[AAA] Doublade

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MZ

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RUPL Champion
QC: Kl4ng, Adrian Marin, Aesf
GP: P Squared, Winry

[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the format with its high physical bulk. Its excellent typing gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade can choose between three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade. It can even function as a late-game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, its severe weakness to Knock Off, its somewhat mediocre Special Defense, and how easily it's walled by the metagame's most common defensive Pokemon.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: 248 HP / 252 Atk / 8 SpD

[SET COMMENTS]
Moves
========


Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon that can take its unboosted attacks, such as Skarmory. Shadow Sneak helps patch up Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and opposing Doublade as well as common Psychic-types such as Cresselia super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and a super effective hit on Fairy-types, but it makes Doublade weaker against bulky Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher Base Power versus fast Pokemon, but Iron Head is preferred due to its more reliable Base Power and higher PP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.

Set Details
========


Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. Near-maximum HP investment combined with an Eviolite turns Doublade into a defensive as well as offensive powerhouse, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful immunities with it. Levitate allows Doublade to counter Pokemon that use Ground-type moves to hit Steel-types, such as Metagross and Excadrill.

Usage Tips
========


Doublade can be used as a strong check to some of the most threatening Pokemon in the format, as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability. Flash Fire Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker, and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold Breaker. However, if Doublade lacks the appropriate ability, do not switch it into Fire- and Ground-types. Doublade can be switched into nearly every physical attacker that lacks a super effective STAB attack in the metagame, but be careful about letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's low Special Defense. Also, be wary of special attackers with Tinted Lens, such as Draco Meteor Kyurem, which can OHKO Doublade even with resisted hits. Do not automatically set up Swords Dance versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. It is advised to scout for Unaware users and set up entry hazards to weaken opposing teams before setting up. If running Regenerator, frequently switch Doublade out to recover. If running Pursuit, Doublade should use it when faced with foes that are Choice-locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also use Pursuit on Pokemon that are Choice-locked into Fire-type moves if running Flash Fire and Ground-type moves if running Levitate.

Team Options
========

Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are recommended to keep Doublade status-free. Pokemon that resist Dark and don't mind taking Knock Offs, such as Conkeldurr and Regenerator Diancie, help patch up Doublade's Dark weakness. Pokemon with the ability Flash Fire or Primordial Sea, such as Ferrothorn and Suicune, are needed so that non-Flash Fire variants of Doublade have a teammate that can take Fire-type attacks. Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky Water-types, such as Shaymin-Sky and Desolate Land Victini, make for good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground, while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive backbone.

[STRATEGY COMMENTS]
Other Options
=============


Pursuit is a good option to trap all of the Pokemon weak to Dark-type attacks in the metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams, but it sacrifices offensive presence and can be worthless due to the high amount of Poison-immune Pokemon and Poison Heal users in the metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword optimizes Doublade's bulk, particularly its special bulk, and allows Doublade to consistently wall threats for stall teams. Doublade can run a number of abilities from Unaware to Water Absorb, but none come with the same utility as Flash Fire, Levitate, and Regenerator.

Checks and Counters
===================


**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets.

**Bulky Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening a burn.

**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Swords Dance boosts, so most Unaware users that are not weak to Doublade's STAB moves, such as Skarmory, can defeat it 1v1 thanks to Doublade's lack of recovery.

**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one-on-one by alternating attacking and recovering. These walls include Hippowdon, Zapdos, and Mandibuzz.

**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all except Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.

**Knock Off Users**: Knock Off is not only super effective but also removes Doublade's Eviolite, which severely reduces its bulk for the remainder of the game.

**Strong Special Attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense.
 
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I know this is WIP and stuff but just want to point out that Doublade is a Ghost and thus can't be trapped by Magnet Pull. Also Pursuit should get a mention somewhere.
 
