Completed Complications vs SubwayJ

#1
Challenging SubwayJ to a battle!
2v2 FE Doubles
Training Items
ASB Arena
2 Recoveries/5 Chills
2 Subs
All Abilities
Switch=Boiling Oil


Empoleon [M]
Water STAB; *Can breathe and have excellent mobility when *underwater, are less capable on land unless they are entirely *amphibious.
Torrent (Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any *water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, *Hydro Pump from 12 to 14)
Defiant (Innate): The Pokemon has a deep sense of honor, and whenever one of its stats are *decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that round.
HP: 100
Atk: 4.5
Def: 6
SpA: 6
SpD: 6
Spe: 52
Size Class: 3
Weight Class: 4

Ferrothorn (M)
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Iron Barbs (Innate): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
HP: 100
Atk: 4.5
Def: 7.5
SpA: 3
SpD: 7.5
Spe: 17
Size Class: 2
Weight Class: 5


Aurumoth (F)
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Weak Armor:[/B] (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (DW UNLOCKED) (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 110
Atk: 7.5
Def: 6
SpA: 7.5
SpD: 3
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5

Glalie (M)
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW-UNLOCKED): (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
HP: 100
Atk: 4.5
Def: 4.5
SpA: 4.5
SpD: 4.5
Spe: 80
Size Class: 3
Weight Class: 6


Complications' Pokemon
Empoleon (Napoleon) (M)

Nature: Relaxed +Def, -Spe, -10 Evasion

Type:

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

Abilities:
Torrent
Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any *water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, *Hydro Pump from 12 to 14)

Defiant (DW Unlocked)
Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are *decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that round.

Stats
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 52 (52.2>52)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Pound (*)
Growl (*)
Bubble (*)
Water Sport (*)
Peck (*)
Bubblebeam (*)
Bide (*)
Fury Attack (*)
Metal Claw
Swagger
Swords Dance
Aqua Jet
Brine
Drill Peck


Agility (*)
Yawn (*)
Mud Sport (*)

Ice Beam (*)
Surf (*)
Grass Knot (*)
Earthquake
Brick Break
Protect
Substitute
Hyper Beam
Scald
Shadow Claw
Rock Slide
Double Team

Icy Wind
Knock Off
Hydro Cannon

Vacuum Wave


Ferrothorn (Thorn) (M)

Nature: Sassy +SDef, -Spe, -10% Evasion

Type:

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

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Iron Barbs*
Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 5 (+)
Spe: 17 (17.4>17)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 1

Attacks:
Rock Climb
Tackle (*)
Harden (*)
Rollout (*)
Curse (*)
Metal Claw (*)
Pin Missile (*)
Gyro Ball (*)
Power Whip
Iron Head
Explosion
Payback
Ingrain

Bullet Seed (*)
Spikes (*)
Stealth Rock (*)
Leech Seed

Protect (*)
Toxic (*)
Poison Jab (*)
Hyper Beam
Hidden Power Fire (7)
Giga Impact
Bulldoze
Swords Dance
Aerial Ace

Gravity
Seed Bomb
Knock Off
Endeavor


SubwayJ's Pokemon


Nature: Quiet (+Sp Atk, -Spe)

Type: Bug/Psychic

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Weak Armor:
(Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (DW UNLOCKED) (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats: (Quiet Nature)

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Moves:

Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Ancientpower
Wish
Dragon Dance
Quiver Dance
Silver Wind
Will-O-Wisp
Final Gambit

Psychic
Shadow Ball
Hidden Power (Ground 7)
Thunderbolt
Ice Beam
Focus Blast
Overheat
Solarbeam
Light Screen

Megahorn
Hydro Pump
Bug Buzz
Close Combat
Disable
Feint

Magic Coat
Skill Swap

Total Moves: 29


Nature: Quirky (No effect on stats)

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

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW-UNLOCKED): (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 6
Base Rank Total: 18

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

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Fang
Ice Beam
Ice Shard
Hail
Blizzard
Crunch
Sheer Cold

Bide
Disable
Hex

Safeguard
Frost Breath
Return
Shadow Ball
Earthquake

Total Moves: 22




Empoleon
100|100


Ferrothorn
100|100



Aurumoth
110|100


Glalie
100|100

Orders:
Complications sends out pokemon and equips
SubwayJ sends out pokemon, equips, and orders
Complications orders
I ref
 
#3
Candy Land gets nothing :(
Lite Brite gets an Exp Share

Candy Land: Blizzard*3
Lite Brite: Thunderbolt (Empoleon)-Overheat(Ferrothorn)-Thunderbolt(Empoleon)
***If Empoleon is under the effects of a Protective/Evasive action when you are targetting it, use Overheat (Ferrothorn) that action instead
***If Ferrothorn is under the effects of a Protective/Evasive action when you are targetting it, use Thunderbolt (Empoleon) that action instead
 
#4
"You know, No Guard really helps in this situation."

