Battle Hall Challenge - Engineer Pikachu


"Don't worry, it was changed to 2 subs in all ranks a long time ago. And now, STRUGGLE DUE TO BEING UNABLE TO USE MIRACLE EYE!"
Energy Ball -> Charge Beam -> Energy Ball

Pre-Round stats:

Shoki
HP: 100
EN: 100
3/2/3/1/74

Gothita
HP: 90
EN: 100
1/2/3/3/45

Action 1
Taunt -> Gothita (9 EN)
I am sad :(

Energy Ball -> Shoki (6 EN)
RNG roll (to crit, <=625 crit) 5860 = no crit
RNG roll (to lower SpD) 8821 = no lower
(8+(3-1)1.5)(.67) = 7.37 DMG

Action 2
Night Slash -> Gothita (4 EN)
RNG roll (to crit, <=1250 crit) 3128 = no crit
(7+3+(3-2)1.5)(1.5) = 17.25 DMG

Charge Beam -> Shoki (6 EN)
RNG roll (to hit, <=9000 hit) 6048 = hit
RNG roll (To crit) 7866 = no crit
RNG roll (to raise SpA, <=7000 raise) 6248 = raise
(5+(3-1)1.5) = 8 DMG
Gothita's SpA rose!

Action 3
Night Slash -> Gothita (8 EN)
RNG roll (to crit) 2963 = no crit
(7+3+(3-2)1.5)(1.5) = 17.25 DMG

Energy Ball -> Shoki (6 EN)
RNG roll (to crit) 3607 = no crit
RNG roll (to lower SpD) 3298 = no lower
(8+(3-1)1.5)(.67)+1.75 = 9.12 DMG


Post-Round stats:

Shoki
HP: 74
EN: 79
3/2/3/1/74

Gothita
HP: 55
EN: 82
1/2/3/3/45
Taunted (3a)
+1 SpA


"SHIT SHIT SHIT SHIT SHIT SHIT SHIT!"
Charge Beam -> Energy Ball -> Charge Beam
If Dark Pulse, Mirror Coat
 

"You make it sound like I had a chance of victory here. Also, please remind me to apply Stench from now on."

Post-Round stats:

Shoki
HP: 74
EN: 79
3/2/3/1/74

Gothita
HP: 55
EN: 82
1/2/3/3/45
Taunted (3a)
+1 SpA

Action 1
Sucker Punch -> Gothita (5 EN)
RNG roll (to crit) 1698 = no crit
RNG roll (to flinch, <=1000 flinch) 9196 = no flinch
(8+3+(3-2)1.5)(1.5) = 18.75 DMG

Charge Beam -> Shoki (6 EN)
RNG roll (to hit) 1664 = hit
RNG roll (to crit) 5863 = no crit
RNG roll (to raise SpA) 4027 = raise
(5+(3-1)1.5)+1.75 = 9.75 DMG
Gothita's SpA rose!

Action 2
Sucker Punch -> Gothita (9 EN)
RNG roll (to crit) 3084 = no crit
RNG roll (to flinch) 4199 = no flinch
(8+3+(3-2)1.5)(1.5) = 18.75 DMG

Energy Ball -> Shoki (6 EN)
RNG roll (to crit) 307 = crit
RNG roll (to lower SpD) 5681 = no lower
(8+3+(3-1)1.5)(.67)+3.5 = 12.88 DMG

Action 3
Sucker Punch -> Gothita (13 EN)
RNG roll (to crit) 7172 = no crit
RNG roll (to flinch) 9611 = no flinch
(8+3+(3-2)1.5)(1.5) = 18.75 DMG
Gothita fainted!


Post-Round stats:

Shoki
HP: 51
EN: 52
3/2/3/1/74

Gothita
HP: -1
EN: KO
1/2/3/3/45


"I need to hone my psychic powers more..."

Please choose your next opponent:





 
Battle #2

Bug Catcher would like to battle!

