[RU Beta] Shell Smash Yanmega - Balanced RU Team

I started teambuilding this team when RU first came out and I wanted to use a Yanmega. Choice Specs tinted lens is fun but I wanted to sweep, not just wallbreak. At first I was trying out a smash pass set with Smeargle going into focus sash Yanmega, but then I saw a video by Pyrotoz where he used a weakness policy, endure, weak armour Kabutops and watch it get to +5 Speed and +2 Att thanks to a Cincinno's bullet seed. That's what gave me the idea for this monster, I call it:

'Shell Smash Yanmega'


mega_yanmega_by_dragonith-d6hwdhd.png



Yanmega @ Weakness Policy
Ability: Speed Boost
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Endure
- Bug Buzz
- Air Slash
- Giga Drain

After one turn of set up this poke gets to +2 Att and +2 SpA and +1 speed which allows it to outspeed everything in the tier that isn't scarfed. Usually by this point it is too late for their scarfer to switch in. This thing is good. Not Unstoppable by any means, but very good if properly used. Due to Yanmega's weaknesses (Rock, Ice, Electric, Fire, Flying) all of which are not hard to find in RU, this thing can endure on the incoming hit, get to +2 SpA and simultaneuosly boosting his speed beyond anything that isn't scarfed. The obvious glaring weakness here is it is easily revenge killed by priority, so setting up too early is not advised. I run Giga Drain for Rhyperior, Gastrodon etc. and to recover HP back after 1HP survives. It benefits alot from SR support and prior damage as it barely misses out on some KOs in the tier.

This set also kind of gets around Yanmega's glaring Stealth Rock Weakness as most of the time your going to be sweeping on 1HP anyway.

Problems: Magneton, Escavalier, Bronzong, Milotic, bulky AV users.

emboar_by_avisha-d3c5r4o.jpg


Emboar @ Assault Vest
Ability: Blaze
EVs: 252 Atk / 124 HP / 132 Spd
Adamant Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch


This team slot has changed alot. At first I ran a Cincinno but it lacked power and meant my whole team was walled by Escavalier whilst taking big damage in return. I then ran a Zoroark with Flamethrower but I was underwhelmed. I wanted to use a LO Moltres but I didn't fancy having two team members 4x weak to rock, so I've been testing Pyroar, but decided I needed a Physical attacker and preferably one not weak to Rock. Emboar fitted the bill. I run just enough speed to outpseed uninvested Milotic. Thoughts on AV vs LO/Leftovers are welcome.

eg5m2s.png


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 Atk
Sassy Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Toxic
- Protect

Specially defensive Bronzong checks many of the big RU threats at the moment - most notably Kyurem and Shaymin - and so is a necessity for the team. SR support helps out with Yanmega's sweeping potential and Toxic/Protect help wear down bulky walls such as Slowking and put a timer on set up sweepers. All in all a very solid choice for any RU team at the moment. I'm considering putting Iron head instead of Gyro Ball for the extra PP, but let me know if that's worth it.


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Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Draco Meteor
- Ice Beam
- Earth Power
- Hidden Power [Fire]

This thing is a great Wallbreaker as with Choice Specs it hits like a truck (590 SpA is nothing to play games with) the speed is a little unfortunate, but as it is below base 100 there is almost no point running timid and the extra power from Modest is so helpful. I run HP Fire over Dragon Pulse because I'm sick of being walled by Escavalier and Most of the time Draco meteor is superior to Dragon Pulse anyway. It also occasionally comes in handy with weakening Bronzong.

hitmon10.jpg


Hitmontop (M) @ Assault Vest
Ability: Intimidate
EVs: 60 Atk / 252 HP / 196 Def
Impish Nature
- Rapid Spin
- Close Combat
- Sucker Punch
- Earthquake (good for Toxicroak, but considering switching to Fake Out/Mach Punch - let me know)

This is a fairly obvious role, this team has a big weakness to Stealth Rocks and as such a Spinner is a necessity. It also allows me to revenge kill with Sucker Punch and Thanks to Assault Vest and Intimidate it takes hits on both sides very well and shuts down many physical attackers. It replaced a Sandslash I was using that felt a little bit like dead weight. Obviously fulfills the role of Knock Off sponge as well.

