Metagame USUM Pure Hackmons

This a VR of what types are good to have, nothing about how good are attacks of those types neither about a ranking of typing depending of the ranking of their mons (Zygod is pretty good but still, I don’t think dragon is a good typing on itself)
why is grass this high, kartana? if you put grass in a-rank because of kartana then i find this to be pretty weird and inconsistent with the rest of your rankings because you ranked posion and dragon so low despite there being top tier mons with the types (mgar and zygod). defensively grass offers pretty much nothing other then being an alr pair with steel (ferrothorn). offensively you'd only consider it on huge power sets, and without the stab you'd usually want to use other types that hit similar targets such as bug and electri
I think Grass is cool because of Spore Immune and useful STAB but yeah, I ranked it to high B Tier

dragon and rock being as low as they are feels really weird. yeah ik dragon only hits zygod which already loses to ice so it becomes pointless as coverage on huge power and special attackers and defensively it offers absolutely nothing, but clangsoul exists so i just don't think it can go this low. also if grass is ranked as high as it is because kartana exists and has the type then dragon should be higher because zygod exists and has the type. my issue with putting rocks this low is stealth rock but if u ignore then then yeah this ranking is fine
For dragon : Outside of soulblaze it kinda does nothing, the only good thing with it is VCreate resist usefull on zygod. Except OHKOing Zyg with SoulBlaze you don’t need Dragon as offensive type. Soulblaze is cool but usable outside of dragon type so being dragon type isn’t really helpful
For Rock : no matter what type you are Stealth Rocks will fo the same same both dragon and rocks will keep their places. You can consider dragon as high D+ ig.
another case of if grass is this high because kartana exists and has the type, then posion should be higher up because mgar exists and has the type. ignoring that tho i think posion this high up is pretty wild like defensively it can only accomplish anything with the dark type, and muk is not in the best spot at the minute anyways. offensively you only hit 1 mon super effectively and the only time you would need to consider using a posion move is on mgeist users because photon and sunsteel beat maud.
I think poison's place is good, it offers a lot to MGar and AMuk (and other dark poison) but outside of both it doesn't do much, poison doesn’t make MDrill a top tier mon, it only gives it TSpikes absorb. I already explain what I thought about poison and won’t change my mind.
bug type is not this low, this is probably one of the most outrageous rankings here. defensively i'll admit it doesn't much tho with steel it's atleast usable (scizor). offensively is where the bug type really shines tho being solid coverage on huge power guys, special photon guys, and geist guys. great coverage on huge power to hit mbro and darks in the same slot, and pairs really well with fire. great coverage on special photon because it hits darks and psychics, geist runs it to hit the same mons however it is less off a requirement as you can run fighting and still hit the same offensive mons + already murder pure psychics. also worth noting bug gets first impression too. putting it this low was a crime.
Yeah I should have explain it earlier, just check what I said at the beginning of the post. Bug coverage is great but being a bug doesn't help much
dark is too high. i understand it is immune to photon and resists geist which is very cool, however by itself it is weak to common coverage from both geist and photon. the types you do pair with dark to cover up it's weakness to common coverage bring other issues, like dark ground's fissure weakness (muk) or dark flying's sheer cold and rocks weakness (yveltal).
Yup, I see what you mean but a lot of mons with a single type would be grateful to get a second dark type. It has a lot of annoying weaknesses but Prankster immunity is REALLY cool and getting Pursuit STAB to kill Lunala and Bliss on MG is awesome too. I don't see it being a A Tier because of that
 
USUM HO VIABILITY RANKINGS
In progress…


S+ RANK
View attachment 755896
Kartana
S RANK
View attachment 755897Mega mewtwo X
... As a mmx fanboy this is for sure right! (NOT)

Even though I love this fucker I will not let someone under rank something which is to overwhelming good. I mean Kart is a good mon don't get me wrong, but mmx is just better in most situations and overall. mmx is better at wall breaking in general which is arguably the most important thing on HO, mmx has most versatility with its move sets like when mmx can dip into its special side for some more favorable matchups into physical walls, and mmx can also be used as an arguably better ng then kart which at this point kart Is mostly used for. If anyone want to prove to me Kart is a better ng please prove me wrong. I'm tryna be enlightened by my shitty takes.
 