RNG roll (for Pokemon) 2/5

Bulbasaur (M)
Nature: Timid (+15% Spe, +9% Acc, -1 Atk)
Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 52 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Double-Edge

Light Screen
Swagger
Venoshock

Giga Drain
Leaf Storm
Endure

"And no, you're not switching back to Rank 1."

RNG roll (for ability) 1/2 = Overgrow
"Let's try our best!"
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

I was hoping for something we could poison to death, but this works too...

Taunt - Fire Blast - Sludge Bomb
IF (Non-combo Dodge is used on your Taunt) THEN (Use Pursuit and push actions back)
IF (Dodge is used in a combination on your Taunt) THEN (Use Protect - Fire Blast - Taunt from that point)
 

"Now to exhaust our multitude of options..."
Double-Edge -> Take Down -> Double-Edge
Pre-Round stats:

Shoki
HP: 100
EN: 100
3/2/3/1/74

Bulbasaur
HP: 90
EN: 100
1/2/3/3/52/ +9% Acc

Action 1
Taunt -> Bulbasaur (9 EN)
RNG roll (to flinch) 1148 = no flinch
God fucking damn it Engi >.<

Double-Edge -> Shoki (7 EN)
RNG roll (to crit) 6795 = no crit
(11+(1-2)1.5) = 9.5 DMG = 3 recoil

Action 2
Fire Blast -> Bulba (8 EN)
RNG roll (to hit, <=8500 hit) 2148 = hit
RNG roll (to crit) 5866 = no crit
RNG roll (to burn) 7501 = no burn
RNG roll (to flinch) 7885 = no flinch
(12+(3-3)1.5)(1.5) = 18 DMG

Take Down -> Shoki (7 EN)
RNG roll (to crit) 6004 = no crit
(8+(1-2)1.5) = 6.5 DMG = 2 recoil

Action 3
Sludge Bomb -> Bulba (6 EN)
RNG roll (to crit) 8807 = no crit
RNG roll (to flinch) 81 = flinch
(9+3+(3-3)1.5) = 12 DMG

Bulbasaur flinched!


Post-Round stats:

Shoki
HP: 84
EN: 77
3/2/3/1/74

Bulbasaur
HP: 55
EN: 86
1/2/3/3/52/ +9% Acc
Taunted (3a)


"Yeah..."
Double-Edge x3
Like I actually can sub for shit...
 

"Sorry about that. And of course, A3 causes me to flinch... Isn't this match-up just plain grand?"

Pre-Round stats:

Shoki
HP: 84
EN: 77
3/2/3/1/74

Bulbasaur
HP: 55
EN: 86
1/2/3/3/52/ +9% Acc
Taunted (3a)

Action 1
Sucker Punch -> Bulba (5 EN)
RNG roll (to crit) 4066 = no crit
RNG roll (to flinch) 3756 = no flinch
(8+3+(3-2)1.5) = 12.5 DMG

Double-Edge -> Shoki (7 EN)
RNG roll (to crit) 5166 = no crit
(11+(1-2)1.5) = 9.5 DMG = 3 recoil

Action 2
Sludge Bomb -> Bulba (6 EN)
RNG roll (to crit) 35 = crit
RNG roll (to flinch) 8733 = flinch
(9+3+3+(3-3)1.5) = 15 DMG

Double-Edge -> Shoki (11 EN)
RNG roll (to crit) 7730 = no crit
(11+(1-2)1.5) = 9.5 DMG = 3 recoil

Action 3
Double-Edge -> Shoki (15 EN)
RNG roll (to crit) 1408 = no crit
(11+(1-2)1.5) = 9.5 DMG = 3 recoil

Mega Payback -> Bulba ((7+11)1.75 -1 = 30.5 EN)
RNG roll (to crit) 6421 = no crit
((10x2.25)+3+(3-2)1.5) = 27 DMG
Bulbasaur fainted!


Post-Round stats:

Shoki
HP: 55
EN: 35
3/2/3/1/74

Bulbasaur
HP: -9
EN: KO
1/2/3/3/52/ +9% Acc


"Why the fuck does everything have to be such utter Taunt bait in Rank 2?!"

