Pet Mod Megas for All v6 (Slate 11 - Chandelure, Bisharp, Gothitelle, Conkeldurr)

Should we start metagame development?

  • Yes

    Votes: 12 100.0%
  • No

    Votes: 0 0.0%

  • Total voters
    12
  • Poll closed .

Mega Raichu
New Ability: Technician
New Typing:


New Stats: 60/120/85/120/80/120

HP: 60 ----> 60
Attack: 90 ----> 120
Defense: 55 ----> 85
Special Attack: 90 ----> 120
Special Defense: 80 ----> 80
Speed: 110 ----> 120
Base Stat Total: 485 ----> 585
New Moves: Buzzy Buzz
Description: Mega Raichu is meant to be speed control. 120 base speed outspeeds everything bar Greninja & variants, the 130 speed tier, and Dragapult/Zeraora. It can use 90 BP Buzzy Buzz to have decent stab along with its 120 spatk and paralyze the enemy at the same time. It can also make Charge Beam viable as a 75 BP stab that has a 70% chance to raise its spatk by 1. Other options include Electroweb and Draining Kiss. Otherwise, it's just the same Raichu, only a bit better.
Also requesting Mix N Megas for all.
 
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Actually... I think I could try to do this whole compile subs job...

You see this?

View attachment 266876

You see this H A U N C H

View attachment 266877

Oh yeah, I know what I'm doing with this.

Mega Raichu
Type:
Electric/Fighting
Ability: Reckless
Moves: High Jump Kick
HP: 60​
Att: 125 (+35)​
Def: 65 (+10)​
SpA: 110 (+20)​
SpD: 100 (+20)​
Spe: 125 (+15)​

The surge of energy from Mega Evolution has frayed Raichu's tail, so it can no longer use it to safely discharge excess electricity into the ground. Instead, it discharges all that extra juice when it makes contact with its opponent, sort of like when you shuffle across a carpet and touch a doorknob, but on steroids. While this shock is extra painful for whoever it touches, Raichu's limbs were not designed to discharge electricity in such a high volume, so it's painful for Raichu as well.

EDIT: I should note that it doesn't need to be an opponent, as this happens outside of Raichu's control whenever it touches anything conductive. Please do not touch your Raichu when it is mega evolved; you will likely die.

Since Alolan Raichu is Psychic-type, I wanted to make Mega Raichu the inverse. When making its stats, I compared it to Mega Lopunny. It's a bit slower, but thanks to Reckless, it's also a bit stronger:

252 Atk Lopunny-Mega High Jump Kick vs. 248 HP / 252+ Def Eviolite Chansey: 582-686 (82.7 - 97.5%) -- guaranteed 2HKO

252 Atk Reckless Raichu-Mega High Jump Kick vs. 248 HP / 252+ Def Eviolite Chansey: 656-774 (93.3 - 110%) -- 56.3% chance to OHKO

It's also of course got Volt Tackle for another Reckless-boosted STAB. I don't usually like giving new moves to megas (I'm a bit of a purist when it comes to these, and I think it's more fun to come up with something interesting with the tools a Pokemon already has) so I considered just leaving Mega Raichu with Submission, but I just couldn't let those
T H I C C
M E A T Y
T H I G H S
go without a kicking move to use them with.

Mega Raichu
Type: Electric
Ability: Electric Surge

HP: 60
Atk: 90 => 115 (+25)
Def: 55 => 85 (+30)
SpA: 90 => 115 (+25)
SpD: 80 => 88 (+8)
Spe: 110 => 122 (+12)
New Moves: Moonblast, Flamethrower
Description: Mixed attacker that serves as a deadly wallbreaker with Electric Terrain-boosted STAB attacks to fry bulky pokemon such as Pex and Corviknight. Coverage moves such as Flamethrower pegs pesky Grass types like Ferrothorn, while Moonblast helps special sets by punishing Dragons.

Mega Raichu
New Ability: Static / Lightning Rod ----> Mold Breaker
New Typing: Electric

New Stats:

HP: 60 ----> 60
Attack: 90 ----> 90
Defense: 55 ----> 80 (+25)
Special Attack: 90 ----> 135 (+45)
Special Defense: 80 ----> 85 (+5)
Speed: 110 ----> 135 (+25)
Base Stat Total: 485 ----> 585
New Moves: Overheat, Ice Beam
Description: Once again, we have another special attacking sweeper. This one, unlike Clefable, intends to hit with fast-served and powerful attacks. Between a very strong base 135 special attack backed up by blazing fast 135 speed, only being outsped by stuff like Dragapult and certain Choice Scarfers, it's incredibly easy for Raichu to get up a Nasty Plot and then hit hard with +2 Thunderbolts, Overheats, and Ice Beams, especially on HO.


