Metagame Workshop

Arai

i am sleepy
Tier Itemslots

Premise

The amount of items a Pokemon can hold is determined by its tier.

Uber: 0 items
OU: 1 item
UU: 2 items
RU and under: 3 items

No duplicate items on the same Pokemon. No double choice items. (similar to Dual Wielding)
Also, items can't get knocked off or removed.

Tier: Uber, but to get the item slots, the Pokemon's moves/ability/items must be legal for that tier (similar to Tier Shift)

Potential Bans: any item combinations that are too powerful

Sample Sets:

Snorlax (Rest) @ Lum Berry + Chesto Berry + Leftovers
Smeargle @ Focus Sash + Custap Berry + Mental herb
Pikachu @ Light Ball + Focus Sash + Pikashunium Z
Clamperl @ Deep Sea Tooth + Deep Sea Scale + Eviolite
Shedinja @ Focus Sash + Lum Berry + Safety Goggles

Questions
  • Could this work in the code by putting multiple items in the item slot in the team builder?
  • Does this look fun yet different enough from the other OM's?
How would this work for megas? Would for example Beedrill be able to have Beedrillite and Choice Band? Sounds like it could be fun and just help a lot of UU Mons at least.
 
How would this work for megas? Would for example Beedrill be able to have Beedrillite and Choice Band? Sounds like it could be fun and just help a lot of UU Mons at least.
Yes, that is how that would work. Some other notable UU megas would be:

Mega Alteria @ Leftovers
Mega Aerodactyl @ Rockium Z
Mega Sharpedo @ Focus Sash
Mega Manectric @ Choice Specs
Mega Aggron @ Assault Vest
 
Might allow for similar stacking to AbiliMoves.

Zygarde-10% @ Choice Band/Earth Plate/Soft Sand
Ability: Aura Break
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic

Or making set-up easier or making Pokemon very difficult to break

Raikou @ Leftovers/Electrium Z/Shuca Berry
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
- Substitute

Porygon2 @ Eviolite/Leftovers/Chople Berry
Ability: Trace
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Thunderbolt
- Ice Beam

Eviolite looks great with no Knock Off.
 
Tier Itemslots

Premise

The amount of items a Pokemon can hold is determined by its tier.

Uber: 0 items
OU: 1 item
UU: 2 items
RU and under: 3 items

No duplicate items on the same Pokemon. No double choice items. (similar to Dual Wielding)
Also, items can't get knocked off or removed.

Tier: Uber, but to get the item slots, the Pokemon's moves/ability/items must be legal for that tier (similar to Tier Shift)

Potential Bans: any item combinations that are too powerful

Sample Sets:

Snorlax (Rest) @ Lum Berry + Chesto Berry + Leftovers
Smeargle @ Focus Sash + Custap Berry + Mental herb
Pikachu @ Light Ball + Focus Sash + Pikashunium Z
Clamperl @ Deep Sea Tooth + Deep Sea Scale + Eviolite
Shedinja @ Focus Sash + Lum Berry + Safety Goggles

Questions
  • Could this work in the code by putting multiple items in the item slot in the team builder?
  • Does this look fun yet different enough from the other OM's?
An interesting consequence of not letting Ubers hold items is that Arceus is locked into a Normal typing, and stuff like Mega Kangaskhan and Primal Groudon just don't exist.
 
Uber Pokemon not having items does suck for them, but I feel like they will still be pretty dominating in Tier Itemslots. A lot of the megas and the two primals won't exist so that deals with a few deadly threats. But there are still powerful mons like E-speed Arceus and Geomancy Xerneas (but no power herb or fairium-z). Hopefully the lower tier Pokemon can utilize their extra item slots to be threatening enough. Choice band Beedrill-mega sounds very good in particular. OU mons stay the same so I think they won't be as great as some other higher or lower tiered pokemon.
 
Tier Itemslots

Premise

The amount of items a Pokemon can hold is determined by its tier.