Please choose your next type:





 
Battle #3

Swimmer would like to battle!
"No Taunt bait please no Taunt bait please please please..."

RNG roll (for Pokemon) 1/5

Totodile (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Crunch
Thrash
Chip Away
Slash

Rock Slide
Waterfall
Brick Break

Dragon Dance
Aqua Jet
Crunch

"OH SWEET ARCEUS YES!!"

RNG roll (for ability) 2/2 = Sheer Force
"YEEEEEEEEEEEESSSSSS!! Try to shut me down with Taunt now!"
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Now, for our main strategy...

Toxic - Venoshock - Venoshock
IF (Dodge is used A1) THEN (Use Pursuit and push actions back)
IF (Toxic misses) THEN (Use it again the next action)
 

"......... GODDAMNIT."
Dragon Dance -> Waterfall -> Waterfall

Pre-Round stats:

Shoki
HP: 100
EN: 100
3/2/3/1/74

Totodile
HP: 90
EN: 100
4/3/1/2/43

Action 1
Toxic -> Totodile (6 EN)
RNG roll (to hit, <=9000 hit) 492 = hit
RNG roll (to flinch) 4450 = no flinch
Totodile was badly poisoned!

Totodile used Dragon Dance! (7 EN)
Totodile's Atk and Spe rose!

Toxic -> Totodile (1 DMG)

Action 2
Waterfall -> Shoki (5 EN)
RNG roll (to crit) 350 = crit
RNG roll (to flinch, <=2000 flinch) 581 = its low roll city up in dis bitch @_@
(8+3+3+(4-2)1.5)+1.75 = 18.75 DMG

Shoki flinched!

Toxic -> Totodile (1 DMG)

Action 3
Waterfall -> Shoki (9 EN)
RNG roll (to crit) 4970 = no crit
RNG roll (to flinch) 1532 = holy shit I AM THE FLINCH GOD
(8+3+(4-2)1.5)+1.75 = 15.75 DMG

Shoki flinched!

Toxic -> Totodile (1 DMG)


Post-Round stats:

Shoki
HP: 65
EN: 94
3/2/3/1/74

Totodile
HP: 87
EN: 79
4/3/1/2/43
Badly poisoned (2 DPA)
+1 Atk, +1 Spe


"Yeah, that just happened. I love the RNG gods right now~"
Brick Break -> Waterfall -> Waterfall
If successful P/E action, Dragon Dance
 

"Oooooof course I miss Torment on that giant list of moves..."

Pre-Round stats:

Shoki
HP: 65
EN: 94
3/2/3/1/74

Totodile
HP: 87
EN: 79
4/3/1/2/43
Badly poisoned (2 DPA)
+1 Atk, +1 Spe

Action 1
Brick Break -> Shoki (6 EN)
RNG roll (to crit) 6316 = no crit
(8+(4-2)1.5)+1.75 = 12.75 DMG

Torment -> Totodile (9 EN)
Nooooo!

Toxic > Totoile (2 DMG)

Action 2
Totodile can't use Waterfall due to me being an idiot!

Venoshock -> Totodile (7 EN)
RNG roll (to crit) 6040 = no crit
(13+3+(3-2)1.5) = 17.5 DMG

Toxic -> Totodile (2 DMG)

Action 3
Struggle -> Shoki (5 EN)
(5+(4-2)1.5) = 8 DMG = 3.2 recoil

Venoshock -> Totodile (11 EN)
RNG roll (to crit) 7026 = no crit
(13+3+(3-2)1.5) = 17.5 DMG

Toxic -> Totodile (2 DMG)


Post-Round stats:

Shoki
HP: 44
EN: 67
3/2/3/1/74

Totodile
HP: 43
EN: 68
4/3/1/2/43
Badly poisoned (3 DPA)
Torment (3a)


"Well this is actually a lot closer than I expected... Do we actually still have a chance here?!"
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Alright, let's see what we can do.