Mega Raichu
New Ability: Static / Lightning Rod ----> No Guard
New Typing: Electric/Water

New Stats:

HP: 60 ----> 60
Attack: 90 ----> 100 (+10)
Defense: 55 ----> 85 (+30)
Special Attack: 90 ----> 140 (+50)
Special Defense: 80 ----> 80
Speed: 110 ----> 120 (+10)
Base Stat Total: 485 ----> 485
New Moves: Hydro Pump
Description: Mega Raichu spams high-powered STABs in Thunder and Hydro Pump thanks to No Guard. It has Focus Blast to serve as coverage for Ferrothorn. Lightning Rod pre-mega adds the cherry on top. To keep it balanced, it is still walled by multiple Grass-types such as Amoonguss, AV Tangrowth, and Mega Venusaur.


Raichu
Typing:
Electric/water
Ability: Drizzle
Stats: 60-110-55-110-80-170
( +20 - +20 - +60 )
BST:585
(+100)
New moves: Scald, Flash cannon

View attachment 267608
Mega Raichu

Ability:
Static/Lightning Rod -> Teravolt
Typing:
Electric/Fighting

Stats:
HP: 60
Atk: 90 -> 145 (+55)
Def: 55
SpA: 90 -> 115 (+25)
SpD: 80
Spe: 110 -> 130 (+20)
BST: 485 -> 585 (+100)


New Moves: Close Combat, Boomburst

Flavour Changes: The idea of this Mega Evolution is meant to be a rush of energy into Raichu, making it full of energy unlike before when it was sat in untiered and (I think, don't know if it dropped only just now) was in a lower tier than its pre-evolution, Pikachu. Because of this, it gains the Fighting Type along with Teravolt which comes from it having so much energy running through it. The theme is also present in its stats, only boosting offenses and Speed. Close Combat is a great Fighting STAB, and fits the theme of going all out into offense, and Boomburst is a showing of it letting the energy inside of it.

Competitive: Mega Raichu keeps to its theme of hyper offense, with a great Atk stat as well as good SpA and a great Speed tier. It has access to one of the best physical Electric moves in the game in Volt Tackle, as well as a great option for its secondary typing in Close Combat, it also has Knock Off. It's much weaker on the special side, although has some nice options. Overall, its a nice offensive mon with good speed that hits hard, although it could Possibly be used as support, because it has: Nuzzle, Volt Switch, Wish, Yawn and Knock Off (Don't use this).


Mega Raichu
New Ability: Technician
New Typing:


New Stats: 60/120/75/120/80/120

HP: 60 ----> 60
Attack: 90 ----> 120
Defense: 55 ----> 75
Special Attack: 90 ----> 120
Special Defense: 80 ----> 80
Speed: 110 ----> 120
Base Stat Total: 485 ----> 585
New Moves: Buzzy Buzz
Description: Mega Raichu is meant to be speed control. 120 base speed outspeeds everything bar Greninja & variants, the 130 speed tier, and Dragapult/Zeraora. It can use 90 BP Buzzy Buzz to have decent stab along with its 120 spatk and paralyze the enemy at the same time. It can also make Charge Beam viable as a 75 BP stab that has a 70% chance to raise its spatk by 1. Other options include Electroweb and Draining Kiss. Otherwise, it's just the same Raichu, only a bit better.
Also requesting Mix N Megas for all.


:ss/clefable:
Mega Clefable
Type:
Fairy ----> Rock/Fairy
Ability: Magic Guard
New Moves: Ancient Power, Power Gem

New Stats:
HP:
95 --> 95
Atk: 70 --> 80 (+10)
Def: 73 --> 103 (+30)
SpA: 95 --> 135 (+40)
SpD: 90 --> 100 (+10)
Spe: 60 --> 70 (+10)
BST: 483 --> 583 (+100)
Description: Mega Clefable is based on a popular belief that it came to Earth through meteorites, and it gains the Rock-typing when it Mega Evolves. Mega Clefable is the complete opposite of regular Clefable, the latter of which is a physically defensive pivot while the former is better off as a special attacker. The best set Mega Clefable can run is an All-out-Attacker set with Moonblast, Power Gem, Flamethrower/Fire Blast, and Thunderbolt.