av-4130907.jpg


Raikou @ Choice Scarf
Ability: Pressure
Shiny: Yes - To bluff Aura Sphere, which most of the time doesn't work.
EVs: 252 Spd / 252 SAtk / 4Def
Timid Nature
IVs: 0 Atk / 30 SAtk
- Volt Switch
- Thunderbolt
- Extrasensory
- Hidden Power [Grass]

Most teams need a good scarfer and Raikou works well with the tier as it is. This gives me a much needed Electric resist, a nice pivot as it is relatively bulky and has Volt switch, as well as a good revenge killer. Timid allows me to outspeed +2 Gorebyss and easily KO, which is part of why I don't run Aura Sphere. The other part is that Toxicroak is a big threat to my team, extrasensory deals with it. Hidden Power Grass for Rhyperior/Kabutops.

Thankyou very much for reading, I hope you enjoyed this RMT which is the first one I've done since early Gen 5. RU isn't a very balanced tier atm and this team needs a bit of help so I thought I would offer it up to the forums. The list of weaknesses is below.

Weaknesses: Escavalier, Fast hard-hitting Fire or Fighting types, Stealth Rocks if Hitmontop goes down.

Wishlist: Ground type to stop Volt-Turn, maybe more hazards just to help Yanmega and Raikou but I was trying to steer clear of Stall with this team.

Types:
Fire - 2 Weak, 1 Resist
Rock - 2 Weak, 2 Resist
Ice - 1 Weak, 2 Resist
Electric - 1 Weak, 1 Resist
Water - 1 Weak, 1 Resist
Ground - 2 Weak, 2 Immune
Fighting - 1 Weak, 1 Resist
Dark - 1 Weak, 1 Resist
Ghost - 1 Weak, 1 Immune
Fairy - 2 Weak, 1 Resist
Dragon - 1 Weak, 1 Resist
Psychic - 1 Weak, 1 Resist
Flying - 2 Weak, 2 Resist

I hope this shows that I've bothered to at least make sure my team synergises pretty well.

*Disclaimer* I put up a very similar thread the other day but it got no replies and not wanting to just bump it endlessly, thought I would change the title and rework the piece a little. Sorry if this means you've seen it before. I have emptied the other thread.
 
Alright cool team! This said, how do you deal with strong fire types at all, most namely Delphox? It Fire Blasts Yanmega, Kyurem, Bronzong, and Raikou, and Psychics Hitmontop and Emboar. The only chance you can even outspeed it is Yanmega or Raikou, which are shaky at best. Some of your sets are also mediocre and could be improved. Also, Trick Room Reuniclus and Trick Room Nasty Plot Cofagrigus 6-0 you with ease, as you have no safe switches and cannot even revenge kill them.

Firstly, please use SubRoost Kyurem over Specs. I realize that your specs variant hits hard, but SubRoost Kyurem forces switches like crazy, and acts as an amazing stallbreaker, which your team is currently very weak to. It also uses roost to alleviate its issues with Stealth Rocks, and can avoid crippling status via a substitute, yet still keeps very similar coverage and power.

I honestly don't see the point of a spinner for your team! As you stated yourself, rocks don't affect your Yanmega set as much due to the oddity of your set, and SubRoost Kyurem won't be weak to rocks at all. Instead, I reccomend running Assault Vest Drapion as it can switch into any Delphox at least 1x, and can quickly pursuit trap it to remove it for the rest of the game, causing you much less trouble, as that is probably the primary threat towards your team. It also beats the two trick roomers I stated were issues 100% of the time, removing them as well, as otherwise you are easily 6-0'd.