Shoki: Substitute [20] - Venoshock - Venoshock
IF (Aqua Jet is used in a combination) AND (You do not have a Substitute up) THEN (Use Protect instead)
IF (Dragon Dance is used on A1) THEN (Use Taunt A1 instead)
 

"Fffffffffffffuuuuuuuuuuuuu!!"
Waterfall -> Aqua Jet -> Waterfall

Pre-Round stats:

Shoki
HP: 44
EN: 67
3/2/3/1/74

Totodile
HP: 43
EN: 68
4/3/1/2/43
Badly poisoned (3 DPA)
Torment (3a)

Action 1
Shoki used Substitute! (20 HP, 18 EN)

Waterfall -> Shoki (5 EN)
RNG roll (to crit) 4119 = no crit
(8+3+(4-2)1.5) = 14 DMG
The substitute took the hit!

Toxic -> Toto (3 DMG)

Action 2
Aqua Jet -> Shoki (3 EN)
RNG roll (to crit) 4582 = no crit
(4+3+(4-2)1.5) = 10 DMG
The substitute faded!

Venoshock -> Totodile (7 EN)
RNG roll (to crit) 6762 = no crit
(13+3+(3-2)1.5) = 17.5 DMG

Toxic -> Totodile (3 DMG)

Action 3
Venoshock -> Totodile (11 EN)
RNG roll (to crit) 3701 = no crit
RNG roll (to flinch) 5522 = no flinch
(13+3+(3-2)1.5) = 17.5 DMG

Waterfall -> Shoki (5 EN)
RNG roll (to crit) 4119 = no crit
(8+3+(4-2)1.5) = 14 DMG

Toxic -> Totodile (3 DMG)
Totodile fainted!


Post-Round stats:

Shoki
HP: 10
EN: 31
3/2/3/1/74

Totodile
HP: -1
EN: KO
4/3/1/2/43


"Well, it was close... Oh well, we'll get you soon enough!"

Please choose your next type:





 
Battle #4

Bug Catcher would like to battle!

RNG roll (for Pokemon) 1/5

Dustox (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Compoundeyes (DW): (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Tackle
String Shot
Harden
Confusion
Poison Sting
Gust
Bug Bite
Protect
Moonlight
Psybeam
Whirlwind
Light Screen
Bug Buzz
Quiver Dance

Shadow Ball
Toxic
Venoshock

"FUCK YEEEEAAAAAHHH DUSTOX!"

RNG roll (for ability) 2/2 = Compoundeyes + Levitate
"EAT HIS SSSOOOOOOOOOUUUUULL!!"
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Well this isn't good.

Shoki: Taunt - Fire Blast - Night Slash
IF (Protect is used on Taunt) THEN (Use Feint and push actions back)
IF (Bug-Type Attacking Move is used on Taunt) THEN (Use Fire Blast and push actions back)
 

"Your Taunt will not phase us! Attack with full force!"
Shadow Ball -> Bug Buzz -> Bug Buzz

Pre-Round stats:

Shoki
HP: 100
EN: 100
3/2/3/1/74

Dustox
HP: 90
EN: 100
2/3/3/3/56/ -10% Eva

Action 1
Taunt -> Dustox (9 EN)
Dustox fell for the Taunt!

Shadow Ball -> Shoki (6 EN)
RNG roll (to crit) 8044 = no crit
RNG roll (to lower SpD) 5216 = no lower
(8+(3-1)1.5)(.67) = 7.37 DMG

Action 2
Fire Blast -> Dustox (8 EN)
RNG roll (to hit, <=9500 hit) 9346 = hit (damn it -.-)
RNG roll (to crit) 5107 = no crit
RNG roll (to burn) 2839 = no burn
RNG roll (to flinch) 9123 = no flinch
(12+(3-3)1.5)(1.5) = 18 DMG

Bug Buzz -> Shoki (6 EN)
RNG roll (to crit) 199 = crit
RNG roll (to lower SpD) 3080 = no lower
(8+3+3+(3-1)1.5) = 17 DMG

Action 3
Night Slash -> Dustox (4 EN)
RNG roll (to crit) 3730 = no crit
RNG roll (to flinch) 7994 = no flinch
(7+3+(3-3)1.5) = 10 DMG

Bug Buzz -> Shoki (10 EN)
RNG roll (to crit) 3269 = no crit
RNG roll (to lower SpD) 261 = lower
(8+3+(3-1)1.5) = 14 DMG
Shoki's SpD fell!