If anyone want to prove to me Kart is a better ng please prove me wrong
Imo Kart is a better ng because it has no immunities on his STAB and the other is cool with Fissure+SS (making like 3-4 mons capable of walling). On the other hand MMX NG is just a worse version of MMY, you'll almost never run the 50%acc fighting move which is the only reason (imo) you'd take MMX over MMY. MMX ng is only viable in MMX spam
 
... As a mmx fanboy this is for sure right! (NOT)

Even though I love this fucker I will not let someone under rank something which is to overwhelming good. I mean Kart is a good mon don't get me wrong, but mmx is just better in most situations and overall. mmx is better at wall breaking in general which is arguably the most important thing on HO, mmx has most versatility with its move sets like when mmx can dip into its special side for some more favorable matchups into physical walls, and mmx can also be used as an arguably better ng then kart which at this point kart Is mostly used for. If anyone want to prove to me Kart is a better ng please prove me wrong. I'm tryna be enlightened by my shitty takes.
MMX is much more consistent and versatile than Kart, you won’t run Imp on HO so imo Bliss is better than chansey as Innards because easier to use as improof

You should change S and S+ imo
Ok I get it, mmx does like 50 bajillion damage with hp photon geyser/ light that burns the sky (also I am by far not the most qualified to talk about this kind of stuff but I am anyways) but imo sss is better than photon because you don’t get walled by psychic resists or fur coat steel types or just bulky fur coat mons in general. Also, the most common moveset (spore, sss, shell smash and ice shard/ ice punch) can easily substitute a move like ice shard or spore (mostly spore so you don’t get walled by zyg) for a move like wood hammer of power whip and that means that counters like mgyara, mbro and mswampert can’t come in safely without scouting out if this kart has a grass move or not. Finally, kartana’s 131 base defence makes it survive even + 2 huge power attacks even factoring rocks damage (only survives + 1 or non stab if 3 spikes are up) meaning unlike mmx it doesn’t just die to boost sweepers with hazards up.
 
Ok I get it, mmx does like 50 bajillion damage with hp photon geyser/ light that burns the sky (also I am by far not the most qualified to talk about this kind of stuff but I am anyways) but imo sss is better than photon because you don’t get walled by psychic resists or fur coat steel types or just bulky fur coat mons in general. Also, the most common moveset (spore, sss, shell smash and ice shard/ ice punch) can easily substitute a move like ice shard or spore (mostly spore so you don’t get walled by zyg) for a move like wood hammer of power whip and that means that counters like mgyara, mbro and mswampert can’t come in safely without scouting out if this kart has a grass move or not. Finally, kartana’s 131 base defence makes it survive even + 2 huge power attacks even factoring rocks damage (only survives + 1 or non stab if 3 spikes are up) meaning unlike mmx it doesn’t just die to boost sweepers with hazards up.
Yes for pure damage, Kart is probably better because nothing is immune to SSS but why I think MMX is above it’s only for it’s versatile aspect, 9 Atk difference is not a lot. And second why would you run spore not to get wall by zyg when you have ice shard.?
 
Imo Kart is a better ng because it has no immunities on his STAB and the other is cool with Fissure+SS (making like 3-4 mons capable of walling). On the other hand MMX NG is just a worse version of MMY, you'll almost never run the 50%acc fighting move which is the only reason (imo) you'd take MMX over MMY. MMX ng is only viable in MMX spam
In my opinion Kartana is better offensively, and while - don't get me wrong - both mons are almost unwallable, Kartana is harder to check personally. While MMX can run coverage, Kartana has more raw power, and Sunsteel completely busts open non 4x resist steels. MMX can run coverage for anything but you kind of struggle with 4mss? Imo you can like for example run Searing Shot for steels but you get walled by Slowbro, and if you run Moongeist for that, you get walled by zygod, and so on and so forth. while i do credit some mmx sets that hit practically almost everything, many sets lack that. what also makes kartana nice is it can run different abilities as well, surprise no guard that is borderline unwallable according to yourself, mg for innards, etc. yes mmx can do that too, but it kinda lacks power without huge power

ice shard +2 hp kart rips zyg but mmx ice shard is fake
 
MMX can run coverage for anything but you kind of struggle with 4mss? Imo you can like for example run Searing Shot for steels but you get walled by Slowbro, and if you run Moongeist for that, you get walled by zygod, and so on and so forth.
i mostly disagree with what ur saying here.

