smashlloyd beats Wyverii via DQ

Who will win this battle?


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[box]Challenging Wyverii!
5v5
Singles
2 Days
2 recovery moves, 5 chills

Arena: Kefka's Tower

A roof very high in the air. It can't be broken through. Falling off will result in an instant KO. About 40 by 40 feet

No items
Switch = KO
All abilities[/box]


Aggron [Hardhead] (Male)
Nature: Brave (+1 * Attack, -15% Speed and flat -5% accuracy)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 100
Atk: *****(+)
Def: ***** (+1)
SpA: ***
SpD: ***
Spe: 43(-)

EC: 9/9
MC: 1
DC: 5/5

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Dig (*)
Rock Tomb (*)
Rock Polish (*)
Head Smash (*)
Superpower (*)
Iron Head (*)


Pyroak [Grass Skirt] (Male)
Nature: Modest (+1 * Special Attack, -1 * Attack)
Type: Fire/Grass
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:
HP: 110
Atk: ** (-)
Def: ****
SpA: **** (+)
SpD: ***
Spe: 60

EC: 9/9
MC: 7
DC: 5/5

Abilities:
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
Pound (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Fire Spin (*)
Giga Drain (*)
Dragonbreath (*)
Earth Power (*)
Sand Tomb (*)
Fire Blast (*)
Will-O-Wisp (*)
Flash Cannon (*)
Sunny Day


Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: *****
Def: ***
SpA: ****(+)
SpD: ***
Spe: 47 (-)

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

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)


Bronzor [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)

Type:
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
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 (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats:
HP: 100
Atk: *
Def: ***
SpA: *
SpD: ****(+)
Spe: 20 (-)

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

Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison

Trick
Ancientpower
Signal Beam

Trick Room
Dream Eater
Flash Cannon


Casper [Nohface] (Male)
Nature: Adamant (+1 * Attack, -1 * Special Attack)
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

HP: 100
Atk: *** (+)
Def: ***
SpA: * (-1)
SpD: ***
Spe: 10

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

Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse

Psycho Shift
Meteor Mash
Yawn

Will-o-Wisp
Dig
Taunt


Tag [Litwick] Male
Mild Nature (+1 * Special Attack, -1 * Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
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. Solarbeam has Energy Cost reduced by one (1).

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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Shadow Tag: (Dream World) (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

HP: 90
Atk: **
Def: * (-)
SpA: **** (+)
SpD: **
Spe: 20

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

Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison

Sunny Day
Fire Blast
Flame Charge

Acid
Clear Smog
Endure



Prinplup(*) [King] (M)
Nature: Bold
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Competitive Spirit (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Stats:

HP: 100
Atk: ** (-)
Def: **** (+)
SpA: ***
SpD: ***
Spe: 50

EC: 8/9
MC: 0
DC: 3/5

Attacks:
Pound(*)
Growl(*)
Bubble(*)
Water Sport(*)
Peck(*)
Metal Claw
Bide(*)
Bubblebeam(*)
Fury Attack(*)

Aqua Ring(*)
Flail(*)
Mud Sport
Yawn(*)

Ice Beam(*)
Pluck(*)
Surf(*)


Duclohm(*) [Hydrus] (F)
Nature: Modest
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

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.)
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.
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.

Stats:

HP: 100
Atk: * (-)
Def: ***
SpA: **** (+)
SpD: **
Spe: 60

EC: 8/9
MC: 0
DC:
2/5

Attacks:
Tackle(*)
Growl(*)
Leer(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Twister(*)
Double Hit
Spark(*)
Sonicboom(*)
Slack Off
Hurracane (aka Gale)

Heal Bell(*)
Magnet Rise(*)
Signal Beam(*)

Thunder(*)
Flamethrower
Thunder Wave(*)
Surf(*)


Murkrow [Nuttali] (M)
Nature: Lonely
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
Insomnia: (innate)This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
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. (also known as Mischevious Heart)

Stats:

HP: 100
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Confuse Ray
FeatherDance
Roost

Calm Mind
Taunt
Shadow Ball


Archen [Apex] (F)
Nature: Adamant
Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Stats:

HP: 90
Atk: ***** (+)
Def: **
SpA: ** (-)
SpD: **
Spe: 70

EC: 5/6
MC: 0

Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard

Bite
Earth Power
Steel Wing

Taunt
Earthquake
Shadow Claw


Torchic [Blazier] (M)
Nature: Lonely
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:

HP: 90
Atk: ****(+)
Def: *(-)
SpA: ***
SpD: **
Spe: 45

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

Attacks:
Scratch
Growl
Ember
Peck
Sand-Attack
Fire Spin

Rock Slide
Counter
Low Kick

Will-O-Wisp
Flame Charge
Dig


smashlloyd send out
wy send out and actions
smash actions
 
Go Nuttali the Murkrow!