Mega Clefable
New Ability: Unaware / Magic Guard / Cute Charm ----> Magic Bounce
New Typing: Fairy

New Stats:

HP: 95 ----> 95
Attack: 70 ----> 70
Defense: 73 ----> 73
Special Attack: 95 ----> 135 (+40)
Special Defense: 90 ----> 120 (+30)
Speed: 60 ----> 90 (+30)
Base Stat Total: 483 ----> 583
New Moves: None
Description: Clefable takes on a completely different role here from its original form. Whereas the base focuses on supporting its team via Teleport and Wish (and this was pretty inherently unbalanced), this form, meanwhile, intends to hit as hard as possible while sponging as many hits as it takes. Magic Bounce, although it doesn't negate chip damage, can now prevent hazards from being set up in the first place. Did I also mention that
its offensive movepool is wide af? Yeah, you can see where this is going.


Mega Clefable
New Ability: Cute Charm / Magic Guard / Unaware ----> Magic Guard
New Typing: Fairy/Normal

New Stats:

HP: 95 ----> 95
Attack: 70 ----> 120 (+50)
Defense: 73 ----> 93 (+20)
Special Attack: 95 ----> 95
Special Defense: 90 ----> 110 (+20)
Speed: 60 ----> 70 (+10)
Base Stat Total: 483 ----> 583
New Moves: No need
Description: Physical Clefable. It can act as a Curse sweeper, Belly Drum sweeper, or just a physical tank/pivot that is hard to wear down. Magic Guard prevents recoil from its powerful Double-Edge STAB while also preventing other unnecessary chip damage. Drain Punch gives it recovery and longevity which synergizes well with its great bulk. 70 Speed and lack of priority moves keep it balanced. Also unlike classic Clefable, it cannot absorb burns as it is heavily neutered by it.

and garbo, luxe and klklang slate when?

Clefable
Typing: Fairy/flying
Ability: Adaptability
Stats: 95-70-93-105-90-120
( - +30 +10 - 60 )
BST:583
(+100)
New moves:Air slash, Focus miss blast

View attachment 267609
Mega Clefable

Ability:
Cute Charm/Magic Guard/Unaware -> Analytic
Typing:
Fairy

Stats:
HP: 95
Atk: 70 -> 100 (+30)
Def: 73 -> 98 (+25)
SpA: 95 -> 125 (+30)
SpD: 90 -> 105 (+15)
Spe: 60
BST: 483 -> 583 (+100)

New Moves: None

Competitive: Mega Clefable is meant to be an improvement on Clefable which is an extremely good mon but begs the question: 'Is it worth using your mega on it?' as it may not be enough of an improvement over your Clef's role to use it. It has much improved bulk over regular Clefable, making it harder to KO, but lacks a defensive ability like Magic Guard/Unaware like it had previously along with Leftovers. It instead has an offensively geared ability in Analytic, which will often give it a boost like Life Orb Clef would get, but with a higher SpA stat, which allows it to hit very hard. It's more likely than not better than Clef at almost everything it does, but at times its improvement is small and often you'll just want to stick with regular Clef to put your mega somewhere else in the team.


These Calcs may seem unimpressive, but keep in mind Mega Clef will often have Calm Minds up:
252+ SpA Clefable Flamethrower vs. 252 HP / 4 SpD Ferrothorn: 368-436 (104.5 - 123.8%) -- guaranteed OHKO
252+ SpA Analytic Clefable Moonblast vs. 244 HP / 244 SpD Gliscor: 207-244 (58.8 - 69.3%) -- guaranteed 2HKO after Poison Heal
0 SpA Analytic Clefable Moonblast vs. 0 HP / 4 SpD Lopunny-Mega: 336-396 (123.9 - 146.1%) -- guaranteed OHKO
252+ SpA Clefable Flamethrower vs. 244 HP / 0 SpD Melmetal: 298-352 (63.1 - 74.5%) -- guaranteed 2HKO
252+ SpA Analytic Clefable Moonblast vs. 0 HP / 4 SpD Tyranitar in Sand: 288-342 (84.4 - 100.2%) -- 6.3% chance to OHKO
+1 252+ SpA Clefable Thunderbolt vs. 252 HP / 4 SpD Toxapex: 232-274 (76.3 - 90.1%) -- guaranteed 2HKO after Black Sludge recovery
+6 252+ SpA Clefable Stored Power (260 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 765-901 (108.8 - 128.1%) -- guaranteed OHKO (This one was more of just a test than anything but could technically happen since Chansey can't deal with it pre-Mega-Evolving)
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Clefable: 408-480 (103.5 - 121.8%) -- guaranteed OHKO
252+ SpA Choice Specs Magearna Flash Cannon vs. 252 HP / 252+ SpD Clefable: 302-356 (76.6 - 90.3%) -- guaranteed 2HKO
252+ Atk Choice Band Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Clefable: 388-457 (98.4 - 115.9%) -- 87.5% chance to OHKO
252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Clefable: 259-306 (65.7 - 77.6%) -- guaranteed 2HKO
252 Atk Life Orb Libero Cinderace Gunk Shot vs. 252 HP / 252+ Def Clefable: 343-406 (87 - 103%) -- 12.5% chance to OHKO
0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Clefable: 134-162 (34 - 41.1%) -- guaranteed 3HKO
252+ Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Clefable: 176-210 (44.6 - 53.2%) -- 28.1% chance to 2HKO
252+ Atk Choice Band Excadrill Iron Head vs. 252 HP / 252+ Def Clefable: 320-380 (81.2 - 96.4%) -- guaranteed 2HKO

