shere Khan begins to blindly clap for his opponent, congratulating her on... nothing? It appears as if the encore falls on deaf ears and comes as more of a mocking due to the lack of something worth congratulating. Indeed, he just looks like the average American hearing the speech of some political figure in their party.This succeeds in completely conufusing Clefairy, until the questions in hear head (why is he clapping, why is she in some wacko's fort, why is she fighting a cat, where is Waldo, why is the rum gone?) overwhelm her and she just slips back more.

Shere Khan decides to make up some lost ground by going on the offense, thinking through the favorite attacks of his allies. Eventually he comes up with one, and slams his tail into the ground, causing some minor vibrations to go through the arena, causing Clefairy to stumble and hurting her little, but not doing particularly much. Apparently a non-ground type in a mechanical arena can't do particularly much with a weak shock wave... Cleafairy gets back to her feet, and spins around, causing a group of magical leaves to appear and slam into her foe, chasing him as he jumps from side to side, yells, slashes at them, and does the Robot. All of the evasive manuevers fail, and he gets pushed back a few feet in the end.


Chill: +12 energy, -5 feet
Clefairy is paralyzed! It can't move! -5 feet
Encore: 10 energy, but if failed!
Clefairy hit itself in confusion! 3 energy, -5 feet
Assist: Magnitude: 5BP, 5 damage, 9 energy, 5 feet knockback
Magical Leaf: 8 damage, 5 energy, 5 feet knockback



Shere Khan (M)
Ability: Limber
HP: 34
EN: 20
Atk 2
Def 3
Sp Atk 1
Sp Def 2
Speed 71
Position: 85 feet
Other:


Kuraz (M)

Ability: Magic Guard
HP: 87
EN: 37
Atk 2
Def 2
Sp Atk 3
Sp Def 3
Speed 8 (30/4)
Position: 16 feet
Other: Paralyzed (10% degrades one action)
 
And it's a showdown straight from the history channel as a Rhyhorn literally as old as stone takes on an alien puffball in a battle sure to get replaced by reality television. Rhyhorn immediately begins to search for rocks to bring on some good old-fashioned Cretaceous beat-down, but can't seem to find any in the villain's layer. Indeed, the arena contians no natural materials for him to work with. Clefairy laughs, and does some sort of a strange alien summoning ritual that spreads a natural (*gasp*) chemical around the arena that cures her of paralysis.

Rhyhorn is enraged, and randomly begins to shoot out shards of rock that bombard his opponent and send her back quite a ways. Clefairy retaliates by creating a slew of leaves with her magical alien Genesis universe-bending powers she most certainly has according to the history channel. The leaves hit Rhyhorn hard due to his weakness to flora, but don't actually hit with sufficient force to knock him back even a foot.

Clefairy bombards Rhyorn with another blast of leaves while he searches in vain for more rocks. Go figure.



HP: 72
En: 85
Other: N/A
Position: 54 feet



HP: 76
En: 14
Other: N/A
Position: 6 feet

Rock Slide: 5 energy, fails due to a lack of natural elements
Aromatherapy: 9 energy, paralysis cured
Magical Leaf: 14 damage, 5 energy
Rock Blast: 11 damage, 5 energy, 7 knockback
Magical Leaf: 14 damage, 9 energy
Rock Slide: 5 energy, fails due to lack of natural elements



Hey guys, I may be busy with Civilization III over break (YEEEEEEEEEESSSSSSSSSSSS!), but I'll try to ref daily.
 
How come Purrloin managed to use Rock Slide via assist but Rhyhorn couldn't use Rock Slide at all? If the lack of natural elements prevented Rhyhorn from using it then shouldn't it have done the same for Purrloin? Besides, from what I understood, like how Grass-types can use Grass Knot when there is no external grass, Rock-types could use moves like Rock Slide without needing external rocks (I might be wrong on this though).
 
The real reason is that I wasn't reading the arena description when I allowed it the first time. However, since I get your logic I will allow it.

So, from the end of the last valid reffing, Clefairy is KO'd, and Rhy is -2 feet and 10 energy.

Carry on.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Agreeing with Objection's logic.

Sending in Zaborg...

Zaborg @ 50ft 15m
Ability: Static


"Yup, let's just get this over & done with..."

Hidden Power > Psychic > Hidden Power
 
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