[PSYCHIC] Leader Gerard vs Challenger zarator

Texas Cloverleaf

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And now for something completely different! Today we have one of the first matches featured in the newly christened Psychic Gym, with Leader Gerard defending his honor against the malicious Ghetsis! Oh wait I'm sorry its just zarator playing dressup. weird :s. Anyway, let's see the rules, teams, and arena for this fight!


.
Another mighty opponent, I can sense a dark aura, something filled with fear and the echoes of the lost ones... I can only hope to see what this tricky shadows that seem to follow you like the plage have in store for me, and even through I won't sake your hand out of fear that an ancient curse will come my way, I salute you at your attempt to get the precious Psyquic Badge. I hope you only good luck in our inminent clash, shortly:

Challege Accepted


4v4 Doubles (GL Gerard brings 6, chooses 4)
3 Day Player DQ Time
∞ Recoveries & Chills per Pokemon
3 Subs
Switch = OK
Abilities = All
Items = On
Turn Order = Coin
Arena = Moon Cave

Ps: If somebody messes with this message, I swear...
(And yes, I'm looking at you IAR)
Permanent Night (Light Source is limited) yet the Moon gives you enough to battle.
Positions are ON.

Psychic pokemon get the following boosts (If using some of this moves):

  • +1 Accuracy
  • Non-weather field effect have their duration increased by one (1) round (Trick Room, Wonder Room, Magic Room & Gravity)
  • Guard/Power/Skill Swap last an extra round
  • Psychic pokemon can chose to either go before or after another pokemon with the same speed (Whoever orders first takes priority)
  • Status moves energy cost is reduced by 1
  • Wish and Healing Wish restore five (5) extra HP
  • Lunar Dance fully restores the health & energy it's given to
  • Zen Mode is always active
IF Gravity IS NOT in effect (regular effect):

  • Pokemon with the Levitate ability are completely immune to Ground attacks
  • Pokemon with the ability to Levitate on Command act as if they had the Levitate Ability
  • Pokemon with a WC of 3 or lower can Levitate on Command
IF Gravity IS in effect:

  • In addition to regular effects
  • The Acc of every move is Doubled
  • All Pokemon have their WC raised by 2
  • Pokemon with a WC of 5 (before gaining Weight) or above have Ground attacks moved to the next level of weakness (2x resistant goes to neutral, neutral goes to 2x week, etc...). Flying types and Levitators (both by Ability or Command) aren't affected by this.


Metagross (Kirot) {O}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel / Psychic


  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal: (Trait)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9 [7]
BST: 22


EC: 9/9
MC: 1

DC:
5/5


Attacks: 63

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Edge
Double Team
DynamicPunch
Earthquake
Endure
Explosion
Flash
Flash Cannon
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power Fire 7
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Mud Slap
Protect
Psychic
Psyshock
Pursuit
Rain Dance
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Take Down
Telekinesis
ThunderPunch
Toxic
Trick
Zen Headbutt

Wilde (Gallade) {♂}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:


  • Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
  • Justified: (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:


HP:
100
Atk:
5
Def:
3
SpA:
4 (+)
SpD:
4
Spe:
69 (-)
SC:
3
WC:
4
BST:
21


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


Attacks: 86

Aerial Ace
Ally Switch
Body Slam
Brick Break
Bulldoze
Calm Mind
Charm
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rest
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Stored Power
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Trick
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt
Starmie (Vogue) {O}

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic



  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

  • Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:


  • Illuminate: (Can be Enabled)
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(+)
SC: 2
WC: 4
BST: 19


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



Attacks: 65

Aurora Beam
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confuse Ray
Cosmic Power
Dive
Double Team
Dream Eater
Endure
Flash
Flash Cannon
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Refect Type
Reflect
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swagger
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick

Trick Room
Twister
Water Gun
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Jinx (Simone) {♀}

Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice/Psychic


  • Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:


  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Forewarn: (Innate)
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Stats:

HP: 100
Atk:
1 (-)
Def: 2
SpA:
4
SpD:
3
Spe:
110 (+)
SC:
3
WC:
3
BST:
22


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


Attacks: 58

Attract
Avalanche
Bide
Blizzard
Brick Break
Confusion
Copycat
Counter
DoubleSlap
Double Team
Drain Punch
Dream Eater
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire [7]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nightmare
Perish Song
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Teleport
Torment
Toxic
Uproar
Wish
Mirage (Bronzor) {O}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel / Psychic


  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

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.
  • Heatproof: (Innate)
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
  • Heavy Metal: (Trait)
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:

HP: 100
Atk:
4 (+)
Def:
4
SpA:
3
SpD:
4
Spe:
28 (-)
SC:
3
WC:
5 [8]
BST:
19


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


Attacks: 49

AncientPower
Block
Bulldoze
Confuse Ray
Confusion
Dream Eater
Double Team
Earthquake
Endure
Explosion
Extrasensory
Faint Attack
Flash Cannon
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Payback
Protect
Psychic
Psywave
Rain Dance
Reflect
Rest
Rock Slide
Safeguard
Sandstorm
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
SolarBeam
Stealth Rock
Substitute
Sunny Day
Tackle
Toxic
Trick
Trick Room
Zen Headbutt
Yue (Darmanitan) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire (/Psychic)


  • Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

  • Psyquic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:


  • Sheer Force: (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.
  • Zen Mode: (Can be Enabled)
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Stats:


Regular Dan

HP: 110
Atk:
6 (+)
Def:
2
SpA:
2
SpD: 2

Spe: 82 (-)
SC: 3
WC: 4
BST: 18



Zen Darm

HP: 110
Atk:
3 (+)
Def:
4
SpA: 5

SpD: 4

Spe: 47 (-)
SC: 3
WC: 4
BST: 21



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


Attacks: 52

Belly Drum
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Encore
Endeavour
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Flare Blitz
Focus Blast
Focus Energy
Focus Punch
Grass Knot
Hammer Arm
Headbutt
Heat Wave
Hyper Beam
Incinerate
Overheat
Payback
Protect
Psychic
Rage
Rest
Roar
Rock Slide
Rock Smash
Rollout
Sleep Talk
Smack Down
SolarBeam
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Tackle
Taunt
Torment
Toxic
Trash
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt


zarator said:

Sableye (Ibrandul) (M)
Nature: Sassy (Special Defense raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Dark/Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Evasion reduced by a
Base Rank total: 16

EC: N/A
MC: 0
DC: 5/5

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Dream World): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks (84/104 moves):

Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confuse Ray
Counter
Dark Pulse
Detect
Dig
Double-edge
Double Team
Dream Eater
Dynamicpunch
Embargo
Endure
Facade
Faint Attack
Fake Out
Feint
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul Play
Fury Swipes
Gravity
Hidden Power (Fighting, 7 BP)
Hone Claws
Ice Punch
Icy Wind
Incinerate
Knock Off
Leer
Low Kick
Low Sweep
Mean Look
Metal Burst
Mimic
Moonlight
Mud-slap
Nasty Plot
Night Shade
Ominous Wind
Pain Split
Payback
Poison Jab
Power Gem
Protect
Psych Up
Psychic
Punishment
Rain Dance
Recover
Rock Tomb
Role Play
Scratch
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunderpunch
Torment
Toxic
Trick
Water Pulse
Will-o-wisp
Zen Headbutt


Metagross (Tyr) (N)
Nature: Careful (Special Attack lowered by *; Special Defense raised by *)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

EC: 9/9
MC: 4
DC: 4/5

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW LOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (45/78 moves)

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double-edge
Dynamicpunch
Earthquake
Endure
Explosion
Facade
Gravity
Hammer Arm
Hone Claws
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Protect
Psychic
Pursuit
Rain Dance
Reflect
Rest
Rock Slide
Scary Face
Selfdestruct
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Take Down
Telekinesis
Thunderpunch
Zen Headbutt


Volcarona (Lathander) (M)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Bug/Fire
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+)
Size Class: 3
Weight Class: 3
Accuracy boost: 15%
Base Rank Total: 22