Mfw I put magnet pull, thanks fren
I'm reluctant to say pursuit weak yet because I've never seen anything use it commonly. It's really rare from my experience. I will be putting it in OO tho, idk if you meant that
 
Yeah I meant Doublade is a decent Pursuit user itself because it can come in on most priority users and weaken them for priority weak mons, and of course frailer Ghosts and Psychics switching out.
 
I feel like usage tips are a little bare so I might beef up later, but this is ready for QC
 
Overview:
  • "Checks most of the physical attackers in the tier" and "Very good physical bulk" can probably be merged into one.
  • +2 Shadow Sneak has a 93,8% chance of killing Victini after rocks, so I wouldn't say Victini can revenge Doublade if it lacks Flash Fire. Since only being revenged by one S rank mon without FF isn't as significant, it's probably better to remove this point altogether.
  • Mention how Doublade can spinblock.
Set:
  • Slash Shadow Claw before Iron Head, as it means Doublade can harm other Doublade far better, and gets perfect coverage with Sacred Sword.
  • Slash Gyro Ball after Iron Head.
  • Slash Regenerator before Levitate, as it is more viable in general.
  • Since Shadow Claw is now the main option and it hits Skarm harder than Sacred Sword does + hits Heatran for decent damage, just say Sacred Sword gives Doublade perfect coverage with Shadow Claw.
  • Replace "Iron Head is its main STAB attack" with "Shadow Claw is its main STAB attack"
  • Mention that Iron Head and Gyro Ball are optional STABs that hit harder than Shadow Claw, but don't get perfect coverage and leave Doublade open to opposing Doublade.
  • In Set Details, give the Regenerator description before the Levitate description for the above reasons.
Strategy:
  • Remove Gyro Ball and Shadow claw from OO since they've been moved to the main set.
  • Mention how with Flash Fire, Doublade can eliminate or heavily pressure Victini with Pursuit.

Good analysis, highlights Doublade's main strengths!

MUd3IdV.gif

QC 1/3
 
Last edited:
Implemented and ready for a second check
can I have your badge
 
Overview:
  • Doublade is rather easy to wall, so that point should be highlighted in the overview, not just Checks and Counters.
Set:
  • Gyro Ball is a lot stronger in most cases, so change the part where you explain how Iron Head gives Doublade extra power into "As Iron Head has more PP, as well as a fixed base power, it is more reliable than Gyro Ball. The latter particularly allows Doublade to defeat slow Fairy-types such as Sylveon."
  • Mention that Shadow Claw lets Doublade defeat bulky Pokemon such as Cresselia, Slowbro, and as you have already added, Doublade.
  • Doublade's ability to check attackers should be emphasised in Usage Tips; mention that it is able to check some of the most powerful attackers in the tier, including, but not limited to, Dragonite, Heracross, and Snorlax.
  • Unaware Pokemon isn't the only reason why you shouldn't use Swords Dance straightaway. Just change "Unaware Pokemon" to "checks such as Unaware Pokemon."
  • Also mention that setting hazards up and scouting the opposer's team before Swords Dance is advisable.

Other Options, Team Options, and Checks & Counters

  • A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword, optimises Doublade's bulk, particularly its Special Bulk, and allows Doublade to wall threats consistently on stall teams.
  • Rest should be mentioned in OO as an option on its Flash Fire and Levitate sets.
  • One of Mandibuzz's most commonly used abilities is Poison Heal, so it does mind taking Knock Off. Just replace Mandibuzz with something else and give Mandibuzz a special mention in Team Options; it has really great synergy with Doublade.
  • Hazards create a lot of pressure on the opponent's team. Mention that a hazard setter such as Hippowdon can augment Doublade's ability to pressure the opposer.
  • Mention Dark-types in C&C and explain how Doublade also threatens them with Sacred Sword.
Missing a few details, but it's a very good and accurate analysis!

