BW UU Threat List [GP Approved 2/2]


two, but one.
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@elDino: Celebi was done before I posted up Rotom-H.

Perhaps you didn't realize that I updated my original post because I didn't want to post twice in a short interval.
It's there so you could update the OP and include Celebi, too.

EDIT: still, for your convenience:

Typing: Grass / Psychic
Base Stats: 100 HP /100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Natural Cure

Celebi vies for the title of premier grass type of UU. With its balanced Base-100 stats and good movepool, it’s easy to see why Celebi is so versatile. Defensively, its typing provides a unique resistance palette, resisting common attacking types such as Ground, Water, Electric, and Fighting. With a reliable recovery in Recover, Celebi can be a hard nut to crack. With its great ability Natural Cure, it effortlessly checks bulky Water-types such as Suicune, Milotic, or Slowbro. Its massive support movepool include Stealth Rock, Thunder Wave, Leech Seed, Trick, Baton Pass, Heal Bell, and Perish Song. As if that were not enough, it also has access to three notable boosting moves—Swords Dance, Nasty Plot, and Calm Mind—and can sweep for itself. However, as with all versatile Pokémon, Celebi suffers from a severe four-moveslot syndrome. Offensive sets often lack coverage due to Celebi’s poor STAB options. Although nothing really likes to switch on defensive set because of the threat of Thunder Wave or Leech Seed, Celebi’s staggering seven weaknesses—largest number of weaknesses tying with Abomasnow—prevent it from being a top-tier defensive Pokémon. Omnipresent Chansey, Staraptor, and Yanmega easily deal with Celebi, which really puts a damper on its usefulness. Still, Celebi can surprise just about any team with absurd versatility; ignore at your own risk.
Can I reserve Charizard and Zoroark? Thanks :)

EDIT: Charizard Analysis

Typing: Fire / Flying
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
Abilities: Blaze / Solar Power

Charizard has always been a fan favorite since its premiere in Gen I, but it was cast into the Never Used tier for most of Gen IV. The standard set in Gen IV was a rather novelty BellyZard set, in which Charizard would use a combination of Salac Berry, Blaze, Belly Drum, Substitute, Fire Punch, to set up a monster with +6 Attack,+1 Speed, and a Blaze boost that could sweep teams. One should note that Fire Punch is a Gen IV move tutor move. This set can still be run effectively in Gen V, but is checked somewhat by the widespread use of priority moves: Charizard resists Mach Punch from Hitmontop, but doesn’t have the physical bulk to take hits well, and loses to priority. Its new toy in Gen V is the ability Solar Power, which increases its Special Attack by 50% in exchange for 1/8 of its HP every turn in intense sunlight. With moves like Flamethrower, which is STABed and boosted by sunlight, Dragon Pulse, Focus Blast, Air Slash, and SolarBeam, it can abuse its buffed Special Attack with Choice Specs or Scarf, but needs to rely on sunlight support from Vulpix to be run effectively. Charizard also has a crippling 4x weakness to Stealth Rock, so Rapid Spin support is a necessity. It is checked by the omnipresence of Water-types like Slowbro, Milotic, and Suicune, and loses its Solar Power boost when Hippopotas or Snover is out. However, in sunlight with Solar Power, or when given the chance to properly set up a Belly Drum, Charizard is a huge threat that can sweep teams.


Deal With It.
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I'd prefer if you'd only reserve one for now, I've edited in that you've reserved Charizard.
@ Amarillo, please, please, please VM me when one of these is completed! It's very difficult for me to know whether or not you have updated your post. Thanks.

@Woodchuck, please don't post GP checks. The reason being, that at the end, I will go through all the entries myself, touch them up, and ones that aren't up to standard at all will be re-issued to people that I feel can handle them better. Only after the whole article is done do I want GP checks.

Will update soon.

EDIT: Updated.


Deal With It.
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Ryanor, I would prefer if you could refrain from reserving another Pokemon due to your lack of English and knowledge. In you signature, you even state this!
Sorry about that.

On another note, updated.


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Reserving Hippopotas and Jolteon.

