Doubles Teambuilding Competition - Week 69 - GAME OVER

Arcticblast

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Team 4 mostly due to the better matchup it has against TR (Team 3 has Taunt but team 4 has more bulk that allows it to hold out for a few turns)

I forgot to submit my team though and it had Zard X :(
 

Idyll

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My vote goes to Team 4

I'm extending the deadline to tomorrow because of personal circumstances + we have a new system so yeah lellers. If anyone else has wants to vote then they should jej
 

Idyll

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With a good lead, Team 4 takes the week! The team is made by pastelgameboy, congrats! :D

Another week comes another mon; another savior of the galaxy comes in... Mega Camerupt


With Sheer Force and 145 Special Attack, Mega Camerupt is a strong Special Attacker. The camel can be a threat to face but its Speed lets it down, making it reliant on speed control to be effective. May the force be with you...

Deadline is on Sunday, GMT+1 noon. Remember to PM entries to me Memoric !
 

Idyll

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Votin'

Team 1

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 176 HP / 4 Def / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Heat Wave
- Substitute
- Protect

Reuniclus @ Life Orb
Ability: Overcoat
EVs: 232 HP / 252 SpA / 24 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Trick Room
- Protect

Hariyama @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Heavy Slam
- Protect

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect

Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 144 Atk / 112 SpA
Quiet Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 2 Spe
- Belly Drum
- Aqua Jet
- Play Rough
- Protect
I legitimately thought "how could I be different from everyone else in my team?" I then thought "oh hey, I could build Tailwind!"
^this failed horribly, it barely outspeeds Jolly Kangaskhan under tailwind ._.
Full Trick Room is an obvious choice and I decided I'd build it checkmater style, though I did opt out of the usual hjk scrafty option and instead chose Hariyama. Hariyama is something I haven't built for EVER so it seemed legit. I thought of combining fangame's Trick Room team with checkmater's, because they're both good Trick Room builders and so I put Azumarill and Amoonguss on it because bunnies and I refrained from using Cresselia, Bisharp, and Thundurus (though only 1 of those would ever fit on a Trick Room team). I'm glad about the outcome.
Camerupt: I put a bit of speed on it so that I could outspeed Hariyama and Diancie. This is to kill subs on Heatran and Kyurem-B with Hariyama/Diancie and then use camel to Heat Wave kill them. Edit: Also substitute! When they double protect on the last turn of Trick Room you're set up to NOT protect next turn.
Reuniclus: It just hits hard and is immune to spore, but Shadow Ball>Focus Blast because Hariyama.
Hariyama: Heavy Slam kills fairies AND underspeeds all of the relevant ones. Toxic Orb>Flame Orb because it takes 4 turns for Toxic damage to finally deal more damage than Burn damage, and I doubt it'll ever be out that long without switching since it's a Fake Out user and stuff.
Amoonguss: The only bad thing about Amoonguss is that I'm weak to goggles taunt Thundurus :{
Diancie: It hits pretty hard ngl
Azumarill: It helps me on sad days to set up an Azumarill under Trick Room and win because of it.

Team 2

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Substitute
- Protect

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Phantom Force
- Will-O-Wisp
- Leech Seed

Azumarill @ Life Orb
Ability: Huge Power
EVs: 152 HP / 252 Atk / 104 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Aqua Tail
- Play Rough
- Protect

Reuniclus @ Life Orb
Ability: Overcoat
EVs: 152 HP / 36 Def / 252 SpA / 68 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Focus Blast
- Protect

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Close Combat
- Rock Slide

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect
Mega Camel full TR because I'm not cool enough to use it outside of TR. Fairly straightforward team composition, Camel + Azu as my TR attackers, Gourgeist as a defensive setter, Reuniclus as an offensive setter, Amoongus and Hariyama and TR supporters.