Uber: 0 items
OU: 1 item
UU: 2 items
RU and under: 3 items

No duplicate items on the same Pokemon. No double choice items. (similar to Dual Wielding)
Also, items can't get knocked off or removed.

Tier: Uber, but to get the item slots, the Pokemon's moves/ability/items must be legal for that tier (similar to Tier Shift)

Potential Bans: any item combinations that are too powerful

Sample Sets:

Snorlax (Rest) @ Lum Berry + Chesto Berry + Leftovers
Smeargle @ Focus Sash + Custap Berry + Mental herb
Pikachu @ Light Ball + Focus Sash + Pikashunium Z
Clamperl @ Deep Sea Tooth + Deep Sea Scale + Eviolite
Shedinja @ Focus Sash + Lum Berry + Safety Goggles

Questions
  • Could this work in the code by putting multiple items in the item slot in the team builder?
  • Does this look fun yet different enough from the other OM's?
Great idea!

183913

Porygon2 @ Eviolite/ Leftovers/ Rocky Helmet
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Recover
- Toxic
- Thunderbolt

Physically defensive Porygon 2.

183914

Yveltal
Ability: Dark Aura
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Acrobatics
- Roost
- Sucker Punch
- Defog

An uber that can take some advantage of not having items.
183922

Nidoqueen (F) @ Choice Scarf/ Life Orb/ Assault Vest
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Fire Blast
- Ice Beam

Nido can also slower but bulkier and with leftovers instead of scarf.
 
Tier Itemslots allows for Pokemon with Super Luck to hold both Scope Lens and Razor Claw, making all their attacks critical hits!



Togekiss @ Scope Lens/Razor Claw
Ability: Super Luck
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Dazzling Gleam
- Roost
- Flamethrower/Heal Bell

Togekiss doesn't have to rely on flinching with Serene Grace to be threatening. Nasty plot and critical Dazzling Gleams is all it takes to tear apart opponent's teams.



Unfezant (M) @ Choice Band/Scope Lens/Razor Claw
Ability: Super Luck
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Return
- Night Slash
- Quick Attack
- U-turn

Unfezant's Return is more powerful than Diggersby's Return, wether Unfezant is Adamant or Jolly. Choice Band will allow it to break holes in your opponent's team, while a Choice Scarf allows for revenge killing. Sadly it doesn't get Brave Bird, but it's movepool isn't too bad.



Honchkrow @ Life Orb/Scope Lens/Razor Claw
Ability: Super Luck
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Sucker Punch
- Superpower
- Pursuit/Heat Wave

Speaking of Brave Bird, critical Brave Birds from Honchkrow hit like a truck. Critical hits also ignore your attack stat drops, so Superpower won't weaken you (offensively). Honchkrow does give up Moxie though, so it probably can't sweep as easily as it would with it.
 
Last edited:
Marowak-Alola @ Thick Club/ Life Orb / Ghostium Z
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Earthquake
- Swords Dance

No Knock off, is that great?

Mewtwo
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Aura Sphere
- Fire Blast
- Magic Room

Mewtwo might be a staple on Uber teams, Magic Room put RU and Uber pokemon on the same conditions for 5 turns! Unnerve helps against pinch berries when you dont want Magic Room to be set up. The biggest problem with this set, as always with Mewtwo, is the 4 moveslot syndrome.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Magic Room

Scarf Lele is great but sometimes you dont want to be locked on a move, so you can deny the scarf with Magic Room. Naturally, this pokemon works better on Uber teams.

Tangela @ Eviolite/ Assault Vest/ Leftovers
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
IVs: 0 Atk
- Leaf Storm/ Giga Drain
- Ancient Power
- Sludge Bomb
- Hidden Power [Fire]

Tangela has pretty decent Special Attack and a bulk slightly inferior than Tanwrowth.
 
I tried submitting the Tier Itemslots OM because of the positive feedback, and was told I am too inactive to be a tier leader.