Minor Changes:
Bronzong: Earthquake > Protect, as it offers any variant of Bronzong key coverage against opposing steels who are immune to toxic and resist Gyro Ball
Emboar: Sleep Talk > Sucker Punch, as you currently do not have anything to switch into a spore or sleep powder, and you cannot check lead Smeargle at all.
Raikou: Hidden Power [Ice] > Hidden Power [Grass], simply due to better coverage on Grass and Ground

Cool team, hope this rate helps!
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Kyurem @ Life Orb
Ability: Pressure
EVs: 220 SAtk / 236 Spd / 52 HP
Modest Nature
- Ice Beam / Dragon Pulse
- Earth Power
- Roost
- Substitute

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Drapion @ Assault Vest
Ability: Battle Armor
EVs: 48 Spd / 252 Atk / 208 HP
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake
 
I started teambuilding this team when RU first came out and I wanted to use a Yanmega. Choice Specs tinted lens is fun but I wanted to sweep, not just wallbreak. At first I was trying out a smash pass set with Smeargle going into focus sash Yanmega, but then I saw a video by Pyrotoz where he used a weakness policy, endure, weak armour Kabutops and watch it get to +5 Speed and +2 Att thanks to a Cincinno's bullet seed. That's what gave me the idea for this monster, I call it:

'Shell Smash Yanmega'


mega_yanmega_by_dragonith-d6hwdhd.png



Yanmega @ Weakness Policy
Ability: Speed Boost
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Endure
- Bug Buzz
- Air Slash
- Giga Drain

After one turn of set up this poke gets to +2 Att and +2 SpA and +1 speed which allows it to outspeed everything in the tier that isn't scarfed. Usually by this point it is too late for their scarfer to switch in. This thing is good. Not Unstoppable by any means, but very good if properly used. Due to Yanmega's weaknesses (Rock, Ice, Electric, Fire, Flying) all of which are not hard to find in RU, this thing can endure on the incoming hit, get to +2 SpA and simultaneuosly boosting his speed beyond anything that isn't scarfed. The obvious glaring weakness here is it is easily revenge killed by priority, so setting up too early is not advised. I run Giga Drain for Rhyperior, Gastrodon etc. and to recover HP back after 1HP survives. It benefits alot from SR support and prior damage as it barely misses out on some KOs in the tier.

This set also kind of gets around Yanmega's glaring Stealth Rock Weakness as most of the time your going to be sweeping on 1HP anyway.

Problems: Magneton, Escavalier, Bronzong, Milotic, bulky AV users.

emboar_by_avisha-d3c5r4o.jpg


Emboar @ Assault Vest
Ability: Blaze
EVs: 252 Atk / 124 HP / 132 Spd
Adamant Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch


This team slot has changed alot. At first I ran a Cincinno but it lacked power and meant my whole team was walled by Escavalier whilst taking big damage in return. I then ran a Zoroark with Flamethrower but I was underwhelmed. I wanted to use a LO Moltres but I didn't fancy having two team members 4x weak to rock, so I've been testing Pyroar, but decided I needed a Physical attacker and preferably one not weak to Rock. Emboar fitted the bill. I run just enough speed to outpseed uninvested Milotic. Thoughts on AV vs LO/Leftovers are welcome.

eg5m2s.png


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 Atk
Sassy Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Toxic
- Protect

Specially defensive Bronzong checks many of the big RU threats at the moment - most notably Kyurem and Shaymin - and so is a necessity for the team. SR support helps out with Yanmega's sweeping potential and Toxic/Protect help wear down bulky walls such as Slowking and put a timer on set up sweepers. All in all a very solid choice for any RU team at the moment. I'm considering putting Iron head instead of Gyro Ball for the extra PP, but let me know if that's worth it.


%C5%A5%B7%B9%B9%AB.png


Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Draco Meteor
- Ice Beam
- Earth Power
- Hidden Power [Fire]

This thing is a great Wallbreaker as with Choice Specs it hits like a truck (590 SpA is nothing to play games with) the speed is a little unfortunate, but as it is below base 100 there is almost no point running timid and the extra power from Modest is so helpful. I run HP Fire over Dragon Pulse because I'm sick of being walled by Escavalier and Most of the time Draco meteor is superior to Dragon Pulse anyway. It also occasionally comes in handy with weakening Bronzong.