V0AAj2E.gif

QC 2/3
 
Last edited:
Written and ready for #3, tagging aesf because only other person who can actually stamp this lol
 
Overview
  • Mention how unlike some walls, Doublade can maintain offensive pressure on more offensive teams.
  • Where you mention Doublade's typing and stats, possibly also mention that this makes it one of the best answers to priority spam in the metagame.
Set 1
  • Pursuit is such a huge part of Doublade's viability that I think it deserves more than OO; maybe slash it after Swords Dance and change the name of the set to something else.
  • In Set Details, note how flash fire/levitate sets can pursuit trap pokemon choice locked into fire/ground/fighting/normal/poison moves.
  • Move Iron Head to Other Options. It doesn't hit anything that +2 Shadow claw or gyro ball doesn't hit, and Sylveon is simply set up fodder.
  • If you don't choose to do that, there's just a minor oversight in Moves: "Iron Head is preferred due to its more reliable base power and higher BP".
  • In Usage Tips, note how burns from scald and will-o-wisp cripple doublade.
  • In Team Options, mention Heal Bell users to help get rid of burns more easily.
  • Maybe in team options note how Doublade can form an excellent Dragon/Fairy/Steel core with Goodra and Sylveon, with Goodra eating up most of the special attacks of the tier, and sylveon taking on mixed attackers and knock off as well as passing wishes. I feel like this core is common and effective enough to deserve mention.
OO and C&C
  • Other Options looks solid.
  • Add knock off to checks and counters, (I'll do the explanation for you) Knock Off is not only super effective, but also removes Doublade's eviolite, which severely reduces its bulk.
  • Add strong special attacks to checks and counters, you mentioned it in the analysis somewhere but forgot to include it here.
Great analysis overall that does justice to the pokemon that stole its signature move from the justice pokemon.

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QC 3/3
 
I have to say that I disagree with moving Iron Head to OO. Iron Head's higher PP and reliable BP warrant a slash in its main set. I know the option to not remove it is given, of course.
 
Implemented everything but not sending to GP until it's decided whether iron head+gyro ball should be slashed with shadow claw and whether pursuit should be slashed with swords dance
 
Imo just keep iron head, there's pretty much a 3/4 consent and if anything you can give it the benefit of the doubt
 
am check ^.^

Add / Fix (Capitalize)
Remove

(Comments)

[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the tier format (AAA isn't a tier) with its high physical bulk. Its excellent typing also gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves types, as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade also has the option of running can choose between (this makes it clear it can't have all three abilities at once) three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade,.(RC, AP) and It can even function as a late game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, severe weakness to Knock Off, somewhat mediocre Special Defense,(AC) and how easily it's walled by the metagame's most common defensive Pokemon, and stands out as one of the most consistent and threatening Pokemon in the metagame. (I checked the AAA VR and saw that this is true, but it's kind of fluff, mentioned in the first sentence, and grammatically makes things a little difficult.)

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: EVs: 248 HP / 252 Atk / 8 SpD

[SET COMMENTS]
Moves
========


Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon such as Skarmory that can take its unboosted attacks. Shadow Sneak helps patch up its Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and hit opposing Doublade as well as common Psychic-types such as Cresselia, as well as opposing Doublade, for more damage super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and hits a super effective hit on Fairy-types,(AC) super effectively but makes Doublade weaker to against bulky waters Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher base power versus fast offensive (you can probably keep "offensive" if you want) Pokemon, but Iron Head is preferred due to its more reliable base power and higher BPP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.

Set Details
========


Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. M Near-maximum (I don't think 248 EVs can be called maximum) HP investment combined with an Eviolite turn it Doublade into a defensive as well as offensive powerhouse as well as an offensive one, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defense defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful resistances immunities with it. Levitate gives it Doublade a Ground-type immunity, allowing it to counter Pokemon that use Earthquake (this could be changed to "Ground-type moves" to be more inclusive) to hit Steel-types,(AC) such as Metagross and Excadrill. (Comma is needed to clarify that "such as..." refers to EQ users and not Steel-types, especially considering both examples are Steel-type)