So if anyone else wants to take this OM and submit it, you have my permission.

Anyways, for those thinking Ubers will still be dominant in Tier Itemslots,


Ditto @ Choice Scarf + Life Orb + Leftovers
Ability: Imposter
EVs: 252 HP
- Transform

Ditto can become an Uber Pokemon with three items on it.
 
The best of the streets !!! [BS]




Introduction:
If the Pokémon universe was our real universe; there would not be thousands of trainers with Mewtwo or Arceus, quite the contrary, these would be unique or extremely rare Pokémon that only a few lucky ones could have, while the other trainers and day-to-day enthusiasts would have only the Pokémon that any strenuous mortal could have, there are those who strive to be the best in their neighborhood or city, and even if it does not contain some legendary Pokémon at their party, they have struggled enough to have an honest team with six Pokemon at the highest level, and the best of the streets do not be afraid of legendary trainers as they have created and trained their Pokémon to have the best possible attributes.

Metagame premise: Same as AG metagame, with the difference that legendary Pokémon will not be allowed because of the concept already explained, and this goes from legendary UBER to legendary PU (from Groundon to Articuno).

Potential bans and threats: Nothing but legendary Pokémon (Arcanine is allowed hahahaha); all the rules are the same as the cartridges, as in AG.

Questions for the community: Mega Evolutions and Z-Crystals should be part of the concept of "street"?
 
The best of the streets !!! [BS]




Introduction:
If the Pokémon universe was our real universe; there would not be thousands of trainers with Mewtwo or Arceus, quite the contrary, these would be unique or extremely rare Pokémon that only a few lucky ones could have, while the other trainers and day-to-day enthusiasts would have only the Pokémon that any strenuous mortal could have, there are those who strive to be the best in their neighborhood or city, and even if it does not contain some legendary Pokémon at their party, they have struggled enough to have an honest team with six Pokemon at the highest level, and the best of the streets do not be afraid of legendary trainers as they have created and trained their Pokémon to have the best possible attributes.

Metagame premise: Same as AG metagame, with the difference that legendary Pokémon will not be allowed because of the concept already explained, and this goes from legendary UBER to legendary PU (from Groundon to Articuno).

Potential bans and threats: Nothing but legendary Pokémon (Arcanine is allowed hahahaha); all the rules are the same as the cartridges, as in AG.

Questions for the community: Mega Evolutions and Z-Crystals should be part of the concept of "street"?
Ok so like 6v6 BSS
 
I tried to make Flare Boost work in Abilimoves, but it was a bit tricky, as there is no special equivalent of Facade. It also gives the same boost as a Choice Specs, so you need a good reason to run Flame Orb + Flare Boost instead of just Specs + a bunch of other abilities to boost your power further. Here's what I came up with.



Alakazam @ Flame Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Psycho Shift
- Flare Boost

Alakazam avoids burn damage thanks to Magic Guard, and can use Psycho Shift to spread the burn to the opponent. Note that unless Alakazam loses its Flame Orb, it will regain its burn after using Psycho Shift.



Hoopa-Unbound @ Flame Orb
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock / Fling
- Flare Boost
- Quick Feet

Next, I thought about using Flare Boost in combination with Quick Feet, to boost Speed as well as Special Attack. Hoopa appreciates the speed boost, and has the option of Fling. Fling works interestingly with Magician, as it will steal the opponent's item after it gets hit with the flung item.



Jolteon @ Flame Orb
Ability: Quick Feet
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch / Hidden Power [Ice] / Signal Beam
- Electric Surge / Sheer Force
- Flare Boost

Thinking of Quick Feet got me thinking of Pokemon that got Quick Feet naturally, and of that selection, Jolteon is the only special attacker. While its raw power isn't THAT good, it can boost it in two ways. The first is that because of its high natural Speed in combination with the boost from Quick Feet, it can probably afford to run a Modest nature. The second is that because it gets Quick Feet naturally, it has room to run a power-boosting abilimove.
 