hitmon10.jpg


Hitmontop (M) @ Assault Vest
Ability: Intimidate
EVs: 60 Atk / 252 HP / 196 Def
Impish Nature
- Rapid Spin
- Close Combat
- Sucker Punch
- Earthquake (good for Toxicroak, but considering switching to Fake Out/Mach Punch - let me know)

This is a fairly obvious role, this team has a big weakness to Stealth Rocks and as such a Spinner is a necessity. It also allows me to revenge kill with Sucker Punch and Thanks to Assault Vest and Intimidate it takes hits on both sides very well and shuts down many physical attackers. It replaced a Sandslash I was using that felt a little bit like dead weight. Obviously fulfills the role of Knock Off sponge as well.

av-4130907.jpg


Raikou @ Choice Scarf
Ability: Pressure
Shiny: Yes - To bluff Aura Sphere, which most of the time doesn't work.
EVs: 252 Spd / 252 SAtk / 4Def
Timid Nature
IVs: 0 Atk / 30 SAtk
- Volt Switch
- Thunderbolt
- Extrasensory
- Hidden Power [Grass]

Most teams need a good scarfer and Raikou works well with the tier as it is. This gives me a much needed Electric resist, a nice pivot as it is relatively bulky and has Volt switch, as well as a good revenge killer. Timid allows me to outspeed +2 Gorebyss and easily KO, which is part of why I don't run Aura Sphere. The other part is that Toxicroak is a big threat to my team, extrasensory deals with it. Hidden Power Grass for Rhyperior/Kabutops.

Thankyou very much for reading, I hope you enjoyed this RMT which is the first one I've done since early Gen 5. RU isn't a very balanced tier atm and this team needs a bit of help so I thought I would offer it up to the forums. The list of weaknesses is below.

Weaknesses: Escavalier, Fast hard-hitting Fire or Fighting types, Stealth Rocks if Hitmontop goes down.

Wishlist: Ground type to stop Volt-Turn, maybe more hazards just to help Yanmega and Raikou but I was trying to steer clear of Stall with this team.

Types:
Fire - 2 Weak, 1 Resist
Rock - 2 Weak, 2 Resist
Ice - 1 Weak, 2 Resist
Electric - 1 Weak, 1 Resist
Water - 1 Weak, 1 Resist
Ground - 2 Weak, 2 Immune
Fighting - 1 Weak, 1 Resist
Dark - 1 Weak, 1 Resist
Ghost - 1 Weak, 1 Immune
Fairy - 2 Weak, 1 Resist
Dragon - 1 Weak, 1 Resist
Psychic - 1 Weak, 1 Resist
Flying - 2 Weak, 2 Resist

I hope this shows that I've bothered to at least make sure my team synergises pretty well.

*Disclaimer* I put up a very similar thread the other day but it got no replies and not wanting to just bump it endlessly, thought I would change the title and rework the piece a little. Sorry if this means you've seen it before. I have emptied the other thread.


First of all, congratz to comming up with that unique Yanmega set!

On Yanmega, I would consider replacing Air Slash with HP Fire. Since weakness policy is a one-time boost, switching out will be a big pain. With HP fire, you destroy the bulkiest steel types in the tier, OHKOing Escavalier, and 2HKOing specially defensive Registeel and Bronzong after the weakness policy boost. The loss of Air Slash won't be a huge deal, as things like Embroar will still be very hesitant to switch in, until they are sure you don't carry Air Slash.

Second, seeing that powerful special walls can prove troublesome to your team, especially when Embroar is killed, I recommend changing Hitmontop to a more offensive spread of 252 HP / 252 Atk Adamant, as it still retains its mixed bulk but is able to hit back harder.

Finally, if choose to run Modest Kyurem, you should only use 236 speed EVs, since anything more won't outrun anything except for opposing Kyurem. Probably not gonna change anything major, but just wanted to point that out.

Good luck with your team!
 
Have you considered Choice Scarf Magneton as a partner for Yanmega, I've been using your set on a team of mine with Magneton, and it works wonders. Hidden Power Fire hits the steels Yanmega is walled by and Volt Switch can give a free switch to it.