running searing shot does not just mean you get walled by slowbro, and pairing geist with searing shot is counter intuitive because searing shot already beats doublade so you'd rather run a move that beats mbro and also beats something you're missing such as bug which covers both mbro and darks like mgyara. geist typically wants to be paired with fighting because you already beat doublade with geist so fighting hits remaining steels and darks in 1 slot. running geist also doesn't just mean you lose to zygod, because typically you will replace one of ur moldy moves (usually sunsteel but photonless sets are possible) with ice. as for other moves i haven't mentioned, both grass and electric are essentially just bug replacements and aren't necesarry on photon sets because photon already hits the extra things they hit (mpert and ho-oh). dark (knock off usually for the removal which also allows you to beat fc doublade, all tho band can opt for darkest lariat) functions essentially the same as special ghost. i haven't brought up tarrows because i don't think it's good, you miss wonder guard steels and the stuff you do end up hitting walls you with fur coat or prankster reflect due to it being a physical 90bp move without stab. it does hit muk, but muk is very rarely seen these days, all tho if you really need to hit muk i suppose it is an option.

of course mmx doesn't have to run the coverage options i listed, probably because you already have enough teamates to beat a certain mon or because of improofing concerns, but if mmx wants to it can be nearly or totally unwallbe so i disagree that it has 4mss. without a power boosting item, you can run photon/ice/fire/bug and you only have a few random walls like heatran, muk, and if we wanna push it darmanitan zen and sableye. with a band, you can run photon/sunsteel/close combat/darkest lariat and only be walled by ssap zygod (reflect zygod loses to photon on switch in). lorb is also unwallable technically, all tho you have recoil and to break reflect zygod you need to click close combat on switch in which is a lot harder to click then photon. psychic terrain would also have the same effect as a band as well as blocking ssap.
what also makes kartana nice is it can run different abilities as well, surprise no guard that is borderline unwallable according to yourself, mg for innards, etc. yes mmx can do that too, but it kinda lacks power without huge power
minor side note 1: i never said this, i think i said ng kart is only walled by wg steels. ng kart also suffers from a lack of immediate power tho ransei probably exagerates this a little.
ice shard +2 hp kart rips zyg but mmx ice shard is fake
minor side note 2: ice shard mmx isn't fake im not sure why you have said this. photon into shard kills zygod, shard can kill a stag mray, and shard can pick of guys that have used a sash.
 
HOW TO BUILD STALL
(if this already exists so be it)
Ever wanted to troll people on ladder? Or just want to annoy your friends? The Stall archetype has been playing these roles for years. Today, I will explain how to build viable Pure Hackmons stall teams. But first, we must discuss the fundamentals of PH stall teams, such as:
  1. Your stall team must be good against the Big 5 Offensive Threats of Pure Hackmons. (:mewtwo-mega-x:-:mewtwo-mega-y:-:kartana:-:gengar-mega:-:groudon-primal:) These include MMX, MMY, Kart, MGar, and PDon. If your team doesn't match up well into these mons, you need to change it.
  2. Your stall team must have at least 2 Wonder Guards. This will counter Little Timmy's No Guard Deoxys-Speed set.
  3. Your stall team must have a way to nerf opponents. This allows for a better range of mons you can defeat, whether by status or straight-up stat drops.
Now that we have clarified those, let's build our team!
Our first mon should be able to defeat Unwallable Kartana. This Kartana, concocted in PHPL, is notorious for being unwallable. Only 4x resists (that are bulky) can survive the wrath of +2 Huge Power SSS. This mon should have two types on the list of Water/Fire/Electric/Steel and a good Defense stat. I would suggest Heatran and Magneton as the best mons for this role.
:heatran:-----
:magneton:-----
Our next mon should have Prankster+Haze, a reliable combo that allows stall teams to stop sweepers while still keeping their mon. I like Steela because it's immune to Fissure, but Mega Steelix/ Aggron are also nice to have. However, to not double up on Steels, I would suggest using Ho-Oh or MBro instead.
:heatran:-:celesteela:----
:magneton:-:ho-oh:----
The next two mons should cover >90% of MMX's most popular sets. One of them should also be a Wonder Guard for role compression. IMO the best MMX-walling Wonder Guard is MBro, and there is zero competition. BYRD is also really good at walling MMX, as its Fur Coat King's Shield Beak Blast sets can make quick work of that dastardly cat. (Fun fact: I have an MMX plush in my bedroom.) If you don't want to go that route, you could go with something like Doublade, who is renowned for being the best MMX wall (but has been put on fraudwatch recently).
:heatran:-:celesteela:-:slowbro-mega:-:yveltal:--
:magneton:-:ho-oh:-:slowbro-mega:-:doublade:--
Our second Wonder Guard, this mon should cover special attackers, namely MMY and MGar. Honestly, though, the only good contenders for this are Melo and AMuk, which have great Sp. Def and either resist or are immune to special Moldy Moves.
:heatran:-:celesteela:-:slowbro-mega:-:yveltal:-:muk-alola:-
:magneton:-:ho-oh:-:slowbro-mega:-:doublade:-:meloetta:-

