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Thread: Competitive Single Rates (5th Gen Standard OU) - READ FIRST POST

  1. #3926
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    Not a bad idea. could defiantly work as a bluff set and does rape mag in the face.

  2. #3927
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    Quote Originally Posted by floatzel98 View Post
    Not a bad idea. could defiantly work as a bluff set and does rape mag in the face.
    Thanks man, another idea for a bulky U turner to go into a more balance oriented volt turn core.

    Scizor @ Life Orb / Leftovers
    Nature: Adamant
    Ability: Technician
    Evs: 248 HP / 160 Attk / 100 Spe
    Moves:
    -Superpower
    -U-turn
    -Roost
    -Bullet Punch

    Has some good power with LO and adamant 160 attack. 100 Speed catches Sp def heatran and rapes its face with superpower. Roost is decent recovery. You can move some speed into Sp def if you'd rather take hits better than outspeed walltran. Bullet Punch is for revenge killing and still hits pretty hard. U-turn is the purpose of this set as it is designed to build offensive momentum.







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  3. #3928
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    Looks good. Sets like that will catch people of guard since they would think it would be a Banded set.

  4. #3929
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    Not even sure what question to ask..."which one is better" seems too vague O_o

    Quote Originally Posted by Pokemom View Post
    fwiw it's for VGC, but I want to make sure I'm not thinking crazy again

    as it stands now:

    Rhyperior [M] Adamant @ Passho Berry
    Ability: Solid Rock
    EVs: 220 HP/128 AT/28 DF/132 SD

    -Rock Slide
    -Earthquake
    -Protect
    -Megahorn

    *All-around At-Wall. Had Ice Punch in 3, but losing it didn't affect his coverage overmuch and Protect is better on a lead (especially in Doubles). Megahorn for TTar, et al. I like Brick Break's acc better, but I need the horn for coverage ( ::cough:: psychics ::cough:: ).

    Lightningrod helps cover the team, Solid Rock helps Rhy survive. Either would have been fine. Passho gains even more defensive power when paired with SR.

    SE against 13 types (424 individual pokemon), Normal effect against the rest. Hits Shedinja.


    the option: IDENTICAL except for: 148 HP / 12 AT / 178 DF / 172 SD

    the reasoning:

    27/31/31/x/31/29
    current spread gives 216/193/154/x/92/59 @ 50
    Option gives 207/178/172/x/97/59 @ 50


    Since Rain is so bloody prevalent AND he has double to water and grass (which are mostly Specialists) I thought his SD could use a boost.

    PotW (albeit 4th gen) states that the bare minimum for Rhy should be 202 / 175+ / 170+ / x / ? / ? @ 50. Granted that's a Sub set, but my "option" meets that and still gives the SD boost.

    Thoughts?

    Latest development: considering swapping Almomola for Washtom. Don't have Ev's, yet, but would appreciate feedback on viability of this set:

    Almomola @ Wacan berry
    Healer / Careful (?)

    Wide Guard
    Soak
    HP electric
    Sub/light screen

    Expecting double Rock Slide on first turn so Wide Guard. Follow it up with Sub ti launch Soak which will mess up their STAB's and give HP a toehold. Light Screen would be situational, but looks promising. Wacan to survive Thundurus enough to drench it. Probably hold it in reserve for weather teams (and completely screw any natural defenses/defensive boosts in Hail/Sand), but has use in TR as well.
    Last edited by Pokemom; 12th February 2012 at 10:43 PM. Reason: copy edit...lost half a sentence at posting O_O
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  5. #3930
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    I need some EV help.

    Drapion @ Balloon/Black Sludge
    Jolly, Sniper
    -Toxic Spikes
    -Taunt
    -Night Slash/Crunch
    -Brick Break

    Dis Drapion. It's a modded standard set. Set up the never-boring Toxic Spikes, smash Reflect and Light Screen to bits, stop anymore setup, and some STAB. I've tinkered with EV's and natures before, and can't get it right. Any ideas?

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  6. #3931
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    No idea if this is good or not but I would like to know

    Mawile @ Focus Sash
    Nature: Relaxed (+Defense -Speed)
    Ability:Intimidate
    Evs: 255 Hp/ 255 Defense
    -Sing
    -Dynamic Punch
    -Toxic
    -Iron Defense or Thunder Punch

    ~

  7. #3932
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    Quote Originally Posted by ShadeAce View Post
    No idea if this is good or not but I would like to know

    Mawile @ Focus Sash
    Nature: Relaxed (+Defense -Speed)
    Ability:Intimidate
    Evs: 255 Hp/ 255 Defense
    -Sing
    -Dynamic Punch
    -Toxic
    -Iron Defense or Thunder Punch
    No. Here are some reasons.