Usage Tips
========


Doublade can be used as a strong check to some of the most threatening Pokemon in the tier,(AC) and can as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability, such as Entei if Doublade's ability is Flash Fire. If using Flash Fire,(RC) Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker,(AC) and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold breaker. However, if lacking the appropriate ability, do not switch Doublade into Fire- and Ground-types. Doublade can be switched into nearly every Physical attacker lacking a super effective STAB attack in the tier metagame as a strong check, but be careful about getting letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's lower (a bit more specific this way, because even with a base stat of 149 it'd technically be lower) Special Defense. Also be wary of special attackers with tinted lens, which can OHKO Doublade even with resisted hits,(AC) such as Draco Meteor Kyurem's Draco Meteor (should this be Kyurem-Black?). Do not automatically set up Swords Dances versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. Scouting out opposing abilities to check for Unaware users and setting entry hazards to weaken teams first is advisable. It is advised to scout for Unaware users and set entry hazards to weaken opposing teams before setting up. If using Regenerator, frequently switch Doublade out to recover frequently. Beware of allowing Doublade to get too low on health, as even with the Regenerator health boost it can still stay too low to switch into strong physical attackers. (This was explained earlier) If running Pursuit, Doublade should use it when faced with opponents choice locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also Pursuit Pokemon choice locked into Fire-type moves if running Flash Fire and Ground-type moves if running levitate.

Team Options
========

Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are advised recommended ("advised" sounds like the Heal Bell users are being told what to do) to keep Doublade status free. Dark-type resists that don't mind taking Knock Offs,(AC) such as Regenerator Diancie and Conkeldurr,(AC) (not sure if Regen Conk is a thing in AAA, if it isn't switch the order of these two to clarify that "Regenerator" doesn't modify "Conkeldurr") help patch up Doublade's Dark weakness. Pokemon with the abilities Flash Fire or Primordial Sea,(AC) such as Ferrothorn and Suicune,(AC) are needed to give non-Flash Fire variants of Doublade a teammate to take Fire-type attacks for Doublade. Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky waters,(AC) such as Desolate Land Victini and Shaymin-Sky,(AC) (Same as with Regenerator, make sure to switch these if Desolate Land Shaymin-Sky isn't the intended meaning here) make good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground,(AC) while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive core backbone (avoids repeating "core").

[STRATEGY COMMENTS]
Other Options
=============


Pursuit is a good option to trap all of the dark weak Pokemon weak to Dark-type moves in the tier metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams,(AC) but it sacrifices offensive presence and can be worthless due to the high amount of poison-immunities Poison-immune Pokemon and Poison Heal users in the tier metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword,(RC) optimizes Doublade's bulk, particularly its Special Bulk, and allows Doublade to consistently wall threats on for stall teams. Doublade can run any number of abilities from Unaware to Water Absorb, however none come with the same utility as Flash Fire, Levitate and Regenerator.

Checks and Counters
===================


**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets unless they are running Mold Breaker.

**Bulky Waters Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening Doublade with a burn.

**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Attack boosts from Swords Dance boosts, so most Unaware users not weak to Doublade's STAB moves,(AC) such as Skarmory,(AC) can defeat it 1v1 thanks to Doublade's lack of recovery.

**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one on one by alternating attacking and recovering. These walls include Hippowdon, Zapdos,(AC) and Mandibuzz.

**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all save Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.(Add period)

**Knock Off users**: Knock Off is not only super effective, but also removes Doublade's eviolite, which severely reduces its bulk for the remainder of the game.(Add period)

**Strong special attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense. (To whomever goes over this am check, I think this sentence is incorrect around the "from" clause, but I don't know how to fix it without destroying the nuance of that phrase)
 
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Oh yeah forgot to implement saying I put this in so am checker can take a look. And it's not meant to be Kyurem-Black, regular Kyurem is intentional.
 
Hey Megazard Z I found a couple errors in your implementation as well as a couple extra changes I missed the first time, so I went ahead and did a mini check. Same color coding as last time.