Is this the place where people go for new Metagame ideas? I've been looking everywhere and I hope I found the place. I'll try not be too long or annoying here, so let's cut to it. Folks, let me introduce my idea:

Mega Evolution Massacre

Synopsis: Mega Evolutions collide in the ultimate battle of strength. Create a team of six already Mega Evolved Pokémon (still holding Mega Stones for game balance) and take down your opponents in style.

Rules:
1. All Pokémon in the Team Builder must be in their Mega form while still holding their Mega Stones
2. Species clause exists but not for Charizard and Mewtwo, however you can't have, say two Mega Charizard X on one team
3. Rayquaza is automatically banned for not having a Mega Stone and for just being extremely OP
4. All abilities and movesets must be legal
5. (Optional) No maximum EV limit for stats (252 in all stats)
6. Obviously you can only use Pokémon that have a Mega Evolution to begin with
7. (Optional) Available in Singles and Doubles formats, different ladder for each

Sample Sets

1. Mega Mewtwo X (Jolly, 252 Atk, 252 Spe, 4 SpD)
Brick Break/Drain Punch, Ice Punch, Stone Edge, Taunt
-This set comes alive in 1v1 situations prioritizing type coverage and threat-breaking efforts. Taunt can help stop set up attempts from Pokémon such as Charizard X, Salamence, and Altaria to name a few. Taunt also has a number of other uses. Mewtwo X doesn't need it's Psychic STAB as much when using the listed attacking moves in specific matchups.

2. Mega Sableye (Calm, 252 HP, 248 SpD, 8 Def)
Taunt, Confuse Ray, Recover, Will-o-Wisp
-As you might have guessed, the Mewtwos are going to be pretty powerful in this meta. Look no further for a staple Mewtwo hard counter. Sableye's Magic Bounce is incredible in multiple matchups and can even reflect hazards, and can block common Taunt users. It's immune to both of Mewtwo's potential STABs, and can use the following moveset and EV spread to cripple any potential counters to its unmatched walling prowess.

3. Mega Garchomp (Adamant, 252 HP, 252 Atk, 4 SpD)
Earthquake, Rock Slide/Stone Edge, Iron Head, Stealth Rock
-Garchomp's Sand Force boosted attacks hit like a tactical nuke under fellow pseudo legendary Tyranitar's Sandstorm summoned by Sand Stream. All three listed attacking moves can get this boost. Earthquake is obvious STAB. The chosen Rock-Type move can be used as coverage in key matchups and can destroy Charizard Y, in an effort to help keep Sand Stream active over Drought. Iron Head can be used for crucial Fairy-Type threats. As for Stealth Rock, Garchomp is bulky enough to run it as a filler move to set up for the team, usually able to set up after taking a single hit.

Potential Bans (these need playtesting in the meta): Mewtwo X, Mewtwo Y, Tyranitar and Garchomp on the same team, Dragon Dance Salamence, etc.
 
Last edited:

Ransei

Mr. Worldwide
is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderator
Moderator
Is this the place where people go for new Metagame ideas? I've been looking everywhere and I hope I found the place. I'll try not be too long or annoying here, so let's cut to it. Folks, let me introduce my idea:

Mega Evolution Massacre

Synopsis: Mega Evolutions collide in the ultimate battle of strength. Create a team of six already Mega Evolved Pokémon (still holding Mega Stones for game balance) and take down your opponents in style.