Finally, our last mon could be pretty much anything. A Magic Bounce could be nice if you don't already have one, but I like Harvest Slaking as it utilizes things like Toxic and TSpike to be exceptionally infuriating to deal with. If you go the Magic Bounce route, I would suggest Steela, Zygod, BYRD, and Kyu-W as they each have their own merit. The final teams should look like this:
:heatran:-:celesteela:-:slowbro-mega:-:yveltal:-:muk-alola:-:slaking:
:magneton:-:ho-oh:-:slowbro-mega:-:doublade:-:meloetta:-:yveltal:
I actually got a good win rate at high ladder with the first team, so you can check out Stallmons Tower here!
 
HOW TO DO OFFENSIVE WALL BREAKING[My 3rd WIP Project! yay]
Ever been trolled on ladder? Or just want to stop being annoyed by your friends? The Stall archetype has been playing these roles for years. Today, I will explain how to beat viable Pure Hackmons stall teams. But first, we must discuss the fundamentals of Beating PH stall teams, such as:
  1. Your team must be good against the Walls In Pure Hackmons. (:Slowbro-mega:-:Audino-Mega:-:Muk-Alola:-:Zygarde-Complete:-:Steelix-mega:-ETC) These include MBro, MAud, Amuk, Zygod, and various defensive mons. If your team doesn't match up well into these mons, you need to change it.
  2. The stall team usually have at least 2 Wonder Guards. Even a single no guard deo-s can break though their team if the wonder guards are gone.
  3. Prevent being nerfed by the stall team. They will try to bother you with status, rock, or simply direct damage to chip you down.
Now that we have clarified those, let's start looking at our ways to break them!
1 Wall breaking via one move
1.1 Taunt
Taunt is a important way to break though the walls. Through Taunt you can prevent the opposing mon from doing a lot of things, including healing, spamming haze, using the two screens, hazards setting and removing, and also their taunt. The only thing it is afraid of is the magic bounce users and the magic coats.

1.2 Shell Smash
Being able to immediately gain a +2 in both Atk, Spe and even SpA is the main reason why this meta is pretty offensive. In one move you are able to be a huge threat to your opponent. The main flaw is that it can be haze / Spectral Thiefed.

1.3 CFZs
Imagine having access for every mon to an 200 base power move that ignores ability, or a 185 base power move that enables you to have all stats rise by 1? CFZs are definately a scary way to break through the walls. The only problem is that you have only 1 pp each CFZ, so you have to make sure you use it on the right mon.

2 Wall breaking via a set
2.1 Mold Breaker + high base power moves
Mold Breaker had always been a effective tool against wonder guards. In USM Pure hackmons, we have access to the 3 ability ignoring moves, making mold breaker relatively less common, but its still doing a good job on breaking through Stall teams. One example is mold breaker v-create groudon-primal. When 180 base attack stats meets a 180 base power STAB move it can hit like a truck, while you can also have it banded, to make the power up to a scary level, or you can have a Shell smash paired with z crystal or life orb or some defensive items, making it a scary sweeper.