[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the format with its high physical bulk. Its excellent typing gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade can choose between three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade. It can even function as a late game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, severe weakness to Knock Off, somewhat mediocre Special Defense, and how easily it's walled by the metagame's most common defensive Pokemon.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: EVs: 248 HP / 252 Atk / 8 SpD

[SET COMMENTS]
Moves
========


Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon such as Skarmory that can take its unboosted attacks. Shadow Sneak helps patch up Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and opposing Doublade as well as common Psychic-types such as Cresselia super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and a super effective hit on Fairy-types, but makes Doublade weaker against bulky Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher base power versus fast Pokemon, but Iron Head is preferred due to its more reliable base power and higher PP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.

Set Details
========


Near-m Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. M Near-maximum HP investment combined with an Eviolite turn Doublade into a defensive as well as offensive powerhouse, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful immunities with it. Levitate gives Doublade a Ground-type immunity, allowing it to counter Pokemon that use Ground-type moves to hit Steel-types, such as Metagross and Excadrill.

Usage Tips
========


Doublade can be used as a strong check to some of the most threatening Pokemon in the format, as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability. Flash Fire Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker, and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold breaker. However, if lacking the appropriate ability, do not switch Doublade into Fire- and Ground-types. Doublade can be switched into nearly every Physical attacker lacking a super effective STAB attack in the metagame, but be careful about letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's low Special Defense. Also be wary of special attackers with tinted lens, which can OHKO Doublade even with resisted hits, such as Draco Meteor Kyurem, which can OHKO Doublade even with resisted hits. Do not automatically set up Swords Dance versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. It is advised to scout for Unaware users and set entry hazards to weaken opposing teams before setting up. If using Regenerator, frequently switch Doublade out to recover. If running Pursuit, Doublade should use it when faced with opponents choice locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also Pursuit Pokemon choice locked into Fire-type moves if running Flash Fire and Ground-type moves if running levitate.

Team Options
========

Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are recommended to keep Doublade status free. Dark-type resists that don't mind taking Knock Offs, such as Conkeldurr and Regenerator Diancie, help patch up Doublade's Dark weakness. Pokemon with the abilities Flash Fire or Primordial Sea, such as Ferrothorn and Suicune, are needed to give non-Flash Fire variants of Doublade a teammate to take Fire-type attacks for Doublade. Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky waters Water-types, such as Shaymin-Sky and Desolate Land Victini,(AC) make good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground, while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive backbone.

[STRATEGY COMMENTS]
Other Options
=============


Pursuit is a good option to trap all of the Pokemon weak to Dark-type attacks in the metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams, but it sacrifices offensive presence and can be worthless due to the high amount of Poison-immune Pokemon and Poison Heal users in the metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword optimizes Doublade's bulk, particularly its Special Bulk, and allows Doublade to consistently wall threats for stall teams. Doublade can run any number of abilities from Unaware to Water Absorb, however none come with the same utility as Flash Fire, Levitate and Regenerator.

Checks and Counters
===================


**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets.

**Bulky Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening a burn.

**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Swords Dance boosts, so most Unaware users not weak to Doublade's STAB moves, such as Skarmory, can defeat it 1v1 thanks to Doublade's lack of recovery.

**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one on one by alternating attacking and recovering. These walls include Hippowdon, Zapdos, and Mandibuzz.

**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all save Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.

**Knock Off users**: Knock Off is not only super effective, but also removes Doublade's eviolite, which severely reduces its bulk for the remainder of the game.

**Strong special attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense.
 
nice work LeoLancaster :)

GP 1/2
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[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the format with its high physical bulk. Its excellent typing gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade can choose between three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade. It can even function as a late-game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, its severe weakness to Knock Off, its somewhat mediocre Special Defense, and how easily it's walled by the metagame's most common defensive Pokemon. (the "its" are necessary for parallelism; otherwise the last item in the list is equivalent to "Doublade is only held back by its how easily it's walled...". an alternate fix is to keep it as is but change "how easily it's walled by..." to "inability to do anything to...". tag me if you're confused!)