    1. Mawile is horrible
    2. Your nature is horrible
    3. Your moves are horrible
    4. You ev's are horrible
    5. You item is horrible

    Not trying to be pessimistic or anything.




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  8. #3933
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    Quote Originally Posted by ShadeAce View Post
    No idea if this is good or not but I would like to know

    Mawile @ Focus Sash
    Nature: Relaxed (+Defense -Speed)
    Ability:Intimidate
    Evs: 255 Hp/ 255 Defense
    -Sing
    -Dynamic Punch
    -Toxic
    -Iron Defense or Thunder Punch
    Real criticism time.

    Sing and Toxic? No. One or the other. DynamicPunch? Not the best. It's inaccurate, and if you're just stacking status problems... just no. I'm sure Crunch (or SOMETHING MORE ACCURATE) is an option. And those EV's. 255 is a waste. 252 HP, 252 Sp. Def, 4 Speed. See? We've added a whole nother point! Just make sure you can get Iron Defense up a time or two.

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  9. #3934
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    Quote Originally Posted by ChaosBlizzard View Post

    Gardevoir @ Choice Scarf
    Nature: Modest
    Ability: Trace
    EVs: 252 Special Attack / 252 Speed / 4 HP
    -Psychic
    -Shadow Ball
    -Focus Blast
    -Thunderbolt / Energy Ball

    I'm looking to run this in OU. Horribly outclassed I know, gimmicky I know, but I played against this set earlier today and it was surprisingly effective. I'm not sure on the last slot; Tbolt is standard, but Energy Ball has similar-ish coverage and would help the team she'd be fitting into more. Is there any significant way of improving this for use in OU? Obviously you have to scout carefully, not use it until all Pursuit trappers are gone and use it late-game, but any improvements to the set itself?
    Well, the primary reason for people to use Gardevoir is to counter Ability immunities, such as Jellicent, Gastrodon, Heatran, Jolteon. It is also used to counter Salamence and Gyarados via Intimidate, depending on what you're using. It looks okay, but I personally would switch Shadow Ball for Hidden Power Ice, so you can nail Salamence, Dragonite, and other Dragons for Super effective damage
    Quote Originally Posted by ShadeAce View Post
    No idea if this is good or not but I would like to know

    Mawile @ Focus Sash
    Nature: Relaxed (+Defense -Speed)
    Ability:Intimidate
    Evs: 255 Hp/ 255 Defense
    -Sing
    -Dynamic Punch
    -Toxic
    -Iron Defense or Thunder Punch
    If you're really thinking about using this horrendous thing defensively, good luck. It's most likely not going to work.
    Quote Originally Posted by Pichu47 View Post
    No. Here are some reasons.

    1. Mawile is horrible
    2. Your nature is horrible
    3. Your moves are horrible
    4. You ev's are horrible
    5. You item is horrible

    Not trying to be pessimistic or anything.
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  10. #3935
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    I wanted help with this volcarona for a sun team of the International Challenge



    Volcarona@Expert Belt
    Ability:Flame Body
    EVs: 252 speed, 252 special attack, 4 hp
    Nature:Timid
    Moves:
    Bug Buzz
    Quiver Dance
    Fire Blast
    Hidden Power Ice

    This is my main sun abuser of the team, Bug Buzz is a decent move that allow him to sweep starmie and slowking, Quiver Dance is a great boost, Fire Blast is a great move, despite the low accuracy, it has more power than Flamethrower and it is simply great on sun, Hidden Power Ice to hit flying and other types and expert belt is for a decemt boost on the super effective attacks making it easier to OHKO.
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  11. #3936
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    Quote Originally Posted by entrawarrior View Post
    I wanted help with this volcarona for a sun team of the International Challenge



    Volcarona@Expert Belt
    Ability:Flame Body
    EVs: 252 speed, 252 special attack, 4 hp
    Nature:Timid
    Moves:
    Bug Buzz
    Quiver Dance
    Fire Blast
    Hidden Power Ice

    This is my main sun abuser of the team, Bug Buzz is a decent move that allow him to sweep starmie and slowking, Quiver Dance is a great boost, Fire Blast is a great move, despite the low accuracy, it has more power than Flamethrower and it is simply great on sun, Hidden Power Ice to hit flying and other types and expert belt is for a decemt boost on the super effective attacks making it easier to OHKO.
    I would use Heat Wave instead of Fire Blast and maybe Hidden Power Rock/Ground to beat opposing fire types
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  12. #3937
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    You better be careful of Rock slide there as well so protect could be considered.