I promise to leave a VM this time around xD

Typing: Ground
Stats: 68 HP / 72 Atk / 78 Def / 38 SpA / 42 SpD / 32 Spe
Ability: Sand Stream / Sand Force

Hippopotas returns to Gen 5 UU keeping its title as the only Pokémon with access to Sand Stream allowed in the tier. Bygone are the days when Hippopotas set up sandstorm and Stealth Rock, and fainted without doing much else. Thanks to the advent of Eviolite, its poor defenses turn into something useful. Its increased staying power means it can use its support movepool such as Steath Rock, Roar, or Yawn much more effectively. Its biggest asset remains its permanent sandstorm. Sand Throw Stoutland can use sandstorm to double its speed, while Cradily or Rhyperior can become surprisingly bulky thanks to the x1.5 Special Defence boost given to Rock-type Pokémon. Hippopotas is sadly not the only auto weather inducer of UU; Abomasnow has fallen to UU thanks to Drizzle Politoed and Drought Ninetales. As a result, it might be necessary to keep Hippopotas alive until the end of the match. Considering that it has no offensive capability, this can be a burdensome task. Its Base 72 Attack is high for a NFE, but it will not be able to hurt anything unless Earthquake is Super-effective. Also, its special defense is rather subpar even with the help of Eviolite, so a Special Grass-type or a Water-type move can eliminate Hippopotas without fail. Still, it is a strong supportive threat, and Hippopotas can indirectly defeat teams with its sandstorm.


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Sorry for taking so long, but I've finished

Typing: Electric
Stats: 85 HP / 115 Atk / 80 Def / 105 SpA / 80 SpD / 50 Spe
Ability: Levitate

Eelektross is one of the more unique Electric types introduced in Gen 5. It's Electric typing and Levitate ability grants it with no weaknesses, 3 resistances, and 1 immunity. 85 HP, 80 Def, 80 SpD gives it decent bulk and means that it won't roll over and die from any attack, while 115 Atk and 105 SpA means it can deal considerable damage when it needs to. Unlike it's fellow Electric types Eelektross has been blessed with a diverse movepool and is capable of utilizing various moves such as Acid Spray, Flamethrower, Dragon Claw, Coil, Volt Switch, Grass Knot, U-turn, Crunch etc. With a diverse movepool and above average attacking stats it's capable of being a Special , Physical, or Mixed attacker. Even Chansey should be slighty worried when dealing with the Special set as Eelektross can use Acid Spray to reduce it's targets SpD by two stages which mean Chansey will be taking extra damage over time. When playing with the special set, it's best to use the aforementioned Acid Spray to weaken Eelektross's counter and then fire away with ThunderBolt, Flamethrower, Grass Knot, or HiddenPower Ice to deal massive damage. Coil is a very interesting move and takes advantage of Eeletross's bulk and higher Attack stat. Coil raises Atk, Def and Accuracy which makes Eelektross very bulky after heavy SpD investment and the attack boosts allows it to fight back, and it can also carry Dragon Tail to eject it's primary check. Eelektross's greatest downfall is his lackluster Base 50 speed which ties with other pokemon such as Azumarill, Weezing, Clefable, Chansey etc. His low speed puts it at somewhat of a disadvantage because it has a chance to be set up on or KOed before accomplishing much. Despite being threatened by Acid Spray, Chansey still remains as a annoying wall in Eelektross path as it can cripple the electric eel with Toxic or ThunderWave, however Chansey struggles against the Coil set when Eelektross is safe behind a substitute. It may be overshadowed by Rotom and Jolteon, but Eelektross should never be underestimated as his versatility and 0 weaknesses makes it a very underrated threat in UU.