Camel is STABs + Substitute, which is easy to set up on the last turn of TR when the opponent tries to burn with Protect. Gourgeist-XL is running the standard set. Phantom Force is also great for the last turn of TR, since you vanish before they can hit you and will hit them last, effectively avoiding two attacks. Leech Seed + Leftovers for maximum passive recovery. LO Azu helps against Lando-T since Aqua Tail is a guaranteed OHKO even at -1. This is nice because Camel hates Lando-T, and is pretty nifty for Aqua Jet kills as well (KOs -1 Terrak!). EVs can survive an Adamant Mega Kang Return even after LO recoil and gives a LO number for HP. Reuniclus' spread and set lives Mega Kang Sucker almost all the time and always lives Aegislash's Shadow Ball, with max SpA and a LO number for HP. If you're really pro you can use Magic Coat over Focus Blast to block Taunt but I wanted something for Dark-types. Hariyama is Assault Vest for *something* that can live a hit against Hoopa-U and KO (with Close Combat). Otherwise the Hoopa-U matchup is literally unplayable. Amoonguss is good on TR, using a standard spread.

Team 3

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 4 HP / 252 Atk / 252 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Hole
- Hyperspace Fury
- Ice Punch
- Protect

Ferrothorn @ Lum Berry
Ability: Iron Barbs
EVs: 252 HP / 172 Atk / 84 Def
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

Jellicent (M) @ Mental Herb
Ability: Water Absorb
EVs: 252 HP / 60 Def / 196 SpA
Relaxed Nature
IVs: 0 Spe
- Scald
- Shadow Ball
- Trick Room
- Protect

Camerupt @ Cameruptite
Ability: Magma Armor
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Ancient Power
- Protect

Sylveon @ Life Orb
Ability: Pixilate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 30 SpA / 30 SpD / 1 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Protect

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Recover
This team started off with me trying to build fullroom with Hoopa-U, a Pokemon I have admittedly barely used. I decided to pick the F/W/G Trick Room core of Ferrothorn, Jellicent, and Camerupt. This game a nice solid backbone to balance out Hoopa's general frailty. Ferrothorn takes care of bulky Water-types and annoying bulky things like CM Cress. It also serves as an Amoonguss wall. Jellicent came as my first setter, and provided nice Water-type coverage. Lastly, Camerupt ends up being the main damage dealer of the team rather than Hoopa, destroying Heatran, Amoonguss, and Aegislash, some of the most common Trick Room counters. Now that the team had a solid core going on, it was still weak to Dark- and Fighting-types. It also had trouble dealing damage to Dragons like Latios. Thus, Sylveon was added to balance out the offensive coverage. It's also running Life Orb cause I'm sick of only clicking Hyper Voice. That and switching attacks or protecting is really unexpected and can be used to your advantage. Finally, I needed one more setter, but didn't want to stack any more Ghost- and Dark- weaknesses. This basically made my only option for a setter Porygon2. Am I bad for using it? Maybe, but it benefits this particular team very well and does it's job of being fat, setting up Trick Room, and being a switch-in for Jelli and Hoopa. This team has a few problems but overall is a good, solid team.

End of votin' would be Thursday Noon GMT+1 :] Just post what team you're supporting to vote!
 
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Arcueid

nah i'd win nah i'd win nah i'd win
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A quick nitpick, Camerupt does not have it's Mega's icon in team 2 and 3.
Team 2 for me.
 

Checkmater

It’s just us kittens left, and the rain is coming
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Team 1
some of the spreads are a little janky but I like the overall composition n_n
 

Idyll

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Team 2 takes the week! The team's made by thetalkingtree hehe nice one :D The team'll be on the HoF post on the first page. Team 1 and 3 is made by derivations and pastelgameboy, respectively.

This week comes a very dank mon; enter Mega Charizard X!


Look at that sprite man, it just reeks bad-ass. XZard is a really off pick in this meta, mainly because its special set, the Y variant, is generally much more useful. However, it's still a pretty cool mon that's worth the try hehe :D Also 420th post blaze it frens

Remember to send entries to me, Memoric please o,o

e: deadline on next Tuesday, Noon GMT+1!
 