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

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW LOCKED): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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 (36/64 moves):

Bug Buzz
Ember
Endure
Fiery Dance
Fire Blast
Fire Spin
Flamethrower
Fly
Giga Drain
Gust
Harden
Heat Wave
Hidden Power (Ice, 7 BP)
Hurricane
Hyper Beam
Leech Life
Light Screen
Morning Sun
Protect
Psychic
Quiver Dance
Rage Powder
Roost
Safeguard
Signal Beam
Silver Wind
Solarbeam
String Shot
Substitute
Sunny Day
Tailwind
Take Down
Toxic
U-turn
Whirlwind
Will-O-Wisp


Necturna (Persephone) (F)
Nature: Impish (Defense raised by *; Sp. Attack lowered by *)
Type: Grass / Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats

HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 4
Base Rank Total: 23

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

Abilities:
Forewarn: (Innate) his Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks (42/66 moves)

Bind
Covet
Curse
Cut
Facade
Giga Impact
Gravity
Hex
Horn Leech
Knock Off
Leaf Blade
Leer
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psychic
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch (Drain Punch)
Skill Swap
Sleep Talk
Snatch
Stone Edge
Substitute
Sunny Day
Super Fang
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed


All the particulars are set, let's see who orders first! As per usual, heads will represent the gym Leader while tails will represent the challenger!



And so Gerard will open with his first two Pokemon and their items. Zarator will follow with his two pokemon, their items and their orders, Gerard will order and we'll let the fun begin!

...assuming i can see anything in this pitch dark place...
 


Another Gym leader has come to me... (I hope this time we can finish this)
I hoped to see Hydreigon tough, but it doesn't change my plans one bit, my mons have been around some unfriendly ghosts and we are not scared of them, this duet should be able to do some pretty good damage to anything that dares to come. Wilde. Yue, the stage is yours for all to see you.


Expert Belt & Charcoal


So, Enable everything and let's go!


 
The moon was so beautiful, and the trainers had eyes only for each other... but we're not here for a romance! Let the dance begin!



Pokemon Trainer Shauntal sends out Ibrandul (Sableye M) and Lathander (Volcarona M)!

Sableye - Fake Out (Darmanitan) - Shadow Claw (Darmanitan) - Payback (Darmanitan)
If Darmanitan uses Dig on A2 or A3, redirect your attacks onto Gallade
If Darmanitan uses Protect on any action, redirect your attacks onto Gallade (but in Fake Out's case change that action to Shadow Ball (Gallade) and push your actions back)
Volcarona - Bug Buzz (Darmanitan) - Hurricane (Darmanitan) - Hyper Beam (Darmanitan)
If either Pokemon uses a damaging Rock-type attack on Volcarona replace your respective action with Fly (Gallade)
If Gallade uses Ally Switch on any action, change your target accordingly to still target Darmanitan.
 


Mmmm...
I think you have reasons to try and get rid of Yue as soon as possible, but you should never underestimate Wilde, he seems a little left out and I don't like when he's excluded. No time to lose guys, we can't afford to lose this turn.


Expert Belt & Charcoal

Wilde: Thunder Wave (Lathander) ~ Stone Edge (Lathander) ~ Stone Edge (Lathander)

Yue: [Enable Sheer Force] Heat Wave ~ Encore (Ibrandul) ~ Heat Wave
 

Texas Cloverleaf

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Pre-Round Information

Leader Gerard

|

Team: Gallade | Darmanitan-Z
Health: 100 | 110
Energy: 100 | 100
Status: None | None
Item: Expert Belt | Charcoal

Challenger Zarator

|

Team: Sableye | Volcarona
Health: 90 | 100
Energy: 100 | 100
Status: None | None
Item: Everstone | Expert Belt

Speed Order: Volcarona>Gallade>Darm-Z>Sableye

Sableye used Fake Out on Darmanitan! (-4 EN)
no crit (5)
4

Volcarona used Bug Buzz on Darmanitan-Z! (-6 EN)
no effect (28)
no crit (7)
9+3+1.5=13.5

Gallade used Thunder Wave on Volcarona! (-6 EN)
Volcarona was paralyzed (25%)!