Thorn: Payback-Hidden Power+Hyper Beam-Cooldown (All Aurumoth)
Napoleon: Hydro Pump-Hydro Pump-Hydro Cannon+Hydro Cannon (All Aurumoth)
 
#5
----Note: Most of this reffing was spent on checking on the cool down and sluggish rulings. Did not find a clear answer.---



Empoleon
100|100


Ferrothorn
100|100



Aurumoth
110|100


Glalie
100|100

Action 1
Aurumoth's Thunderbolt on Empoleon
Crit Check (625): 7092 (NO)
Effect Chance (1000): 6279 (NO)
Damage: (10 + 6 - 3) * 1.5 = 19.5
EN Check: 7

Glalie's Blizzard
-On Ferrothorn
Accuracy Check (8000): 748 (HIT)
Crit Check (625): 2726 (NO)
Effect Chance (1000): 713 (FREEZE)
Degree: 3333 (LIGHT)
Damage: (12 * 0.75 + 3 + 4.5 - 7.5) = 9

-On Empoleon
Accuracy Check (8000): 3826 (HIT)
Crit Check (625): 1169 (NO)
Effect Chance (1000): 3530 (NO)
Damage: (12 * 0.75 + 3 + 4.5 - 6) * 0.44 = 4.62
EN Check: 8 - 1 = 7

Empoleon's Hydro Pump on Aurumoth
Crit Check (625): 1876 (NO)
Damage: (12 + 3 + 6 - 3) = 18
EN Check: 8 - 1 = 7

Ferrothorn is frozen solid

Action 2
Aurumoth's Overheat on Ferrothorn
Crit Check (625): 3110 (NO)
Damage: (14 + 7.5 - 7.5) * 2.25 = 31.5
EN Check: 10

Glalie's Blizzard
-On Ferrothorn
Accuracy Check (8000): 8943 (MISS)

-On Empoleon
Accuracy Check (8000): 9003 (MISS)
EN Check: 8 + 4 - 1 = 11

Empoleon's Hydro Pump on Aurumoth
Crit Check (625): 2012 (NO)
Damage: (12 + 3 + 6 - 3) = 18
EN Check: 8 + 4 - 1 = 11

Ferrothorn's Hyper Power on Aurumoth
Crit Check (625): 5502 (NO)
Damage: ((7 + 15) + 3 - 3) * 1.5 = 33
EN Check: (5 + 10) * 1.5 = 22.5

Action 3
Aurumoth's Thunderbolt on Empoleon
Crit Check (625): 2563 (NO)
Effect Chance (1000): 3825 (NO)
Damage: (10 + 6 - 3) * 1.5 - (2 * 1.75) = 16
EN Check: 7

Glalie's Blizzard
-On Ferrothorn
Accuracy Check (8000): 3957 (HIT)
Crit Check (625): 8798 (NO)
Effect Chance (1000): 774 (FREEZE)
Degree: 2247 (LIGHT)
Damage: (12 * 0.75 + 3 + 4.5 - 7.5) = 9

-On Empoleon
Accuracy Check (8000): 8717 (MISS)
EN Check: 8 + 4 + 4 - 1 = 15

Ferrothorn is Frozen Solid Cools Down

Empoleon's Hydro Cannon*2 on Aurumoth
Crit Check (625): 3230 (NO)
Damage: (15 * 2.25 + 3 + 6 - 3) = 39.75
EN Check: (10 + (10 + 4)) * 1.75 = 42

End Round
Glalie's Moody
1 out of 25: 24 (Naive (+30% Speed, +2X Accuracy, -1 SpD))


Empoleon
HP: 100 - (19.5 + 4.62 + 16) = 59.88 rounded to 60
EN: 100 - (7 + 11 + 42) = 40
Status: Cool Down
Sluggish for 2 Actions