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Idyll

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Votin'

Team 1

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Protect

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Flare Blitz
- Protect
- Dragon Claw

Gyarados @ Choice Band
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Waterfall
- Ice Fang
- Stone Edge
- Iron Head

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 68 HP / 252 Atk / 188 Spe
Jolly Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Dragon Claw

Aegislash @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Wide Guard
- Shadow Ball
- Flash Cannon
- King's Shield

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Taunt
- Protect
It's pretty easy to use, just setting up Tailwind with Mega Charizard X gives an amazing momentum boost due to Charizard covering so much random stuff with Flare Blitz+Dragon Claw, Breloom spamming Spore and killing bulky Waters as well as 2HKOing Heatran, and Kyurem-B spamming Outrage and also killing bulky Waters. Thundurus works while the field is in nobody's favor and equal options are available to either side; in this moment Thundurus finds a way to beat lots of things that its teammates hate such as Terrakion, Keldeo, and Mega Diancie, and prevents opponents from gaining momentum by Taunting anything wanting to start Tailwind or Trick Room, or maybe bulkier and slower Thundurus variants attempting to spam Thunder Wave. Aegislash and Gyarados function as a way to slow down the pain train when the momentum is in the favor of the opponent. Due to the combination of great defensive typing and abnormal offensive abilities, however, Gyarados and Kyurem-B have very moldable roles and can be used in situations which are switched with one another, though the aforementioned roles of the two are their general uses.

Team 2

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Heat Wave
- Dragon Pulse
- Overheat
- Protect

Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 100 Def / 44 SpA / 112 SpD
Calm Nature
IVs: 0 Atk
- Skill Swap
- Helping Hand
- Sunny Day
- Psychic

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 48 Atk / 132 Def / 80 SpD
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Thunderbolt
- Will-O-Wisp
- Snatch
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- Protect

Breloom @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Superpower
- Rock Tomb
- Spore
Since some sort of physical DD or SD/Tailwind moveset would probably be the Zard set other people used, I decided to use special Zard-X with Sun support to help set the team apart from the crowd. Max speed for other base 100s, max Special Attack for the boom boom fire power. Dual STAB with spread, would have HP Ground but the rest of the team is built around handling Heatran, so Overheat is cool for OHKOing Aegislash and even Sassy Amoonguss without Sun support needed.

Since you obviously can't use Zard-Y on the same team, I decided to go with Sunny Day Cresselia (sorry Elegy, Ninetales just isn't that good :/). Since I wanted this to be a support set rather than CM (although you could use that if you wanted since Zard will lure Heatran for it, and can also beat most Dark types under the right conditions), I added a bunch of cool support moves. Skill Swap is actually awesome on Cress, it can Skill Swap Zard to give it Levitate (since it's special it doesn't care about Tough Claws); and regardless of which Zard Mega or moveset you use, taking Flash Fire from Heatran helps Zard to pummel through teams with Fire attacks. Using it on Intimidate and Parental Bond is also cool. Helping Hand is there to increase the output damage of the team, although you could probably use TR for opposing TR teams if you want. Psychic is obligatory STAB.

Landorus-T adds Intimidate to help out with opposing Lando, Talonflame and Diancie. I decided to go with Arctic's bulky Lando since it is a more reliable check over the course of a game. It also always lives a Sucker Punch or Knock Off from +1 LO Bisharp from full which is nice. Stone Edge is nice for power, and with "elping and cresselia" support you can OHKO even bulky Thundy-T to stop those meddling yellow mages :D.

Bulky Rotom-W provides burn support and also a much needed T-Wave immunity. Since you ideally want Sun up as much as possible, and Thunderbolt still does nice damage, I decided to swap out Hydro Pump for Snatch. Snatch is a move which steals a particular type of status move from an opponent if they use it and makes Rotom-W use it instead. The main target is things using Substitute, but it also works on setup moves i.e. CM and also recovery moves i.e. Moonlight (basically cool beans). Notably you also steal Psyche Up, Safeguard and Reflect/Light Screen, but not transform.

Talon provides fast priority, and so helps the team against faster opponents, and also helps somewhat against the pretty terrible TR matchup. SD Talon would be a cool option, but sadly we need Steel Wing so we don't completely add to the Diancie weakness. s/o to Sharp Beak for being cool to bluff banded, but sadly we need LO to get the OHKO on Naive Diancie (note: Hasty is better though!).

Scarf Loom also adds some speed to the team, and also a fast surprise Diancie check. It also OHKOs standard Kang with Superpower which helps as well, and Spore is always a nice thing to have (also helps a bit vs TR). Adamant allows you to outspeed up to and including base 110s and Serperior, but Jolly outspeeds even lesser used stuff like non-mega Aero, Darkrai, Weavile.