Darmanitan-Z flinched!

Gallade used Stone Edge on Volcarona! (-7 EN)
auto hit
no crit (3)
(10+2+3)*2.25=33.375

Darmanitan used Encore on Sableye! (-9 EN)
Sableye was Encored (2a)!

Sableye used Fake out on Darm-Z! (-4 EN)
no crit (2)
4

to move, 79=yes
Volcarona used Fly! (-11 EN)
no crit (10)
(9-3+2)*1.5=12

Gallade used Stone Edge on Volcarona! (-11 EN)
autho hit
no crit (3)
(10+2+3)*2.25=33.375

Darmanitan-Z used Heat Wave! (-6 EN)
auto hits
no burn (35)
vs sableye
10*.75+3+4+2+1.5=18
vs volc
10*.75+3+4+2+1.5=18

Sableye used Fake Out on Darm-Z! (-4 EN)
no crit (13)
4

to move, 10=no
Volcarona was fully paralyzed!
Paralysis decayed to 20%

Paralysis decayed to 15%



sorry guys, no flavour since we're well behind


End of Round Summary

Leader Gerard

|

Team: Gallade | Darmanitan-Z
Health: 88 | 84
Energy: 76 | 85
Status: None | Sheer Forcing
Item: Expert Belt | Charcoal

Challenger Zarator

|

Team: Sableye | Volcarona
Health: 72 | 22
Energy: 88 | 83
Status: None | Paralyzed (15%)
Item: Everstone | Expert Belt

Gerard
Zarator
Me
 


Everything went as planned (wow, that +1 acc sure has been worth it), now that Lathander is dangerously low on health it's time to get rid of her for good, sorry darling but we can't take any risks. Wilde, make sure he cannot scape his fate by any means, meanwhile Yue will continue to spread the flames upon the field. First move is in case she tries to scape, there's only so many ways to cheat on death and we have them all covered, tough it's never bad to prepare even more just in case, afterwards you should focus in the little demon ooking at you with diamond eyes, he's proaby the mon I'm the most worried about, don't let his tricks undermine you.


Expert Belt & Charcoal

Wilde: Rock Slide ~ Knock Off (Ibrandul) ~ Rock Slide
* If Lathander uses Endure & he's Not already Encored then use Encore (Lathander)
* If Lathander is under the effect of Protect when you move then use Feint (Lathander) and push actions
* If Ibradul uses Payback more than once & You're Not Taunted then use Disable (Payback) before the second use and push actions


Yue: Fire Blast (Lathander) ~ Heat Wave ~ Fire Blast (Ibrandul)
* If Lathander uses Endure & he's Not already Encored then use Encore (Lathander)
* If Ibrandul uses Metal Burst outside of a Combo when you target him then use SolarBeam (Ibrandul) and push actions
* If Lathander has already fainted by the time you move A1 then switch targets to Ibrandul
 
The protagonists looked up for an uphill battle... but they did not give up!

Sableye:
Icy Wind - Dig (Darmanitan) - Dig (Darmanitan)

Volcarona: Protect - Bug Buzz (Darmanitan) - Bug Buzz (Darmanitan)
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Pre-Round Information

Leader Gerard

|

Team: Gallade | Darmanitan-Z
Health: 88 | 84
Energy: 76 | 85
Status: None | Sheer Forcing
Item: Expert Belt | Charcoal

Challenger Zarator

|

Team: Sableye | Volcarona
Health: 72 | 22
Energy: 88 | 83
Status: None | Paralyzed (15%)
Item: Everstone | Expert Belt

Speed Order: Gallade>Darm-Z>Sableye>Volcarona

Volcarona used Protect! (-7 EN)

Gallade used Feint! (-4 EN)
no crit (4)
4+3=7

Darmanitan-Z used Fire Blast! (-7 EN)
no crit (6)
12+3+1.5+4=18.5
Volcarona fainted!