Rules:
1. All Pokémon in the Team Builder must be in their Mega form while still holding their Mega Stones
2. Species clause exists but not for Charizard and Mewtwo, however you can't have, say two Mega Charizard X on one team
3. Rayquaza is automatically banned for not having a Mega Stone and for just being extremely OP
4. All abilities and movesets must be legal
5. (Optional) No maximum EV limit for stats (252 in all stats)
6. Obviously you can only use Pokémon that have a Mega Evolution to begin with
7. (Optional) Available in Singles and Doubles formats, different ladder for each

Sample Sets

1. Mega Mewtwo X (Jolly, 252 Atk, 252 Spe, 4 SpD)
Brick Break/Drain Punch, Ice Punch, Stone Edge, Taunt
-This set comes alive in 1v1 situations prioritizing type coverage and threat-breaking efforts. Taunt can help stop set up attempts from Pokémon such as Charizard X, Salamence, and Altaria to name a few. Taunt also has a number of other uses. Mewtwo X doesn't need it's Psychic STAB as much when using the listed attacking moves in specific matchups.

2. Mega Sableye (Calm, 252 HP, 248 SpD, 8 Def)
Taunt, Confuse Ray, Recover, Will-o-Wisp
-As you might have guessed, the Mewtwos are going to be pretty powerful in this meta. Look no further for a staple Mewtwo hard counter. Sableye's Magic Bounce is incredible in multiple matchups and can even reflect hazards, and can block common Taunt users. It's immune to both of Mewtwo's potential STABs, and can use the following moveset and EV spread to cripple any potential counters to its unmatched walling prowess.

3. Mega Garchomp (Adamant, 252 HP, 252 Atk, 4 SpD)
Earthquake, Rock Slide/Stone Edge, Iron Head, Stealth Rock
-Garchomp's Sand Force boosted attacks hit like a tactical nuke under fellow pseudo legendary Tyranitar's Sandstorm summoned by Sand Stream. All three listed attacking moves can get this boost. Earthquake is obvious STAB. The chosen Rock-Type move can be used as coverage in key matchups and can destroy Charizard Y, in an effort to help keep Sand Stream active over Drought. Iron Head can be used for crucial Fairy-Type threats. As for Stealth Rock, Garchomp is bulky enough to run it as a filler move to set up for the team, usually able to set up after taking a single hit.

Potential Bans (these need playtesting in the meta): Mewtwo X, Mewtwo Y, Tyranitar and Garchomp on the same team, Dragon Dance Salamence, etc.
This is just a downgraded version of Megamons
 
StatusMons
All status moves that don't call an attack (sleep talk, assist, copycat, snatch, etc), have 70 base power and deal damage based on the users highest base attack stat.

The status effects are applied after the attack deals damage.
Effects of status moves don't activate if the opposing mon is immune.
Moves retain their priority, type, and accuracy.
If the magic coat is used, and if it would normally reflect the attack, the Pokemon using magic coat would use the attack instead and it will use it's own stats to determine if the status move will deal physical or special damage. Snatch works in a similar way.
If substitute would normally block the status move, it would still be blocked in this meta (I'm not sure what to do about sub)


Tier: OU
Bans: Protect, Detect, King's Shield, Spiky Shield, Baneful Bunker
Possible Bans: Endure, Substitute, Taunt

What This Does:
-Helps with 4 move syndrome.
-Potentially adds more coverage
-Makes taunt stronger
-It will probably be a bit chaotic due to spreading status, boosting moves, field moves, etc.
-Moves you rarely see pop up like crafty shield, terrain, recycle, quick guard, Safeguard, Helping Hand, Sports.
-Mental Herb
-Prankster mons will probably increase in usage

Questions:
Would boosting moves become too strong?
Would you play this?
Would there need to be additional changes?
Should Taunt be banned?
Would this be rejected like the OM idea: "Status Attack Switch: Status moves become attacks, and attacks with secondary effects become status moves"?
Should the base power be different?

Here are some ideas for sets:
https://pokepast.es/ec0e0006d4d3989b
https://pokepast.es/2aa8a9d44f099a94 (some anti priority + other ideas)
 
Last edited:
StatusMons
All status moves that don't call an attack (sleep talk, assist, copycat, snatch, etc), have 60 base power and deal damage based on the users highest attack stat.