2.2 Huge Power + CFZs
As we have mentioned, CFZs are a big and strong offensive tool, but when paired with a ability that doubles your damage, the raw power can be very terrifing.

2.3 Should have sth else but i cant remember for now

3 Wall breaking via a core
3.1 spore + trap (+ trick / knock)
This one is my favorite. The idea is every mon have only 1 item slot, so they either have googles to prevent from being spored or shed shell to prevent from being trapped. The only thing we have to worry about here is the grass type shed shells and the ghost type goggles. But fortunately the strong defensive grass type mons are very rare, in most cases they refers to ferrothron and kartana only, which is easy to target on. On the other hand, the ghost types are a lot more common, but the fact that ghost type itself is weak to moongeist , pursuit, and knock off, its somehow hard to miss them. Biggest concern here should be mega sableye. Trick and knock off can make long term progress and is especially helpful against balance and stall teams. Usually its made up of some powerful spore spammer which can be a huge threat when your mon are sleeping, plus an effecient trapper that can punish those who dont bring shed shell. There arent specific requirement on which mon or which set to use, but some examples are spore huge power shell smash kartana + arena trap mega gyarados)
Im tired Ill add the rest later
 
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hi it's adrian, you know me. posts are bad recently so i'm here to deliver quality by talking about underrated mons currently

NUMBER 1: MDOOM

:sm/houndoom-mega::sm/houndoom-mega::sm/houndoom-mega::sm/houndoom-mega::sm/houndoom-mega:

mdoom is actually so him. very solid dark. if you love darkspam (superior offensive style) he's a good pick. he has many perfect qualities such as:
  • 115 speed high enough to outspeed neutral 130s with timid, though he has to run modest a lot
  • 140 spa high enough to support smash and cfz
  • dark/fire is incredible despite rocks and fissure weak, resisting all molds is broken
some mdooms i have been running

:houndoom-mega:
billions must doom (Houndoom-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blue Flare
- Menacing Moonraze Maelstrom
- Toxic Spikes
- Trick

despite the random look, this set is incredible. scarf mdoom can do so many things for you. flare makes him a good cleaner bc most of the prio misses him and modest flare is just powerful in general. mmm ohkoes mgar and has a 75% to ohko mmx which makes it a really good revenge burst and it also serves as a lure for mmx. cc mmx won't think twice about staying in, especially if they know mmm will only ohko with modest and ada mmx outspeeds modest mdoom. tspikes are broken in general and idk why people don't use them more. i've found this mdoom to be one of the best tspikes setters in the game. as mentioned earlier, mmm will ohko mgar and blue flare will also do a large chunk, about 65-70. mbee will die to blue flare and they will also potentially be lured in if they have a super effective move. alomuk gets lured and scarf tricked, making him easily exploitable later by stag. so in the end mdoom can beat all the poisons without a lot of trouble. the steels obviously don't want to catch flare either, so mdoom beats those too. besides the odd head smash mdia, the majority of mg mons will lose to mdoom as well; aside from the odd head smash mdia, many mg mons prefer psychic + fairy coverage as they have a strong coverage in lor to abuse, or in the case of kart it likes to run stabs to abuse wood hammer. mgs also tend to run ghost (spectral) and dark (pursuit). so basically, they can't hit mdoom at all. ultimately it beats most of the tspikes answers single-handedly and it can beat the ones it can't cover with stag support. trick serves to cripple the mdoom answers it can't touch, like aforementioned alomuk but also coat normals. then you can stag them without much trouble. mdoom benefits from both shed shell (escapes common fight/water/ground coverage on stag) and goggles (improves mu vs spore psychics), making trick a win-win. i've honestly never had a game where this mon disappointed me