Sableye used Icy Wind! (-5 EN)
no crits (16, 16)
6-1.5=4.5 (G)
6-1.5/1.5=3 (D)
Darma and Gallade's speed dropped
New speed order: Sableye, Gallade, Darma

Sableye used Dig! (-10 EN)

Gallade missed Knock Off! (-3 EN)

Darma missed Heat Wave! (-6 EN)

Sableye used Dig on Darma!
crit (1)
(8+1.5+3)*1.5=18.75

Sableye used Dig! (-14 EN)

Gallade missed Rock Slide! (-6 EN)

Darma missed Fire Blast! (-7 EN)

Sableye used Dig!
no crit (9)
(8+1.5)*1.5=14.25



sorry guys, no flavour since we're well behind


End of Round Summary

Leader Gerard

|

Team: Gallade | Darmanitan-Z
Health: 83 | 48
Energy: 63 | 65
Status: None | Sheer Forcing
Item: Expert Belt | Charcoal

Challenger Zarator

|

Team: Sableye | Volcarona
Health: 72 | 0
Energy: 59 | KO
Status: None | FNT
Item: Everstone | Expert Belt

Zarator sends out his next Pokemon with item
Gerard
Zarator
Me
 
This story is taking quite a dramatic turn!



Pokemon Trainer Shauntal sends out Persephone (Necturna F)!

... wait, did those Speed drops already fade?
 
No, -1 boosts last for at least 4 actions, which means they should be active for at east the end of the round
 
Sableye: Poison Jab (Darmanitan) - Shadow Claw (Darmanitan) - Shadow Ball (Darmanitan)
If Darmanitan uses a protective action, replace your action with Foul Play (Gallade) and push your actions back. Do not play this substitution consecutively.
If Gallade uses Ally Switch, change your target accordingly so that you still hit Darmanitan
If Darmanitan uses Double Team, replace your next action with Icy Wind (target Darmanitan and his clones as first priority) and push your actions back.
If Darmanitan is KOed, change all your remaining actions to Foul Play (Gallade).

Necturna: Poison Fang (Darmanitan) - Shadow Claw (Darmanitan) - Stone Edge (Darmanitan)
If Darmanitan uses a protective action, replace your action with Seed Bomb (Gallade) and push your actions back. Do not play this substitution consecutively.
If Gallade uses Ally Switch, change your target accordingly so that you still hit Darmanitan.
If Darmanitan uses a damaging Fire-type attack against you (and you're not Taunted), replace your respective action with Protect and push your actions back. Don't play this substitution more than once in this round.
If Darmanitan is KOed, change all your remaining actions to Horn Leech (Gallade)
 


We can't let something like a little poison slow us down, it would look pretty bad to lose against something we're supposed to be above wouldn't it? Though it woudn't be us if we couldn't find a way though it, that's the fun part.


Expert Belt & Charcoal

Wilde: Encore (Ibrandul) ~ Skill Swap [Ibrandul's Pranskter & Wilde's Justified] ~ Encore (Persephone)

Yue: Fire Blast (Ibrandul) ~ Heat Wave ~ Heat Wave
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Leader Gerard

|

Team: Gallade | Darmanitan-Z
Health: 83 | 48
Energy: 63 | 65
Stats: 5/3/4/4/69 (-10eva) | 3/4/5/4/47 (-10eva)
Status: -1spe | Sheer Forcing and -1spe
Item: Expert Belt | Charcoal

Challenger Zarator

|

Team: Sableye | Necturna
Health: 72 | 100
Energy: 59 | 100
Stats: 5/5/3/4/43 (-10eva)| 5/5/2/5/81
Status: None | None
Item: Everstone | Big Root

Round 3

It appears that our current ref was summoned to try his own luck in getting a gym, so he couldn't continue this. I will be your ref for now on!

The challenger sends out Persephone his Necturna with Big Root equipped. Necturna is a great case of "great stats-poor movepool" problems and is quite predictable if you watch it closely. Sure, predicting it to kick your ass isn't really helping.