Post-Round stats:

Shoki
HP: 62
EN: 79
3/2/3/1/74
-1 SpD

Dustox
HP: 62
EN: 78
2/3/3/3/56/ -10% Eva
Taunted (3a)


"Keep the pain coming!"
Bug Bite -> Bug Buzz -> Bug Buzz
If Torment is used, change remaining actions to Venoshock -> Bug Bite -> Venoshock. This sub takes priority.
If successful P/E action is used, Gust and push back
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Alright, let's try this.

Shoki: Fire Blast - Fire Blast - Fire Blast
IF (A Fire Blast misses) THEN (Replace your next action with Double Team [4])
 

"Well this doesn't look very good..."

Pre-Round stats:

Shoki
HP: 62
EN: 79
3/2/3/1/74
-1 SpD

Dustox
HP: 62
EN: 78
2/3/3/3/56/ -10% Eva
Taunted (3a)

Action 1
Fire Blast -> Dustox (8 EN)
RNG roll (to hit) 7341 = hit
RNG roll (to crit) 9179 = no crit
RNG roll (to burn) 4878 = no burn
RNG roll (to flinch) 7040 = no flinch
(12+(3-3)1.5)(1.5) = 18 DMG

Bug Bite -> Shoki (3 EN)
RNG roll (to crit) 4819 = no crit
(6+3+(2-2)1.5) = 9 DMG

Action 2
Fire Blast -> Dustox (12 EN)
RNG roll (to hit) 4726 = hit
RNG roll (to crit) 3050 = no crit
RNG roll (to burn) 4185 = no burn
RNG roll (to flinch) 4950 = no flinch
(12+(3-3)1.5)(1.5) = 18 DMG

Bug Buzz -> Shoki (6 EN)
RNG roll (to crit) 9150 = no crit
RNG roll (to lower SpD) 7940 = no lower
(8+3+(3-1)1.5)+1.75 = 15.75 DMG

Action 3
Fire Blast -> Dustox (16 EN)
RNG roll (to hit) 9013 = hit
RNG roll (to crit) 2535 = no crit
RNG roll (to burn) 6706 = no burn
RNG roll (to flinch) 2435 = no flinch
(12+(3-3)1.5)(1.5) = 18 DMG

Bug Buzz -> Shoki (10 EN)
RNG roll (to crit) 7019 = no crit
RNG roll (to lower SpD) 6608 = no lower
(8+3+(3-1)1.5)+1.75 = 15.75 DMG


Post-Round stats:

Shoki
HP: 21
EN: 43
3/2/3/1/74
-1 SpD

Dustox
HP: 8
EN: 59
2/3/3/3/56/ -10% Eva


"How... how could you be winning?! You must be cheating or something! Wwaaaaaaaaaaahhhh!"
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Okay that worked pretty well.

Shoki: Dark Pulse - Dark Pulse - Dark Pulse
IF (Dodge is used in a combination A1) THEN (Use Pursuit A1 instead)

...and since nobody likes wasting time, let's try
next?
 

"I... I'm sorry Dustox. We failed..."
Reffing not necessary imo. If you really need to see it, just ask.

Battle #5

Rocket Grunt would like to battle!

RNG roll (for Pokemon) 2/5

Koffing (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 14

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Poison Gas
Tackle
Smog
SmokeScreen
Assurance
Clear Smog
Selfdestruct
Sludge
Haze
Gyro Ball

Fire Blast
Thunderbolt
Venoshock

Pain Split
Will-O-Wisp
Destiny Bond

"Hey, what are you doing here?"

RNG roll (for ability) 1/1 = Levitate
"Stay out of my way or give me your Pokemon!"
 

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