Magneton @ Choice Scarf
Magnet Pull
Timid
4 HP/252 Sp.A/252 Spe
-Thunderbolt
-Flash Cannon
-Hidden Power Fire
-Volt Switch
 
Have you considered Choice Scarf Magneton as a partner for Yanmega, I've been using your set on a team of mine with Magneton, and it works wonders. Hidden Power Fire hits the steels Yanmega is walled by and Volt Switch can give a free switch to it.

Magneton @ Choice Scarf
Magnet Pull
Timid
4 HP/252 Sp.A/252 Spe
-Thunderbolt
-Flash Cannon
-Hidden Power Fire
-Volt Switch
Just know that timid hits for disappointing damage, I dont know about the things that timid outspeeds, but you should also consider modest and see if you like it more.
 
Just know that timid hits for disappointing damage, I dont know about the things that timid outspeeds, but you should also consider modest and see if you like it more.

Yep, timid misses the important guaranteed 2HKO'ed on Escavalier, something quite major. Also, if you do decide to run modest, you might want to consider investing in HP instead of speed.
 
Alright cool team! This said, how do you deal with strong fire types at all, most namely Delphox? It Fire Blasts Yanmega, Kyurem, Bronzong, and Raikou, and Psychics Hitmontop and Emboar. The only chance you can even outspeed it is Yanmega or Raikou, which are shaky at best. Some of your sets are also mediocre and could be improved. Also, Trick Room Reuniclus and Trick Room Nasty Plot Cofagrigus 6-0 you with ease, as you have no safe switches and cannot even revenge kill them.

Firstly, please use SubRoost Kyurem over Specs. I realize that your specs variant hits hard, but SubRoost Kyurem forces switches like crazy, and acts as an amazing stallbreaker, which your team is currently very weak to. It also uses roost to alleviate its issues with Stealth Rocks, and can avoid crippling status via a substitute, yet still keeps very similar coverage and power.

I honestly don't see the point of a spinner for your team! As you stated yourself, rocks don't affect your Yanmega set as much due to the oddity of your set, and SubRoost Kyurem won't be weak to rocks at all. Instead, I reccomend running Assault Vest Drapion as it can switch into any Delphox at least 1x, and can quickly pursuit trap it to remove it for the rest of the game, causing you much less trouble, as that is probably the primary threat towards your team. It also beats the two trick roomers I stated were issues 100% of the time, removing them as well, as otherwise you are easily 6-0'd.

Minor Changes:
Bronzong: Earthquake > Protect, as it offers any variant of Bronzong key coverage against opposing steels who are immune to toxic and resist Gyro Ball
Emboar: Sleep Talk > Sucker Punch, as you currently do not have anything to switch into a spore or sleep powder, and you cannot check lead Smeargle at all.
Raikou: Hidden Power [Ice] > Hidden Power [Grass], simply due to better coverage on Grass and Ground

Cool team, hope this rate helps!
_____________________________
646.gif

Kyurem @ Life Orb
Ability: Pressure
EVs: 220 SAtk / 236 Spd / 52 HP
Modest Nature
- Ice Beam / Dragon Pulse
- Earth Power
- Roost
- Substitute

452.gif

Drapion @ Assault Vest
Ability: Battle Armor
EVs: 48 Spd / 252 Atk / 208 HP
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake

Thanks for the rate, I'll test some of the changes and let you know how it fares. I am running HP grass for Gastrodon and Seismitoad, although I know I miss out on Gligar, it's a 50/50 - I swap between them but whenever have HP Ice I want HP Grass and Vice versa.

Having run the calcs Raikou 2HKOs Delphox easily after Rocks and Delphox only does about 50% in return, so Delphox hasn't been to much of a problem for the team, just because it is neither that common nor particularly good. I've seen it used well but most of the time it seems to just be a bit of a flop, but I'll test Assault Vest Drapion as it seems a good check and something slightly more interesting, although having a spinner is always good if I can't set up with Yanmega or Kyurem needs to switch in a couple of times - the damage adds up fast.