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: EVs: 248 HP / 252 Atk / 8 SpD

[SET COMMENTS]
Moves
========

Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon such as Skarmory that can take its unboosted attacks, such as Skarmory. Shadow Sneak helps patch up Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and opposing Doublade as well as common Psychic-types such as Cresselia super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and a super effective hit on Fairy-types, but it makes Doublade weaker against bulky Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher Base Power versus fast Pokemon, but Iron Head is preferred due to its more reliable Base Power and higher PP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.

Set Details
========

Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. Near-maximum HP investment combined with an Eviolite turns Doublade into a defensive as well as offensive powerhouse, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful immunities with it. Levitate gives Doublade a Ground-type immunity, allowing it to counter Pokemon that use Ground-type moves to hit Steel-types, such as Metagross and Excadrill.

Usage Tips
========

Doublade can be used as a strong check to some of the most threatening Pokemon in the format, as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability. Flash Fire Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker, and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold Breaker. However, if Doublade lacks lacking the appropriate ability, (dangling modifier) do not switch Doublade it into Fire- and Ground-types. Doublade can be switched into nearly every physical attacker lacking a super effective STAB attack in the metagame, but be careful about letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's low Special Defense. Also be wary of special attackers with Tinted Lens, such as Draco Meteor Kyurem, which can OHKO Doublade even with resisted hits. Do not automatically set up Swords Dance versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. It is advised to scout for Unaware users and set entry hazards to weaken opposing teams before setting up. If using running Regenerator, frequently switch Doublade out to recover. If running Pursuit, Doublade should use it when faced with opponents choice foes Choice-locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also Pursuit Pokemon Choice-locked into Fire-type moves if running Flash Fire and Ground-type moves if running Levitate.

Team Options
========

Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are recommended to keep Doublade status-free. Pokemon that resist Dark-type resists that and don't mind taking Knock Offs, such as Conkeldurr and Regenerator Diancie, help patch up Doublade's Dark weakness. Pokemon with the abilities ability Flash Fire or Primordial Sea, such as Ferrothorn and Suicune, are needed to give non-Flash Fire variants of Doublade a teammate to take Fire-type attacks. (fix the size here; most easily done through BBCode but if you're unfamiliar with it just hit "reply" on my post and copy/paste) Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky Water-types, such as Shaymin-Sky and Desolate Land Victini, make good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground, while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive backbone.

[STRATEGY COMMENTS]
Other Options
=============

Pursuit is a good option to trap all of the Pokemon weak to Dark-type attacks in the metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams, but it sacrifices offensive presence and can be worthless due to the high amount of Poison-immune Pokemon and Poison Heal users in the metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword optimizes Doublade's bulk, particularly its special bulk, and allows Doublade to consistently wall threats for stall teams. Doublade can run any number of abilities from Unaware to Water Absorb, however but none comes with the same utility as Flash Fire, Levitate and Regenerator.

Checks and Counters
===================

**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets.

**Bulky Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening a burn.

**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Swords Dance boosts, so most Unaware users not weak to Doublade's STAB moves, such as Skarmory, can defeat it 1v1 thanks to Doublade's lack of recovery.

**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one-on-one by alternating attacking and recovering. These walls include Hippowdon, Zapdos, and Mandibuzz.

**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all save Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.

**Knock Off Users**: Knock Off is not only super effective, (remove comma) but also removes Doublade's Eviolite, which severely reduces its bulk for the remainder of the game.