Typing: Ghost
Base Stats: 45 HP / 100 Atk / 135 Def / 60 SpA / 135 SpD / 45 Spe
Abilities: Pressure

Dusknoir hails from 4th gen as one of the bulkiest Ghost types that can be offered. His well rounded Defenses means that he'll be sticking around for quite a while, and 100 attack means he's no pushover when it comes to fighting back. His most infamous role in Gen 4 was playing the bulky spin blocker and physical wall, and he still holds the performs the same this time around. He has access to all sorts of migraine inducing attacks such as Will-O-Wisp, Disable, Confuse Ray, Pain Split, Destiny Bond, and Curse to name a few. Unfortunately he is slightly over shadowed by his younger brother Dusclops who can take advantage of Eviolite to boost his defenses and ultimately become more bulky than Dusknoir, but Dusknoir is able to hold onto his Leftovers which will allow him to keep his health up slighty higher which allows him to hold up better against physical threats such as Heracross, Staraptor, etc. Apart from being a stubborn physical wall he can be a team player with access to Trick Room and Gravity, and his low speed makes him a good candidate for the former while the latter grants him near perfect accuracy for Will-o-Wisp. Dusknoir also holds a decent physical movepool consisting of attacks like: Shadow Sneak, Shadow Punch, Return, EarthQuake, Fire Punch, Ice Punch, Thunder Punch, Focus Punch etc, however he is outclassed by Golurk in the physical attacking department. Dusknoir must be wary of his fellow Ghost types as most of them outspeed him and can hurt him badly with their stab attacks and Dark types the same. Chansey is a good partner for Dusknoir as she can handle most Ghost and Dark types who target Dusknoir's often weaker Special Defense and Dusknoir is immune to Fighting attacks. Despite controversial statements on Dusknoir being the most pointless evolution, he is a fantastic wall and is a fine fit to any team that is considering a bulky Ghost type.
Snorlax, Flygon, Rotom-C, Deoxys-D, and Mismagius have been reserved for over a week. How much time do you get to do your analysis?

Typing: Dark / Steel
Base Stats: 65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Abilities: Inner Focus / Defiant / Pressure (unreleased)

Bisharp is a rather interesting pokemon brought on by the Gen V. His most noticeable feature is his unique Dark / Steel typing, which gives him 8 resistances and 2 imunities. However, this typing gives him 2x weaknesses to common ground and fire type attacks as well as a 4x weakness to fighting type attacks. Unfortunately for him, his resistances are much less common as his weaknesses. On top of that, he takes considerable damage from STAB neutral special attacks due to his low HP and SpD. All of this keeps him from being a top tier threat. However, this does not make Bisharp a bad pokemon, as he has good movepool in both the support and physical departments. He can boost his attack and speed through Swords Dance and Rock Polish respectively. He also has access to one of the most powerful priority attacks of any Pokemon in Sucker Punch; it hits harder than Arceus' ExtremeSpeed. Unfortunately, the opponent has to select a damaging move for it to work, but this can be remedied with either Substitute or Taunt. He also gets a lot of coverage moves including Brick Break which he can use for coverage resisted only by Heracross in UU. These qualities make for an incredibly deadly Sub-boosting sweeper. He can also play the role of a physically bulky status inducer and spread paralysis to the other team via Thunder Wave, while still bringing the pain with physical attacks coming off a base 125 attack stat, which is huge by UU standards. The best item for Bisharp is Leftovers as it keeps him healthier on Substitute + Swords Dance sets and Thunder Wave sets, but Life Orb is a fine option on a Rock Polish set. His better ability, Defiant, gives a Swords Dance boost every time a stat is lowered. While no one will be purposely be lowering their opponent's stat, it can be detrimental to the opponent if a secondary effect lowers a stat or Intimidate takes effect (though the only intimidate user of particular use in UU is Staraptor). Fighting types like Heracross, Hitmontop and Cobalion are make solid counters. Despite it's downsides, Bisharp is a serious threat that should be accounted for, as he can tear through an unprepared team with ease.