The status effects are applied after the attack deals damage.
Effects of status moves don't activate if the opposing mon is immune.
Moves retain their priority.


Bans: Protect, detect, King's Shield

What This Does:
-Helps with 4 move syndrome.
-Potentially adds more coverage
-Makes taunt stronger

Questions:
Would boosting moves become too strong?
Would you play this?
Would there need to be additional changes?
Should Taunt be banned?
Would this be rejected like the OM idea: "Status Attack Switch: Status moves become attacks, and attacks with secondary effects become status moves"?
How does Sleep Inducing moves interract with Sleep Clause? If there is already a Pokemon asleep and Breloom clicks Spore, does Spore deal damages and not put the foe asleep, or does it fail?
How does Z-status move work?
I can see Roserade being good in this format with this set:
Roserade @ Black Sludge
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sleep Powder
- Spikes
- Toxic Spikes
- Hidden Power [Fire]

T-Spikes and Sleep Powder are 90 BP move and Roserade main STAB-moves and have very powerful secondary effects. Spikes hits Heatran for SE damages and are very powerful, HP fire deals with Ferro, Scizor and Celesteela.
 
How does Sleep Inducing moves interract with Sleep Clause? If there is already a Pokemon asleep and Breloom clicks Spore, does Spore deal damages and not put the foe asleep, or does it fail?
How does Z-status move work?
Spore would deal damage, but not put a pokemon to sleep.
z-status would have 60 base power and deal damage based on the users highest attacking stat and do what z-effect it would normally do, so long as the opposing mon is not immune to it.
 
StatusMons
All status moves that don't call an attack (sleep talk, assist, copycat, snatch, etc), have 60 base power and deal damage based on the users highest attack stat.

The status effects are applied after the attack deals damage.
Effects of status moves don't activate if the opposing mon is immune.
Moves retain their priority.


Bans: Protect, detect, King's Shield

What This Does:
-Helps with 4 move syndrome.
-Potentially adds more coverage
-Makes taunt stronger

Questions:
Would boosting moves become too strong?
Would you play this?
Would there need to be additional changes?
Should Taunt be banned?
Would this be rejected like the OM idea: "Status Attack Switch: Status moves become attacks, and attacks with secondary effects become status moves"?
Should the base power be different?
What type would the moves be? I assume they would retain their type, so Dragon Dance would be Dragon type and so on. What if the user wants to use the lower attacking stat, like for coverage purpose? Maybe it can be physical if it's in the first move slot and special if it's in the second move slot. Also, 60 BP is pretty reasonable but Technician could be an issue. However, the only relevant Technician user in OU (I assume this is an OU-based meta) is Mega Scizor so it probably isn't a major concern.
 
What type would the moves be? I assume they would retain their type, so Dragon Dance would be Dragon type and so on. What if the user wants to use the lower attacking stat, like for coverage purpose? Maybe it can be physical if it's in the first move slot and special if it's in the second move slot. Also, 60 BP is pretty reasonable but Technician could be an issue.
The type of the move would be the type of the status.
The OM would use the OU tier.
Would 70 BP be better? That was my original number, but I was worried it would be too strong.
I feel that making moveslots change whether or not the move is special or physical could make things more complicated.

I'm going to add some more details to my original post.
 
Last edited:

pulsar512b

Banned deucer.
Metagame premise: Pokemon get boosts from teammates if they share at least one type
Potential bans and threats: Monotype teams
Questions for the community: What would be the potential bans/threats, and do you think this would work?
 
Metagame premise: Pokemon get boosts from teammates if they share at least one type
Potential bans and threats: Monotype teams
Questions for the community: What would be the potential bans/threats, and do you think this would work?
What do you mean by “boosts”? That’s a little vague. Does it work like baton pass or some kind of Plus/Minus/Battery for Singles?
 

Users Who Are Viewing This Thread (Users: 10, Guests: 0)

Top