Start off with a Confuse Ray, then Calm your Mind before throwing a Shadow Ball at him!

Confuse Ray -> Calm Mind -> Shadow Ball
 
Alright Rolf, start off with Imprison to disable his Confuse Ray before he can use it! Then use Confuse Ray, then Trick Room!

Imprison~Confuse Ray~Trick Room
 



Health: 100
Energy: 100%
Status: -
Boosts: -
Other: -

vs.




Health: 100
Energy: 100%
Status: -
Boosts: -
Other: -

====================

Flavor Text

Both players look at each other with both courage and determination in their eyes. Wyverii seems to be the most prepared, and she wears a faint smile on her red face. Looking at a darker Pokeball on her belt, she whispers something non-distinguishable from where smashlloyd is and slowly wraps her fingers around it. Wyverii slowly removes the Pokeball from her belt and throws out Murkrow! Looking a bit surprised, smashlloyd quickly realizes what he needs to go. Picking up a silver Pokeball, he grins hugely and sends out Bronzor! The two Pokemon look at each other with deadly stares of hatred. Murkrow makes the first move by slowly turning its eyes red. Bronzor absorbs the shock from Murkrow's eyes and slowly starts to get dizzy. This is doubtlessly some intense confusion! Bronzor must make sure that this doesn't happen against for a while, so it uses Imprison to prevent Murkrow from using any move Bronzor knows for a full 6 six actions! On the other side of the field, we see Murkrow stop battling. It lands on the ground and stops moving. Everyone and his or her Pokemon looked at Murkrow as it did nothing, but it suddenly started to budge. Looking extremely threatening, Murkrow starting flying toward Bronzor with a shadowy aura surrounding it. Bronzor starts to look extremely scared and starts trying to levitate away. Realizing it is exponentially slower than Murkrow, Bronzor's first line of defense is the use Confuse Ray on Murkrow. However, Murkrow is focused that we know only slight confusion was inflicted! The ghostly aura around Murkrow starts to fly toward Bronzor in the form of a ball. Bronzor is hit so hard that it its Special Defense is lowered! Still confused, Bronzor can't help attack itself as it doesn't know what to do!

====================

Raw Data

action | effect | energy lost
Murkrow uses Confuse Ray | Bronzor has intense confusion | -7 energy
Bronzor uses Imprison | Murkrow is imprisoned for 6 rounds | -8 energy
Murkrow uses Calm Mind | +1 SpA & SpD | -7 energy
Bronzor uses Confuse Ray | slight confusion on Murkrow | -7 energy
Murkrow uses Shadow Ball | 8 damage & SpD drop | -6 energy
Bronzor hurts itself in confusion | 1 damage | -0 energy

====================




Health: 91
Energy: 93%
Status: -
Drops: -1 SpD
Other: -

vs.




Health: 100
Energy: 87%
Status: -
Boosts: +1 SpA & SpD
Other: Imprisoned for four (4) rounds

smashlloyd20 shall issue actions next. Also, I forgot the "flavor" text and added it in in a hurry, so it's probably worse than ass.
 
Alright Nuttali, we've got this! Taunt him! Then throw another Shadow Ball his way after Calm Minding again!

Taunt -> Calm Mind -> Shadow Ball
 



Health: 91
Energy: 93%
Status: -
Drops: -1 SpD
Other: -

vs.




Health: 100
Energy: 87%
Status: -
Boosts: +1 SpA & SpD
Other: Imprisoned for four (4) rounds

====================

Flavor Text

After a short break, Murkrow and Bronzor return to the top of the tower to finish their battle. Both Pokemon are ready to win and will not tolerate anything else. Murkrow begins the battle by Taunting Bronzor! Bronzor is so upset that it can't think of what to do! Finally deciding on its decision, Bronzor realizes its time is. Murkrow stops moving as it embraces the wins around it. Dreading the shadowy aura that it last time, Bronzor starts to levitate around the tower in panic. However, this does nothing to Murkrow as it continues to calm itself down. Finally deciding it needs to attack, Bronzor comes back up to the top of the tower, only to be hit by a huge, dark Shadow Ball! Realizing how much time it has wasted, Bronzor hit Murkrow with some really old rocks! Not only did this do an amazing 3.75 damage, but it rounded up to four! Watch out, Murkrow!