Hope this turned out alright. Thanks


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Typing: Electric
Stats: 65 HP / 65 Atk / 60 Def / 110 SpA / 95 SpD / 130 Spe
Ability: Volt Absorb / Quick Feet

Jolteon is one of the fastest threats with 130 Speed and immunity to Thunder Wave. With Choice Specs boosted Thunderbolt, Jolteon can clean up late game with ease while outspeeding all but scarfers. Life Orb Set with Substitute can also pose much threat to any team that doesn’t have a reliable special sponge and instead depends on a Ground-type to check Jolteon. Quick Feet, while providing a largely unnecessary boost to Jolteon’s speed, can help Jolteon single-handedly murder Hyper Offense. As Jolteon has amazinig speed, it can also utilize an effective Baton Pass set, passing either a Substitute or an Agility boost to a desired target. However, the shallow movepool that comes with being an Eeveelution is a big flaw of Jolteon. It relies on Hidden Power for coverage, and Ground-types such as Quagsire or Flygon can wall Jolteon depending on the Hidden Power. Chansey and Snorlax also act as hard counters regardless of the set, which is a big downside. Jolteon requires team support to overcome those special walls, let it be a Spikes user to wear them down, or a tickle Wobbuffet paired with a Pursuit user. Only after removing the pink blob does Jolteon get a chance to shine—even then, frailty befitting a speed demon does not help its cause. If it isn’t going down in two hits, it’s going down in one. Still, Jolteon with right support can be devastating to any team.

EDIT: now reserving Wobbuffet. Really, this is pretty fun writing this stuff.
Wow, it's been over two days since I've submitted one of these. It's good to see that this is getting so much interest and that so many new people are writing submissions. Anyway, here's HeraB0SS. Milotic should come sometime tomorrow.

Typing: Bug / Fighting
Stats: 80 HP / 125 Atk / 75 Def / 40 SpA / 95 SpD / 85 Spe
Ability: Guts / Swarm / Moxie (Unreleased)

Throughout RSE and much of DPPt, Heracross was one of the best Pokemon in the game. Since its glory days, Heracross has fallen to UU, but is by no means a Pokemon that should be taken lightly. Its excellent Attack stat and access to STAB moves with high Base Power lend themselves well to sets utilizing Choice items, and its decent Speed stat makes either Choice Band or Choice Scarf an outstanding option, since Heracross is fast enough to effectively take advantage of the Speed boost from a Choice Scarf while still being fairly fast without it. With access to two solid boosting moves in Swords Dance and Bulk Up, as well as a great ability in Guts, Heracross can even play the role of a sweeper, relying on its decent Speed stat, powerful STABS, Guts, and massive Attack stat to perform as an all-out offensive sweeper abusing Guts with a Flame Orb or Toxic Orb, or using its decent defenses and typing to set up with Bulk Up for a more defensive attempt at a sweep. However, Heracross’s enormous power does come with a price: its STAB attacks are easily walled, and despite reasonable defenses its survivability is limited because the Choice sets will switch often and Heracross is vulnerable to all forms of entry hazards, while sets using Toxic Orb or Flame Orb are worn down by the status their held items inflict. Despite these drawbacks, Heracross is dangerous enough when used well to keep it in OU for almost the entirety of three Generations.

Note: slight wording change in Heracross's entry. I forgot something earlier.

As promised, here is Milotic.

Typing: Water
Stats: 95 HP / 60 Atk / 79 Def / 100 SpA / 125 SpD / 81 Spe
Ability: Marvel Scale / Cute Charm

In a tier with no shortage of bulky Water-type Pokemon, each with their own advantages and disadvantages, Milotic proves itself to be one of the most popular choices, thanks to its excellent stat spread and movepool. Milotic has top-notch defenses, especially when coupled with an impressive ability in Marvel Scale, which boosts Milotic’s Defense when it is afflicted with a status condition. As if these advantages were insufficient, Milotic also has access to an instant recovery move, solid STAB and coverage options, and an outstanding support movepool, which includes moves such as Haze, Toxic, and Dragon Tail. Milotic’s impressive bulk and support options lend themselves well to either Physically or Specially Defensive sets, while its solid Special Attack stat and decent Speed stat mean that Milotic can even run a viable offensive set, although other Pokemon generally outclass it at this role. Milotic does, however, possess a few drawbacks. It is a prime target for Grass-type Pokemon, and powerful Electric-type sweepers can easily set up on it or force it out. Roserade is of particular note, as is Raikou, since Roserade can set up Spikes and Toxic Spikes, neither of which Milotic enjoys, although it can take advantage of a single layer of Toxic Spikes to activate Marvel Scale. Raikou, on the other hand, can simply set up on it with Calm Mind. Milotic’s many advantages make it one of the most popular Pokemon in UU, and, as such, it is a threat all teams should prepare for.