Ferrothorn
HP: 100 - (9 + 31.5 + 9) = 50.5 rounded to 50
EN: 100 - 22.5 = 77.5 rounded to 77
Status: Cool Down
Sluggish for 2 Actions

Aurumoth
HP: 110 - (18 + 18 + 33 + 39.75) = 1.25 rounded to 1
EN: 100 - (7 + 10 + 7) = 76
Status: -2 SPA

Glalie
HP: 100
EN: 100 - (7 + 11 + 15) = 67
Status: Super Naive
Speed = 80 * 1.3 = 104
Accuracy = ((80 * 1.3)^2 / 870)*2 = 24.86 rounded to +25




Empoleon
60|40
Status: Cool Down
Sluggish for 2 Actions


Ferrothorn
50|77
Status: Cool Down
Sluggish for 2 Actions



Aurumoth
1|76


Glalie
100|67
Status: Super Naive (+30% Speed, +25% Accuracy, -1 SPD)

Orders:
Complications orders
SubwayJ orders
I ref
 
#7
Complications is having difficulties accessing the forums at the moment, so he sent his actions to me on IRC
Ferrothorn: Gyro Ball-Iron HEad-Gyro Ball. If P/E action, chill, but not consecutively, if Double Team, Bulldoze
Empoleon: Brick Break-Rock Slide-Brick Break. If P/E, chill, but not consecutively
 
#8
Ferrothorn should only be sluggish 1A as its combo only included one sluggish-inducing move.

"This freeze was unfortunate, but unavoidable. Let's see if we can make do."
Ferrothorn: Cooldown-Metal Claw-Gyro Ball (All Aurumoth)
If Double Team clones are up for either Pokemon, Bulldoze.
If Glalie uses a P/E move on an action that Ferrothorn would be targeting it on, Chill, but not consecutively.

KO Sub: If Aurumoth faints, redirect to Glalie.

Empoleon: Cooldown-Aqua Jet (Aurumoth)-Bubblebeam (Aurumoth)
If Aurumoth is unconscious when you would act, replace that action with Metal Claw (Glalie).
 
#10
---Empoleon and Ferrothorn were listed as Sluggish for 2 actions to remind me that they would be sluggish until after Action 2, since a Cool Down turn does not count as a sluggish turn.---


Empoleon
60|40
Status: Cool Down
Sluggish for 2 Actions


Ferrothorn
50|77
Status: Cool Down
Sluggish for 2 Actions



Aurumoth
1|76
Status: -2 SPA


Glalie
100|67
Status: Super Naive (+30% Speed, +25% Accuracy, -1 SPD)



Action 1
Glalie's Shadow Ball on Empoleon
Crit Check (625): 5374 (NO)
Effect Chance (2000): 1709 (-1SPD)
Damage: (8 + 4.5 - 6) * 0.67 = 4.355
EN Check: 6

Empoleon cools down

Ferrothorn cools down

Aurumoth's Burning Science Limit Break on Ferrothorn
Crit Check (625): 91 (CRIT!)
Damage: (14 * 2.25 + 3 + 7.5 - 7.5) * 2.25 - (2 * 1.75) = 77.625
EN Check: (10 + (10 + 4)) * 1.75 = 42

Action 2
Empoleon's Aqua Jet on Aurumoth
Crit Check (625): 5319 (NO)
Damage: (4 + 3 + 4.5 - 6) = 5.5
EN Check: 4 - 1 = 3

Glalie's Earth Shaterring Harlem Shake!
-On Empoleon
Crit Check (625): 7789 (NO)
Damage: (10 * 2.25 * 0.75 + 4.5 - 6) * 1.5 = 23.0625
EN Check: (7 + (7 + 4)) * 1.75 = 31.5

Action 3
Glalie cools down

Empoleon's Metal Claw on Glalie
Accuracy Check (9500): 1823 (HIT)
Crit Check (625): 290 (CRIT)
Effect Chance (1000): 2099 (NO)
Damage: (5 + 3 + 3 + 4.5 - 4.5) * 1.5 = 16.5
EN Check: 4 - 1 = 3

End Round:
Moody: 8 (Impish (+2 DEF, -1 SPA)


Empoleon
HP: 60 - (4.355 + 23.0625) = 32.5825 rounded to 33
EN: 40 - (3 + 3) = 34
Status: 1 KOC