====================

Raw Data

action | effect | energy lost
Murkrow uses Taunt | Bronzor is taunted for six (6) turns | -10 energy
Bronzor uses Trick Room and miserably fails
Murkrow uses Calm Mind | +1 SpA & SpD | -7 energy
Bronzor fucks up again
Murkrow uses Shadow Ball | 11 damage | -6 energy
Bronzor uses Ancient Power | 4 damage haha | -5 energy

====================




Health: 80
Energy: 88%
Status: -
Drops: -1 SpD
Other: Taunted for three (3) turns

vs.




Health: 96
Energy: 74%
Status: -
Boosts: +1 SpA & SpD
Other: Imprisoned for four (1) round​
 
Right, all out offensive! Use night shade then shadow ball then another night shade!

Night Shade -> Shadow Ball -> Night Shade
 



Health: 80
Energy: 88%
Status: -
Boosts: -
Other: Taunted for three (3) turns

vs.




Health: 96
Energy: 74%
Status: -
Boosts: +1 SpA & SpD
Other: Imprisoned for four (1) round​

====================

Flavor Text

Both Pokemon stare into the eyes of the other. As they slowly creep toward each other, they start to fire off various attacks, and Murkrow's do a lot more damage. Pretty much Murkrow is winning in terms of health, while Bronzor has a good chunk of energy over Murkrow even though that's pretty irrelevant as one will die sooner or later.

====================

Raw Data

action | effect | energy lost
Murkrow uses Night Shade | 10 damage | -7 energy
Bronzor uses Ancientpower | 5 damage | -5 energy
Murkrow uses Shadow Ball | 8 damage | -6 energy
Bronzor uses Flash Cannon | 8 damage | -6 energy
Murkrow uses Night Shade | 10 damage | -7 energy
Bronzor uses Ancientpower | 5 damage | -5 energy

====================




Health: 52
Energy: 71%
Status: -
Boosts: -
Other: -

vs.




Health: 78
Energy: 55%
Status: -
Boosts: -
Other: -
smashlloyd20.
 
Okay Rolf, let's try to do something.

Use Trick Room, then Hypnosis, then Dream Eater.

If he uses Taunt for his first action, use Ancientpower, Flash Cannon, and Ancientpower instead.

Trick Room~Hypnosis~Dream Eater
IF TAUNT ACTION 1
Ancientpower~Flash Cannon~Ancientpower
 
Hokay then, since Imprison is gone use Confuse Ray, then Assurance hopefully hitting the mirror mon as he's hitting himself then finally use Night Shade.

Confuse Ray -> Assurance -> Night Shade
 



Health: 52
Energy: 71%
Status: -
Boosts: -
Other: -

vs.




Health: 78
Energy: 55%
Status: -
Boosts: -
Other: -

====================

Flavor Text

After a really long time, both players gather around a random cave to battle vigorously. Murkrow confuses Bronzor intensely, which does nothing as you will find out later. Bronzor uses Trick Room. Random squares appear around the ground which is pretty hard to explain and makes virtually no sense, but it's an attack. Now Bronzor is faster, so it uses Hypnosis. Murkrow has Insomnia dumbass.... Murkrow uses Assurance and does some nice damage to Bronzor. Bronzor uses Dream Eater lol. 1 Insomnia and 2 Murkrow is dark. Stupid. Murkrow uses Night Shade which is pretty cool and does like 10 damage.

====================

Raw Data

action | effect | energy lost
Murkrow uses Confuse Ray | Bronzor is intensely confuzzled | -7 energy
Bronzor uses Trick Room | the room is tricky | -10 energy
Bronzor uses Hypnosis | INSOMNIA DUMBASS | -10 energy
Murkrow uses Assurance | 10 damage | -3 energy
Bronzor uses Dream Eater | really smash? Psychic on a Dark mon? | -0 energy
Murkrow uses Night Shade | 10 damage | -10 energy

====================




Health: 32
Energy: 51%
Status: -
Boosts: -
Other: -

vs.




Health: 78
Energy: 35%
Status: -
Boosts: -
Other: -
Field Effects: Trick Room [Five (5) turns]
 

Flora

Yep, that tasted purple!
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If rounds end in DQ and there have been at least 2 reffing rounds, the ref gets 1 ref token. Additionally, every Pokemon involved so far receives 1 EC, MC, and DC (they automatically get it when they are unleashed from their Pokeballs).

I think the player who wasn't DQ receives 2 Trainer Counters and the one who got DQ doesn't get them. Even though I'm not totally sure, I'll grant it anyway (Sorry Wyv!).
 
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