I run Protect on Bronzong because it is so important to the team and without any form of reliable recovery, I need protect to allow it to gain a little bit of health back when I face teams packing KyuMin that just piles the offensive pressure on, Protect helps deal with that. It's not just there for Toxic stalling.
 
Have you considered Choice Scarf Magneton as a partner for Yanmega, I've been using your set on a team of mine with Magneton, and it works wonders. Hidden Power Fire hits the steels Yanmega is walled by and Volt Switch can give a free switch to it.

Magneton @ Choice Scarf
Magnet Pull
Timid
4 HP/252 Sp.A/252 Spe
-Thunderbolt
-Flash Cannon
-Hidden Power Fire
-Volt Switch

Which team member would you suggest replacing? I would immediately think Bronzong, but the ground immunity is invaluable
 
Maybe Raikou, you would keep the electric typing, and offer better defensive synergy on your team. Also you would keep roughly the same damage output, albeit a little slower.
 
First of all, congratz to comming up with that unique Yanmega set!

On Yanmega, I would consider replacing Air Slash with HP Fire. Since weakness policy is a one-time boost, switching out will be a big pain. With HP fire, you destroy the bulkiest steel types in the tier, OHKOing Escavalier, and 2HKOing specially defensive Registeel and Bronzong after the weakness policy boost. The loss of Air Slash won't be a huge deal, as things like Embroar will still be very hesitant to switch in, until they are sure you don't carry Air Slash.

Second, seeing that powerful special walls can prove troublesome to your team, especially when Embroar is killed, I recommend changing Hitmontop to a more offensive spread of 252 HP / 252 Atk Adamant, as it still retains its mixed bulk but is able to hit back harder.

Finally, if choose to run Modest Kyurem, you should only use 236 speed EVs, since anything more won't outrun anything except for opposing Kyurem. Probably not gonna change anything major, but just wanted to point that out.

Good luck with your team!


Thank you very much for the rate and for the kind words about my set! Like I said I can't take all the credit, but it is something I'm proud of. I will test HP Fire on my Yanmega - especially as I will be testing sub-roost Kyurem and so won't have HP Fire Specsrem to play with, but the 30% flinch chance, whilst a bit of a dickish way to win games, can really come in handy - as can hitting Emboar, Hitmontop, and other fighting/flying types. I'll let you know how it goes.
 
Maybe Raikou, you would keep the electric typing, and offer better defensive synergy on your team. Also you would keep roughly the same damage output, albeit a little slower.

My only issue then is that my team would be very weak to smash pass, whereas Raikou helps to deal with this as it can outspeed a +2 Gorebyss and KO with ease. I'll test and get back to you later this week.
 
I can't run sleep talk on Emboar because I'm running Assault Vest, actually really comes in handy sometimes - but I'll switch to lefties and test it out
 
You have great pokemon on this team but in my opinion their movesets and spreads limit their potential.

Choice Scarf > Assault Vest & 252atk/252speed, Jolly Nature on Emboar also Sleep Talk > Sucker Punch. Choice scarf or choice band are Emboars best items, but due to the high amount of psychic types and Moltres and Yanmega on every team boosting its lackluster speed is a must.

You also have a severe Moltres weakness. In order to sure this up I recommend using Lanturn over Raikou. Lanturn resist both of Moltres's stabs. Moltres's coverage Hidden Power Grass 4HKO's if it decides to stay in. (which is unlikely since Lanturn 2HKO's it) 252 SpA Moltres Hidden Power Grass vs. 40 HP / 240+ SpD Lanturn: 112-132 (27.9 - 32.9%) -- 79.5% chance to 4HKO after Leftovers recovery

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Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 228 Def / 240 SDef
Bold/Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave

I feel these changes will work best with Brawlfest recommended changes. If you decide to swap Hitmontop for Drapion I hope you consider Skuntank over both of those options. It has similar bulk, it also shares the same type as Drapion and as an added bonus it can clear hazards with defog.

435.gif
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 252 SDef / 4 Def
Adamant Nature
- Defog
- Crunch
- Sucker Punch
- Poison Jab
 
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