**Strong Special Attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense.
 
add/correct remove comments
[OVERVIEW]
Doublade is a staple in the Almost Any Ability metagame, standing out as one of the best checks to nearly every physical attacker in the format with its high physical bulk. Its excellent typing gives it a wide range of resistances and immunities, including to Flying-, Fairy-, and Ice-type moves, making it resist all three common types of priority moves as well as allowing it to spinblock with its immunity to Normal-type moves. Doublade can choose between three excellent abilities in Flash Fire, Regenerator, and Levitate, all of which change the way opposing teams are forced to deal with Doublade. It can even function as a late-game sweeper with Swords Dance, making it far less passive than most other walls. Doublade is only held back by its lack of recovery, its severe weakness to Knock Off, its somewhat mediocre Special Defense, and how easily it's walled by the metagame's most common defensive Pokemon.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak
move 3: Shadow Claw / Iron Head / Gyro Ball
move 4: Sacred Sword
item: Eviolite
ability: Flash Fire / Regenerator / Levitate
nature: Adamant
evs: 248 HP / 252 Atk / 8 SpD

[SET COMMENTS]
Moves
========


Swords Dance gives Doublade increased offensive presence and prevents it from being total setup fodder for Pokemon that can take its unboosted attacks, such as Skarmory. Shadow Sneak helps patch up Doublade's poor Speed by giving it a priority move. Shadow Claw is the preferred main STAB attack to hit most walls in the metagame neutrally and opposing Doublade as well as common Psychic-types such as Cresselia super effectively. However, Iron Head is an alternate STAB move that gives Doublade a little extra power over Shadow Claw and a super effective hit on Fairy-types, but it makes Doublade weaker against bulky Water-types and opposing Doublade. Gyro Ball can be used over Iron Head for a higher Base Power versus fast Pokemon, but Iron Head is preferred due to its more reliable Base Power and higher PP, which allow Doublade to more consistently hit slower threats such as Sylveon. Sacred Sword gives Doublade perfect neutral coverage with Shadow Claw and allows it to more easily beat threats such as Snorlax.

Set Details
========


Maximum Attack investment and an Adamant nature increase Doublade's offensive presence and allow it to more easily sweep opposing teams after a Swords Dance. Near-maximum HP investment combined with an Eviolite turns Doublade into a defensive as well as offensive powerhouse, and the final 8 Special Defense EVs are used to make Doublade slightly bulkier in its lower defensive stat. Flash Fire gives it an immunity to its most common weakness, Fire, and can help it lure and cripple Fire-types such as Victini. Regenerator helps fix Doublade's lack of recovery, although it is forced to switch out to heal and doesn't get any useful immunities with it. Levitate allows gives Doublade a Ground-type immunity, allowing it to counter Pokemon that use Ground-type moves to hit Steel-types, such as Metagross and Excadrill.

Usage Tips
========


Doublade can be used as a strong check to some of the most threatening Pokemon in the format, as it consistently defeats threats such as Heracross and Snorlax while also beating out a wider variety of threats depending upon its ability. Flash Fire Doublade can be used as a switch-in for Fire-type attackers without Mold Breaker, and Levitate Doublade can be used as a switch-in for Ground-type attackers without Mold Breaker. However, if Doublade lacks the appropriate ability, do not switch it into Fire- and Ground-types. Doublade can be switched into nearly every physical attacker that lacks lacking a super effective STAB attack in the metagame, but be careful about letting it get worn down through constant switches into strong attackers. Keep Doublade away from strong special attackers, as even resisted hits do significant damage thanks to Doublade's low Special Defense. Also, [ac] be wary of special attackers with Tinted Lens, such as Draco Meteor Kyurem, which can OHKO Doublade even with resisted hits. Do not automatically set up Swords Dance versus teams with checks such as Unaware Pokemon, as Doublade will be forced to switch out anyway and the boosts will be useless. It is advised to scout for Unaware users and set up entry hazards to weaken opposing teams before setting up. If running Regenerator, frequently switch Doublade out to recover. If running Pursuit, Doublade should use it when faced with foes that are Choice-locked into a Normal-, Fighting-, or Poison-type move or otherwise unable to do any significant damage to Doublade. Doublade can also use Pursuit on Pokemon that are Choice-locked into Fire-type moves if running Flash Fire and Ground-type moves if running [add space] Levitate.