Pending approval of these two, I'd like to reserve Donphan and Slowbro.


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I'll finish these tonight!

Typing: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Abilities: Pressure

After wasting away last generation as one of the least popular Uber Pokemon, Deoxys-D has now been set loose on UU. With astronomical defenses and unusually high Speed for a wall, Deoxys-D is almost impossible to defeat without powerful super effective STAB attacks. What truly sets Deoxys-D apart, however, is its excellent array of support moves that put other defensive behemoths such as Cresselia and Suicune to shame. It can set up Spikes and Stealth Rock extremely easily thanks to its combination of bulk and Speed, while Taunt shuts down opposing walls and prevents offensive Pokemon from setting up. Recover makes wearing Deoxys-D down with repeated assaults a futile endeavor, and Magic Coat allows it to protect itself from status. Its low HP prevents it from being truly unbreakable (Choice Band Heracross OHKOes even the most defensive variants with Megahorn), and it doesn't pose much of an offensive threat, but Deoxys-D is undoubtedly one of the best supporting Pokemon in UU.

Typing: Ghost
Base Stats: 60 HP / 60 Atk / 60 Def / 105 SpA / 105 SpD / 105 Spe
Abilities: Levitate

Mismagius is back, and once again it's UU's top offensive Ghost-type. Base 105 Speed remains ahead of the curve in UU, and Mismagius has everything it needs to be a fearsome threat. It can set up with Nasty Plot or Calm Mind, especially against defensive Pokemon that rely on Seismic Toss to do damage, while protecting itself from status with Substitute or Taunt. Since it outspeeds most of the metagame's top threats, Choice sets are also very effective offensively, and Trick allows Mismagius to completely cripple an opponent's special wall. Mismagius can even take on a defensive role with moves such as Taunt, Will-O-Wisp, Pain Split, and Destiny Bond to expertly disrupt an opposing team's strategy. Mismagius's one major fault is its physical frailty, which makes it very vulnerable to Pursuit. It may not be as pervasive as it once was, but don't doubt for a second that Mismagius can still wipe out any team that doesn't prepare for it.


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Typing: Psychic
Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Ability: Shadow Tag / Telepathy (unreleased ?)

Oh no, It’s Wobbuffet! Though it fell from Ubers, Wobbuffet is still by no means a pushover. It has a shallow movepool of whopping 8 moves, but those are all the moves it needs to abuse its magnificent ability, Shadow Tag. The combination of Counter and Mirror Coat means that Choice Scarf users are effortlessly trapped and killed. If Encore locks the opponent into an attacking move, it will proceed to use Counter or Mirror Coat for an easy KO. If Encore locks the opponent into a non-attacking move, it can switch out to a set-up sweeper for a free boost. Wobbuffet can also be EVed to outspeed common walls and Encore away a recovery move from walls, leaving them without a way to regain HP. As if that was not enough, it can use Tickle to lower the target’s Attack and Defenses. Paired with a strong Pursuit user such as Choice Band Heracross, this strategy can eliminate an opposing Pokémon without fail. Despite the fact that it does not have a solid counter thanks to Shadow Tag, Wobbuffet is far from invincible. Wobbuffet was significantly weakened in Gen 5 for several reasons. Team Preview reduces Wobbuffet’s surprise value and overall effectiveness, while the Encore nerf reduces the effect of Encore from 4-8 turns to 3 moves only. New Wish mechanic also means that Wobbuffet is unable to receive Wish effectively. Toxic ruins Wobbuffet, and Taunt can leave it rather helpless. A wall locked into Whirlwind or Roar cannot be abused as easily, and a Spikes user locked into Spikes would not care less. U-turn or Volt Switch user paired with a Ghost-type or a Dark-type get free hits on Wobbuffet, due to Counter and Mirror Coat’s typing. Physical Ghost-types such as Dusknoir and Special Dark-types such as Houndoom can also beat Wobbuffet without breaking a sweat. Because of the power creep, strong attackers can 2HKO Wobbuffet before it can do anything. Still, Wobbuffet is capable of getting a kill or two every match and assist in setting up sweeps.
This is fun. I would like to reserve Ambipom if you put it on the list.