Team 3

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Dragon Claw
- Flare Blitz
- Protect
- Dragon Dance

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Protect
- Spore

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Will-O-Wisp
- Protect
- Thunderbolt
- Hydro Pump

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Shadow Ball
- Substitute
- Wide Guard
- King's Shield

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Protect
- Quick Guard

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Taunt
- Protect
- Will-O-Wisp
The basic idea is to use breloom, darkrai and rotom w to create opportunities for charizard to set up. Charizard's excellent mixed bulk gives it a lot of opportunities, especially with burns and spores flying around. The ev's let it outspeed breloom, and the rest of the sets are pretty standard. Terrakion is great for punching holes and dealing with Kang and Char y. Once charizard is set up it really likes quick guard support because it gets targeted by priority a lot. Darkrai provides some much needed speed to the team. Spore and bad dreams is pretty cool too. Ive also found mono-dark coverage to be fine, and taunt really helps the team with amoonguss, as charizard is the only thing that really threatens it, though aegislash can get a sub up. Aegislash really patches up the team well, giving the team a dragon switch in, some more special muscle, a slow mode, and wide guard support, which is really nice for dealing with lando.

Team 4

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Protect
- Flare Blitz

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 120 Def / 120 SpA / 12 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Thunderbolt
- Will-O-Wisp
- Hydro Pump

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Belly Drum
- Knock Off

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 176 Def / 82 SpD
Relaxed Nature
IVs: 0 Spe
- Giga Drain
- Spore
- Protect
- Rage Powder

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Wide Guard
- Shadow Ball
- Flash Cannon
- King's Shield

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Superpower
- Earthquake
- U-turn
- Rock Slide
Mega Charizard X mega of the week, So no choice about using it. The same old dd flareblitz dclaw protect set. I contemplated EQ because heatran, but I didnt find it worth losing the coverage as i have 5 spots left.

Rotom-wash is charizard's ideal partner, beating heatran diancie tyranitar , and generally rock/ground types, with real ease. it also helps vs intimidaters ,with hydro/will-o . Another reason i put it over keldeo is, besides beating diancie, thundurus, that cant do much to rotom, and will risk getting hydro-ed when twaving.

Thinking about sylveon made my team too weak to heatran. I still wanted a fairy that could use charizard's power and add it to its offense (and that wasnt clefairy), but still beats heatran, which pretty much left azumarill since mega spot is taken. I hesitated about dual water, but i can handle grass, and im only 1 elec weak thanks to rotom, plus water covers extreemly well for charizard. Standard set but knockoff/ice punch>waterfall depending on ur hate 4 amoonguss.

The next spot was a debating between among, breloom, seperior, each having a niche that is breloom sporing+beating heatran (and terrakion kinda) , serp beating diancie and keldeo , amoong redirection support and beating those same threats (excluding heatran) but at the cost of speed. I ended up with amoonguss because both azumarill and charizard appreciate the redirection, I'll do more than okay under Tr, and the heatran weakness still isnt that awfully big yet it beats the threats i needed. needless to say the bulk was a bonus 2 , to sponge returns etc.


The next spot was a steel, having 2 reliable water types 2 cover. heatran and bisharp were heatran weak, i had a redirector and megameta wasnt an option, leaving me with aegislash. Wide guard supports M-Charizard X heavily, removing ock Slide, EQ, Diamond Storm out of the way, which is more than what my mega needs. it helps vs Diancie too which is a bonus. Standard set with goggles becuz breloom and amoongus get a toll with dual water, therefore this makes aegi the reliable switch.


Last spot is somewhat of a wildcard i had left, so I wanted 2 use it to patch up weaknesses. Lando seemed more than ideal, intimidating kanga, soft beating heatran, adds desperatly needed speed, and is a great pokemon overall. the only reason this isnt terrakion is becuz diancie.
 
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talkingtree

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I'm impressed by how different the three Char X sets are, really shows off different sides of the featured mon which is cool.

My vote goes to Team 2 even though I'm unconvinced that Special Char X has any niche over Char Y, and they forgot to fix IVs after removing HP Ground. The rest of the team looks solid and unexpected, which puts it over the edge for me.
 

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