Either way, Persephone is the first to attack, using the Fangs on her hands, impued with a strong Poison to bite Yue the Darmanitan. But the Zen Pokemon remained calm and collected and didn't even aknowledged that move!

Sableye tries his hand also attacking Yue with a Poison Jab for...similar results, and Wilde seizes that opportunity to lock Ibrandul on a weak move with Encore. Finally, Yue unleashes a flaming kanji (aka Fire Blast) right at the Sableye for great damage! Things aren't looking good for our challenger.


On the second turn Persephone, sensing great danger, erects a Protective barrier, while Ibrandul continues to attack Yue with Poison Jab, Poisoning the Darmanitan in the process. Finally, Wilde uses Skill Swap to trade his Justified with Ibrandul's Prankster (hahahah a change of hearts) and Yue proceeds to LAY DOWN THE HURT with Heat Wave, partially blocked by Persephone's barrier.

Before the Necturna could even attack, the now Prankster Wilde uses Encore on it and Persephone is forced to try her hand at another Protective barrier...and fails. Ibrandul attacks with Poison Jab for the last time before getting rid of the encore right before Yue LAYS DOWN YET MORE HURT with anotgher charcoal-boosted sheer force Heat Wave.

A challenger has a significant disadvantage to overcome. Since this is doubles it is not entirely impossible to do so, but very difficult for sure.


Necturna: Poison Fang (Darmanitan): 5+1.5 = 6.5 damage for 4 energy
Crit: 11
Effect: 8 (no)

Sableye: Poison Jab (Darmanitan): 8+1.5 = 9.5 damage for 6 energy
Crit: 5
Effect: 5 (no)

Gallade: Encore (Sableye) for 10 energy

Darmanitan: Fire Blast (Sableye): 12+3+1.5+4+2=22.5 damage for 7 energy
Crit: 15

Necturna: Protect for 16 energy

Sableye: Poison Jab (Darmanitan): 9.5 damage for 6 energy
Crit: 8
Effect: 2 (yes)

Gallade: Skill Swap (Justified for Prankster) for 7 energy

Darmanitan: Heat Wave for 6 energy
vs Necturna: (10*0.75+3+2)*1.5+4= 22.75 (protected) damage
vs Sableye: (10*0.75+3+1.5+2)+4= 18hp damage
Hit:4 (yes)
Crit: 16, 3
-2hp due to poison

Gallade: Encore (Necturna) for 10 energy

Necturna: Protect: but it failed! for 7 energy

Sableye: Poison Jab (Darmanitan): 9.5 damage for 6 energy
Crit: 6

Darmanitan: Heat Wave for 10 energy
vs Necturna: (10*0.75+3+2)*1.5+4= 22.75 damage
vs Sableye: (10*0.75+3+1.5+2)+4= 18 damage
Hit: 49 (yes)
Crit: 8, 16 (no no)
-2hp due to poison



Leader Gerard

|

Team: Gallade | Darmanitan-Z
Health: 83 | 9
Energy: 37 | 42
Stats: 5/3/4/4/69 (-10eva) | 3/4/5/4/47 (-10eva)
Status: Prankster instead of Justified | Sheer Forcing and poison
Item: Expert Belt | Charcoal

Challenger Zarator

|

Team: Sableye | Necturna
Health: 13 | 77
Energy: 41 | 73
Stats: 5/5/3/4/43 (-10eva)| 5/5/2/5/81
Status: Justified instead of Prankster | Protect encored for 1a
Item: Everstone | Big Root

Gerard's Turn!

@Below: huh? I have no idea of what you are talking about <.<
 


Switching Out!
Yue will be replaced by Kirot (using a Focus Sash)

PS: Why is there a Volcarona's image where Necturna's should be?
 