Typing: Normal
Ability: Pickup / Technician / Skill Link (Unreleased)
Stats: 75 HP / 100 Atk / 66 Def / 60 SpA / 66 SpD / 115 Spe

Ambipom can easily serve a role as a lead, mid-game sweeper, or a revenge killer on any team. His fantastic speed, combined with Technician and a respectable 100 base Attack means that he can easily rip holes through any teams. In his transition to BW UU, Ambipom's job has always been the same, to scout the opponent's sets and items while dealing significant damage to their team. Unless he is up against a Ghost-Type, Ambipom will almost always be dealing damage for free. Armed with a technician boosted Payback to wipe out Ghosts, a Technician boosted Aerial Ace to defeat fighting types, and a safe get-away in U-turn, Ambipom will always have a technique to deal with it's counters. However, he is not without his flaws. Ambipom's laughable defenses means that he will be taking quite a beating from any attack. His speed is no match for the likes of Jolteon, Aerodactyl, and Crobat (who also has Inner Focus). He will have to face old enemies such as Hitmontop, and new enemies like Cobalion. In addition, 100 base attack is not enough to overpower dedicated physical walls. Even with it's flaws, Ambipom's hit-and-run tactics are unmatched in the UU tier, making him top threat in the metagame.
I finished this in case you missed it
I'll be taking Gorebyss and Huntail, since they're both extremely similar.

Typing: Water
Ability: Swift Swim / Hydration
Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe

I'll bet a lot of people will look at this Pokemon and go "How did this get into UU?" It took me a while too to realize the potential. Looking at the 55 HP and the all-low 52 Speed, its hard to notice the good points: A great Special Attack and Defense base. But many people would dismiss this with the excuse of how Drizzle Swift Swimming is banned, and Gorebyss is just not usable. What they're missing is the viability of a Rain Dance + Damp Rock + Swift Swim combo and the more important move of Shell Smash. Despite the fact that it lacks a shell to smash (I hope it doesn't smash what I think it does...), Gorebyss can readily use this overpowered move to double it's Attack, Special Attack, and Speed, easily transforming it into the most deadly mixed sweeper in UU. It has access to some great Special and Physical movepools, such as Psychic, Ice Beam, Hydro Pump, Shadow Ball, and the physical moves Clamp and Waterfall. It also has Confuse Ray, Mud Slap, and other haxing/support moves that work great with an increased Speed. And Baton Pass to grant all the great stat bonuses to another Pokemon, and you can make ANY Pokemon a viable sweeper. All in all, Gorebyss is not a Pokemon to overlook when making a team, especially if in need of a strong water type.

Typing: Water
Ability: Swift Swim / Water Veil
Stats: 55 HP / 104 Atk / 105 Def / 94 SpA / 75 SpD / 52 Spe

Much of the same strategy for Gorebyss goes for Huntail as well. To recap, the power lies mostly in using Shell Smash to double its Attack, Special Attack, and Speed, and then easily sweeping through the opposition with Special and Physical moves. Huntail leans more to the mixed sweeper role than Gorebyss, given its close Attack and Special Attack. It has access to Ice Fang, Crunch, Clamp, Waterfall on the Physical end and Surf, Scald, and Ice Beam on the Special side. Sucker Punch is useful for taking out Ghosts and Psychics without Shell Smashing, and Baton Pass can pass along the great stat increases to any waiting Pokemon. Huntail is a great addition to any team, especially one that uses Rain Dance already.


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Alright, but please reserve and then post, don't just post straight away like you did. Also, Huntail is done badly, as you've referred to the Gorebyss analysis, but people may not have read the Gorebyss analysis. I will give you permission to do Huntail again, but I'm only going to add Gorebyss right now.

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