:ss/clefable:
Mega Clefable
New Ability:
Cute Charm/Magic Guard/Unaware ----> Prankster
New Typing: Fairy —> Fairy/Ghost

New Stats:

HP:
95 ----> 95
Attack: 70 ----> 80 (+10)
Defense: 73 ----> 83 (+10)
Special Attack: 95 ----> 125 (+30)
Special Defense: 90 ----> 90 (+0)
Speed: 60 ----> 110 (+50)
Base Stat Total: 483 ----> 583 (+100)
New Moves: Hex, Nasty Plot, Shadow Sneak, Will-o-Wisp
Description: Based on the conspiracy theory hypothesizing that Gengar is Clefable's "shadow". In a way, Clefable's Mega Evolution merges Clefable with its shadow, turning it into a tricky little demon-pixie thing. Competitively speaking, the Mega Evolution lets Clefable take on Gengar's roles in Gen 8 OU as a Nasty Plot sweeper or Will-o-Hex support, stopping it from doing its normal Wish/Port thing with the loss of Magic Guard.
 
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i cant see the compilations correctly, they do not have the option to expand
i am just gonna tack in a sample so this does not becomes a one-liner
:bw/dragonite:
Dragonite-Mega @ draconite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Dragon Claw
- Extreme Speed
- Dragon Dance
A pretty simple sample. Iron head hits both ices and fairys super effectively, dragon claw is your main stab, expeed can be useful to revenge kill most mons, and dd can be used to raise your decent speed
 
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Slate 7
:ss/Rillaboom: :ss/Cinderace: :ss/Inteleon:

For Slate 7, we have our favorite Galar starters to work on: A Boomer, Bugs Bunny, and James Bond! This is also our last slate before we begin to code this! As always, you have 4 - 5 days to submit.

By the way, since Cinderace got banned from OU and that Mega Cinderace + Libero would definitely be broken in this format, I’m banning Libero as the ability for Mega Cinderace. Any sub that doesn’t follow this rule will be vetoed.

You may begin submitting! Reserving this post for subs
 


Mega Rillaboom
New Ability:
Overgrow / Grassy Surge ---> Thick Fat
New Typing:
—>


New Stats:
HP:
100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.

Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:
——>


New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.
 
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:rillaboom: Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass

New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)

New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).

:cinderace: Mega Cinderace
New Ability: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire

New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)

New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!

In abilities.ts:
Code:
    scorchingsoles: {
        desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.",
        shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.",
        onEnd(pokemon) {
            pokemon.removeVolatile('scorchingsoles');
        },
        effect: {
            noCopy: true, // doesn't get copied by Baton Pass
            onStart(target) {
                this.add('-start', target, 'ability: Scorching Soles');
            },
            onModifyAtkPriority: 5,
            onModifyAtk(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onModifySpAPriority: 5,
            onModifySpA(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onEnd(target) {
                this.add('-end', target, 'ability: Scorching Soles', '[silent]');
            },
        },
        name: "Scorching Soles",
        rating: 3.5,
        num: 18,
    },
In moves.ts, everywhere this line appears:
Code:
 if (pokemon.hasItem('heavydutyboots')) return;
add this right after it (but before the effect of the entry hazard):
Code:
 if (pokemon.hasAbility(scorchingsoles)) {
    if (!target.addVolatile('scorchingsoles')) {
        this.add('-immune', target, '[from] ability: Scorching Soles');
    }
    return;
}
Scoopapa helped to make sure this was okay and gave an important fix on the hazard immunity part! Huge thanks to them for their help!!
That said, it's possible that I messed up in transferring it here, so uh... definitely blame me and not them if this goes wrong! OTL Really sorry if it does - but I'm pretty sure it should work, at least!

:inteleon: Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost

New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)

New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.

Edit: I had Venoshock and Venom Drench for my Inteleon purely for flavor - there's next to no way it would ever use either of those in practice - but I just noticed the two-move limit, so I'm removing those now!
 
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