Everything went as planned (wow, that +1 acc sure has been worth it), now that Lathander is dangerously low on health it's time to get rid of her for good, sorry darling but we can't take any risks. Wilde, make sure he cannot scape his fate by any means, meanwhile Yue will continue to spread the flames upon the field. First move is in case she tries to scape, there's only so many ways to cheat on death and we have them all covered, tough it's never bad to prepare even more just in case, afterwards you should focus in the little demon ooking at you with diamond eyes, he's proaby the mon I'm the most worried about, don't let his tricks undermine you.


Expert Belt & Focus Sash
Wilde: Chill ~ Will-o-Wisp (Persephone) ~ Chill
* If Will-o-Wisp is used & your Not Taunted then use Safeguard (once) but keep actions
* If Ibrandul uses Endure then use Toxic (Ibradul) but keep actions


Kirot: Meteor Mash (Ibrandul) ~ Meteor Mash (Ibrandul) ~ Meteor Mash (Ibrandul)
* If Ibrandul (succesfully) uses a Protective move (on itself) then use non-evasive Agility (once) and push actions
* If Ibrandul is KOed then replace all your remaining actions with Icy Wind - Meteor Mash (Persephone)
 
Sableye: Detect - Endure - Skill Swap (Gallade's Prankster for Sableye's Justified)
Necturna: Protect (Encored) - Will-O-Wisp (Metagross) - Shadow Claw (Gallade)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Leader Gerard

|

Team: Gallade | Metagross
Health: 83 | 100
Energy: 37 | 100
Stats: 5/3/4/4/69 (-10eva) | 5/5/4/3/61 (-10eva)
Status: Prankster instead of Justified |
Item: Expert Belt | Focus Sash


Hp: 9
En: 42
3/4/5/4/47 (-10eva)
Other: Poison
Item: Charcoal



Challenger Zarator

|

Team: Sableye | Necturna
Health: 13 | 77
Energy: 41 | 73
Stats: 5/5/3/4/43 (-10eva)| 5/5/2/5/81
Status: Justified instead of Prankster | Protect encored for 1a
Item: Everstone | Big Root

Round 4​


Seeing how battered Yue is, the Gym Leader decides to call it back, after a job well done, and sends out Kirot the Metagross with Focus Sash to replace it.

On the first turn team Zarator assumes a defensive stance with Persephone using Protect and Ibrandul using Detect. Kinda for naught, as Wilde just chilled and Kirot used Agility to boost its speed. What a boring turn!

On the second turn things get more interesting as Ibrandul pumps up adrenaline on his "veins" to Endure future attacks. Which was a great idea, considering that Kirot smashed it with Meteor Mash a couple moments after that. Meanwhile, the Prankster Wilde puts up a Safeguard just before Persephone tried to burn the Metagross with Will-o-Wisp. The move failed!

Finally, Wilde continues to Chill and Kirot pointlessly attacks Ibrandul again with Meteor Mash, while Persephone strikes hard at Wilde with Shadow Claw, getting a nice Critical Hit and Ibrandul ends this round by using Skill Swap to get his prankster ability back.

The Gym Leader still have a good advantage and it will take some work for the challenger to recover from that. And now the Leader is ordering last, so it will be an uphill battle, for sure!

Necturna: Protect for 7 energy

Sableye: Detect for 7 energy

Gallade: Chill (+12en)

Metagross: Agility for 6 energy

Sableye: Endure for 15 energy

Gallade: Safeguard for 10 energy

Metagross: Meteor Mash (Sableye): 10+3= Sableye is stuck with 1hp for 6 energy
Crit: doesn't matter
Effect: 9 (no)

Necturna: Will-o-Wisp (Metagross) for 7 energy
But it failed!

Metagross: Meteor Mash (Sableye): nothing for 10 energy
Crit: doesn't matter
Effect: 8 (no)

Necturna: Shadow Claw (Gallade): (7+3+3+3)*1.5 = 24 damage for 4 energy
Crit: 1 (yes)

Gallade: Chill (+12en)

Sableye: Skill Swap: Prankster back for 7 energy



Leader Gerard

Safeguard for 3r

|

Team: Gallade | Metagross
Health: 59 | 100
Energy: 51 | 78
Stats: 5/3/4/4/69 (-10eva) | 5/5/4/3/61 (-10eva)
Status: | +1spe for 1r
Item: Expert Belt | Focus Sash


Hp: 9
En: 42
3/4/5/4/47 (-10eva)
Other: Poison
Item: Charcoal



Challenger Zarator

|

Team: Sableye | Necturna
Health: 1 | 77
Energy: 12 | 55
Stats: 5/5/3/4/43 (-10eva)| 5/5/2/5/81
Status: |
Item: Everstone | Big Root

Zarator's turn!
 