Ferrothorn
HP: 50 - 74.125 = -24.125 rounded to -24
EN: 77
Status: KO

Aurumoth
HP: 1 - 5.5 = -4.5 rounded to -5
EN: 76 - 42 = 34
Status: 1 KOC
KO

Glalie
HP: 100 - 16.5 = 83.5 rounded to 83
EN: 67 - (6 + 31.5) = 29.5 rounded to 29




Empoleon
33|34
Status: 1 KOC


Ferrothorn
-24|77
Status: KO



Aurumoth
-5|34
Status: 1 KOC
KO


Glalie
83|29
Status: Super Impish (+2 DEF, -1 SPA)



Orders:
SubwayJ orders
Complications orders
I ref
 
#13


Empoleon
33|34
Status: 1 KOC


Ferrothorn
-24|77
Status: KO



Aurumoth
-5|34
Status: 1 KOC
KO


Glalie
83|29
Status: Super Impish (+2 DEF, -1 SPA)

Action 1
Glalie chills

Empoleon's Scald
Crit Check (625): 3666 (NO)
Effect Chance (3000): 5222 (NO)
Damage: (8 + 3 + 6 - 4.5) = 12.5
EN Check: 6 - 1 = 5

Action 2
Glalie's Earthquake
Crit Check (625): 8212 (NO)
Damage: (10 + 4.5 - 6) * 1.5 = 12.75
EN Check: 7

Empoleon's Hydro Pump
Accuracy Check (8000): 4126 (HIT)
Crit Check (625): 83 (CRIT)
Damage: (12 + 3 + 3 + 6 - 4.5) = 19.5
EN Check: 8 - 1 = 7

Action 3
Glalie's Earthquake
Crit Check (625): 9651 (NO)
Damage: (10 + 4.5 - 6) * 1.5 = 12.75
EN Check: 7 + 4 = 11

Empoleon's Scald
Crit Check (625): 6383 (NO)
Effect Chance (3000): 7018 (NO)
Damage: (8 + 3 + 6 - 4.5) = 12.5
EN Check: 6 - 1 = 5


Empoleon
HP: 33 - (12.75 + 12.75) = 7.5 rounded to 7
EN: 34 - (5 + 7 + 5) = 17
Status: 1 KOC

Ferrothorn
HP: -24
EN: 77
Status: KO

Aurumoth
HP: -5
EN: 34
Status: 1 KOC
KO

Glalie
HP: 83 - (12.5 + 19.5 + 12.5) = 38.5 rounded to 38
EN: 29 + 12 - (7 + 11) = 23
Status: Modest Nature (+2 SpA, -1 Atk)




Empoleon
7|17
Status: 1 KOC


Ferrothorn
-24|77
Status: KO



Aurumoth
-5|34
Status: 1 KOC
KO


Glalie
38|23
Status: Super Modest (+2 SpA, -1 Atk)

Orders:
Complications orders
SubwayJ orders
I ref
 
#16


Empoleon
7|17
Status: 1 KOC


Ferrothorn
-24|77
Status: KO



Aurumoth
-5|34
Status: 1 KOC
KO


Glalie
38|23
Status: Super Modest (+2 SpA, -1 Atk)

Action 1
Empoleon's Aqua Jet
Crit Check (625): 637 (CRIT)
Damage: (4 + 3 + 3 + 6 - 4.5) = 11.5
EN Check: 4 - 1 = 3

Glalie's Earthquake
Crit Check (625): 473 (CRIT)
Damage: (10 + 3 + 3 - 6) * 1.5 = 15
EN Check: 7 + 4 + 4 = 15


Empoleon
HP: 7 - 15 = -8
EN: 17 - 3 = 14
Status: 1 KOC
KO

Ferrothorn
HP: -24
EN: 77
Status: KO

Aurumoth
HP: -5
EN: 34
Status: 1 KOC
KO

Glalie
HP: 38 - 11.5 = 26.5 rounded to 26
EN: 23 - 15 = 8
Status: 1 KOC




Empoleon
-8|14
Status: 1 KOC


Ferrothorn
-24|77
Status: KO



Aurumoth
-5|34
Status: 1 KOC
KO


Glalie
26|8
Status: 1 KOC

Payout:
Complications: 1 CC
-Empoleon: 4 MC + 1 KOC
-Ferrothorn: 4 MC
SubwayJ: 1 CC
-Aurumoth: 4 MC + 1 KOC
-Glalie: 3 MC + 1 KOC
akela: 4 UC
 

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