Team Options
========

Doublade fits best on bulky offense and stall teams that need a good check to physical attackers and Gale Wings users. Wish passers such as Vaporeon are essential for keeping Doublade healthy throughout longer games, and Heal Bell users are recommended to keep Doublade status-free. Pokemon that resist Dark and don't mind taking Knock Offs, such as Conkeldurr and Regenerator Diancie, help patch up Doublade's Dark weakness. Pokemon with the ability Flash Fire or Primordial Sea, such as Ferrothorn and Suicune, are needed so that to give non-Flash Fire variants of Doublade have a teammate that can to take Fire-type attacks. [add space] Similarly, Levitate or Flying-type Pokemon are important to take Ground-type moves for non-Levitate variants of Doublade. Pokemon that can take on bulky Water-types, such as Shaymin-Sky and Desolate Land Victini, make for good teammates for Doublade, as they can break past its most reliable counters such as Suicune and Vaporeon. Strong special attackers such as Manaphy and Gengar can also help take on physical walls that normally invalidate Doublade such as Hippowdon. Mandibuzz has excellent synergy with Doublade, as it resists Dark and Ghost and is immune to Ground, while Doublade can take Rock- and Fairy-type attacks aimed at Mandibuzz. Due to the amount of switches Doublade can force, entry hazard setters such as Hippowdon should be used in conjunction with Doublade to rack up residual damage on opposing teams. Goodra and Sylveon can form the potent Dragon / Fairy / Steel core with Doublade, resisting most types in the game for a strong defensive backbone.

[STRATEGY COMMENTS]
Other Options
=============


Pursuit is a good option to trap all of the Pokemon weak to Dark-type attacks in the metagame and get chip damage on Pokemon Doublade forces out. It also allows Doublade to trap and eliminate Victini if running Flash Fire. Toxic can be run over Swords Dance to whittle away at opposing teams, but it sacrifices offensive presence and can be worthless due to the high amount of Poison-immune Pokemon and Poison Heal users in the metagame. A spread of 240 HP / 16 Def / 252 SpD with an Impish nature and a set of Toxic / Shadow Claw / Iron Head / Sacred Sword optimizes Doublade's bulk, particularly its special bulk, and allows Doublade to consistently wall threats for stall teams. Doublade can run a number of abilities from Unaware to Water Absorb, but none come comes with the same utility as Flash Fire, Levitate, [ac] and Regenerator.

Checks and Counters
===================


**Fire- and Ground-types**: Depending on which ability Doublade has, Fire- and Ground-types can threaten Doublade with their super effective STAB moves. However, unless they are running Mold Breaker, Fire-types cannot use their super effective STAB moves on Flash Fire sets and Ground-types lose to Levitate sets.

**Bulky Water-types**: Bulky Water-types such as Suicune and Vaporeon take little from any of Doublade's attacks and can do significant damage with Scald while simultaneously threatening a burn.

**Unaware Users**: Walls with Unaware take the same damage from Doublade regardless of Swords Dance boosts, so most Unaware users that are not weak to Doublade's STAB moves, such as Skarmory, can defeat it 1v1 thanks to Doublade's lack of recovery.

**Physical Walls**: Most physical walls that aren't hit super effectively by any of Doublade's moves are able to beat it one-on-one by alternating attacking and recovering. These walls include Hippowdon, Zapdos, and Mandibuzz.

**Dark-types**: Common Dark-types such as Pangoro and Tyranitar take little from Doublade's Ghost-type moves and can threaten it out with their super effective STAB moves. However, they have to fear being hit by Sacred Sword on the switch in, and all save except Mandibuzz take significant damage from Iron Head variants, while Doublade can normally survive one hit with its high physical bulk.

**Knock Off Users**: Knock Off is not only super effective but also removes Doublade's Eviolite, which severely reduces its bulk for the remainder of the game.

**Strong Special Attackers**: Nearly every strong special attacker without an entirely resisted moveset from Mew to Latios can 2HKO Doublade thanks to its far lower Special Defense.
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