Sableye: Taunt (Gallade) - Foul Play (Metagross) - Foul Play (Metagross)
If Gallade uses Protect or Magic Coat, change your respective action to Sucker Punch (Metagross), and push your actions back.
Necturna: Shadow Claw (Gallade) - Power Whip (Gallade) - Shadow Claw (Gallade)
If Gallade uses Ally Switch successfully, redirect your actions accordingly to still target him. If Gallade is KOed, change all your remaining actions to Shadow Ball (Metagross).
 


And so with a final strike Sableye finally falls, and it won't be long for Persephone to go the same way


Expert Belt & Focus Sash

Wilde: Will-o-Wisp (Persephone) ~ Pain Split (Persephone) ~ Ice Punch (Persephone)

Kirot: Bullet Punch (Ibrandul) ~ Meteor Mash (Persephone) ~ Ice Punch (Persephone)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Leader Gerard

Safeguard for 3r

|

Team: Gallade | Metagross
Health: 59 | 100
Energy: 51 | 78
Stats: 5/3/4/4/69 (-10eva) | 5/5/4/3/61 (-10eva)
Status: | +1spe for 1r
Item: Expert Belt | Focus Sash


Hp: 9
En: 42
3/4/5/4/47 (-10eva)
Other: Poison
Item: Charcoal



Challenger Zarator

|

Team: Sableye | Necturna
Health: 1 | 77
Energy: 12 | 55
Stats: 5/5/3/4/43 (-10eva)| 5/5/2/5/81
Status: |
Item: Everstone | Big Root


Round 5



Metagross: Bullet Punch: Sableye faints for 3 energy

Sableye fainted!

Necturna: Shadow Claw (Gallade): (7+3+3)*1.5 = 19.5 damage for 4 energy
Crit: 12

Gallade: Will-o-Wisp (Necturna) for 7 energy

Necturna lost 2hp due to burn

Metagross: Meteor Mash (Necturna): 10+3 = 13 damage for 6 energy
Crit: 15
Effect: 8 (no)

Necturna: Power Whip (Gallade): 12+3+3-3 = 15 damage for 7 energy
Hit: 42 (yes)
Crit: 2
-2hp due to burn

Gallade: Pain Split (Necturna) for 6+((77-2)-(59-15-19.5))/3= 22.83 energy
+25hp

Necturna lost 25hp due to Pain Split

Metagross: Ice Punch (Necturna): 8*1.5 = 12 damage for 6 energy
Crit: 6
Effect: 10 (no)

Necturna: Shadow Claw (Gallade): (7+3-3+3)*1.5 = 15 damage for 4 energy
Crit: 13
-2hp due to burn

Gallade: Ice Punch (Necturna): (8+2)*1.5 = 15 damage for 6 energy
Crit: 6
Effect: 2 (no)



Leader Gerard

Safeguard for 2r

|

Team: Gallade | Metagross
Health: 34 | 100
Energy: 15 | 63
Stats: 5/3/4/4/69 (-10eva) | 5/5/4/3/61 (-10eva)
Status: |
Item: Expert Belt | Focus Sash


Hp: 9
En: 42
3/4/5/4/47 (-10eva)
Other: Poison
Item: Charcoal



Challenger Zarator

|

Team: Sableye | Necturna
Health: KO | 6
Energy: KO | 40
Stats: 5/5/3/4/43 (-10eva)| 5/5/2/5/81
Status: |
Item: Everstone | Big Root


Zarator sends out pokemon with item
Gerard gives orders
Zarator gives orders
I Ref
 

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