:houndoom-mega:
i'm... DOOMING!!! (Houndoom-Mega) @ Fist Plate / Earth Plate / Stone Plate / Splash Plate
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Judgment

i don't love wg plate and memory smashers in this gen. the second that wg is revealed you basically know their whole set. they completely lack set variety and are always at least slightly mu fish because of it. so why am i talking about wg smash mdoom and why did i give him 2 moves? mdoom is about the only wg smasher that can actually just run whatever it wants. compared to mons like kart and pogre, who both have 2 plate/memory types that overlap heavily, mdoom has 4 very different plates to run which can completely change its answers. for example, wg arc might wall earth plate but lose to fist plate, and pdon might tank a hit from fist plate but get smacked by earth and splash plate. because mdoom's plate cannot be scouted by impostor, you have no way to tell what its plate actually is until it hits you. the other thing that really sets mdoom apart from other smash sweepers is his triple mold resistance, which means you can run any mold and it will still beat imp. even sunsteel is good here, despite the weak power, because wgs are only really going to hit you with water, and you can tech for them all besides maybe pogre. this opens up a ridiculous amount of coverage combinations including double mold, photon + fairy, and geist + fight judge. again, impostor cannot safely scout this mon. it's also immune to all prio besides the rare mach punch, and it gets lots of setup opportunities due to its triple mold immunity, letting it live moves like huge power sunsteel from kart, huge power sss from mmx, and +2 mmm from mmy

NUMBER TWO: HP MLOP

:sm/lopunny-mega::sm/lopunny-mega::sm/lopunny-mega::sm/lopunny-mega::sm/lopunny-mega:
lots of people in the discord have seen me trash on ng mlop and sing the praises of hp mlop as the superior set. i know that usually when people do this it's larp, but i'm being serious; hp mlop is genuinely 10 times better than ng mlop. i've gone into this mon a lot on discord but i also did that with mdoom. having a structured post just makes things better

:lopunny-mega:
mega lopbunny (Lopunny-Mega) @ Life Orb
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Close Combat
- Extreme Speed
- Searing Sunraze Smash / Sunsteel Strike
- Bolt Strike / Spectral Thief

hp mlop is really really good vs offense and balance alike. this mon has two upsides. the first is powerful stab prio which is rare to come by. the second, and more important, reason is that it lures in wgs, especially in lead. the most common counter to ng is coat wg, which are often normals/darks like maud, melo, and alomuk. mlop can lure and eliminate these mons early in the game, which can seriously change the tide in your favor. life orb seems odd considering lo mmx gets correctly dragged a lot, but mlop needs it to get kills and you're not preserving your hp on this mon anyway. with espeed, mlop's speed tier is far less easily challenged by fast mons like mmy and deo-a. having such strong prio means it never does nothing in a game, and the only prio that will beat it out is smash espeed and -ate fake out. with the lo boost, mlop's cc is only slightly weaker than ada hp mmx's cc. for reference it can 2hko bold zyg-c unboosted, no hazards. cc into espeed is a really good way to beat pranksters because you can hit them again before they recover / sap / reflect / wisp. sunsteel and sss are just generic moldy moves. it's worth noting that you're only really gonna have one sunsteel target a game, because most teams will have a sunsteel resist wg. this makes it a really nice user of sss. last move is either bolt to hit steela mbro whatever, or sthief because it outspeeds and ohkoes mmx and mgar

NUMBER THREE: MG MRAY

:sm/rayquaza-mega::sm/rayquaza-mega::sm/rayquaza-mega::sm/rayquaza-mega::sm/rayquaza-mega:

i have been singing mray praises in general recently but especially for the mg set i'm about to post

:rayquaza-mega:

the back burner (Rayquaza-Mega) @ Toxic Orb
Ability: Magic Guard
Shiny: Yes
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Shell Smash
- Moongeist Beam
- Sunsteel Strike
- Clangorous Soulblaze

i think mray's insane in general. like this is a pokemon that has 180/180 mixed offense and you have no idea what it'll run. this set kinda uses expected coverage but the answers don't answer this all the same. toxorb is really nice here to dodge sleep from mons who can't kill you at +0 like wg kart or fissure. it also avoids paralyze from zap and burn from sfire. it's really hard to stop this mon without prio because it ignores innards/rocks chip completely. smash double mold is really not something that needs to be explained, but soulblaze makes mray unique. if used right you can kill opposing prankster while getting an omniboost and you can also use it to remove def drops from smash. this makes it even harder to revenge. you can also just use it off the jump to revenge kill something and start a sweep. it's easy to proof this with the usual suspects like mgyara and pogre too

thanks for reading :altaria-mega:
 
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