  13. #3938
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    Quote Originally Posted by entrawarrior View Post
    I wanted help with this volcarona for a sun team of the International Challenge



    Volcarona@Expert Belt
    Ability:Flame Body
    EVs: 252 speed, 252 special attack, 4 hp
    Nature:Timid
    Moves:
    Bug Buzz
    Quiver Dance
    Fire Blast
    Hidden Power Ice

    This is my main sun abuser of the team, Bug Buzz is a decent move that allow him to sweep starmie and slowking, Quiver Dance is a great boost, Fire Blast is a great move, despite the low accuracy, it has more power than Flamethrower and it is simply great on sun, Hidden Power Ice to hit flying and other types and expert belt is for a decemt boost on the super effective attacks making it easier to OHKO.
    Yeah. I have a few complaints with this thing.
    First off, you're better off running Fiery Dance. THough weaker, it's 50% to raise SpAtt is much more valued than Fireblast
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  14. #3939
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    Quote Originally Posted by Bone Cold Marowak Guy View Post
    I need some EV help.

    Drapion @ Balloon/Black Sludge
    Jolly, Sniper
    -Toxic Spikes
    -Taunt
    -Night Slash/Crunch
    -Brick Break

    Dis Drapion. It's a modded standard set. Set up the never-boring Toxic Spikes, smash Reflect and Light Screen to bits, stop anymore setup, and some STAB. I've tinkered with EV's and natures before, and can't get it right. Any ideas?
    ...anyone?

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  15. #3940
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    Quote Originally Posted by Eaglehawk View Post
    Yeah. I have a few complaints with this thing.
    First off, you're better off running Fiery Dance. THough weaker, it's 50% to raise SpAtt is much more valued than Fireblast
    heatwave is better because he is using it for the international challenge which is doubles, meaning it will hit both opponents.

  16. #3941
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    Quote Originally Posted by Bone Cold Marowak Guy View Post
    I need some EV help.
    Drapion @ Balloon/Black Sludge
    Jolly, Sniper
    -Toxic Spikes
    -Taunt
    -Night Slash/Crunch/ Whirlwind
    -Brick Break/ Whirlwind
    So this is going to be a taunter set so it needs to be fast. It needs to set up toxic spikes so it needs to be bulky. Balloon is a no-no even if it gets rid of its sole weakness it does lack a reliable recovery. It has a phazing move in Whirlwind so you can use that to abuse the Toxic Spikes. It also has a decent defence you can work on. If you want an offenive taunter go to Gliscor as it has better typing defence and poison heal.

    Possible EV's
    Impish
    252HP/ 108Def/ 148 Spe- This outspeeds adamant base 81's, Gyarados fully invested in speed. Defence EV's can be switched to be used in attack.

    Impish.
    252HP/ 180Def/ 76 Spd- This spread outspeeds all 72 spd Gliscor and slower, one of the faster tanks. Earthquake will hurt though. Defence EV's can be used in attack as well.
    Last edited by dildadonz; 19th February 2012 at 8:29 PM.

  17. #3942

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    Alright guys, I'm trying out Doubles and I need some help.

    @
    Ability: Levitate
    EVs: 252 SpAtk / 252 Spd / 4 HP
    Nature: Timid (+Spd, -Atk)
    - Dragon Pulse
    - Psyshock
    - Surf / Thunderbolt
    - Hidden Power [Fire] / Calm Mind / Recover

    Dragon Pulse and Psyshock are self explanatory. I used to use Surf back when I played DW OU, but now that I'm playing Doubles, it can hit my teammate and that won't be so good. Not only that, but its power is reduced to 75% if it hits multiple targets IIRC. So I'm considering Thunderbolt, but I won't be able to hit Heatran as hard (Surf 2HKOs and Thunderbolt 3HKOs). Hidden Power [Fire] eliminates Ferrothorn who walls this set. Calm Mind allows be to boost my SpAtk and SpDef but Recover lets me heal off Life Orb recoil.
    Last edited by PikaPika677; 19th February 2012 at 5:49 PM.

  18. #3943
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    Thunderbolt > Surf, also just use HP Fire to destroy Ferrothorn/Forretress/Skarmory/Jirachi and Recover is utter barrage on Latios, even with Life Orb.

    Slowbro @ Leftovres
    EVs: 248 HP/244 Def/16 Sp.A
    Trait: Regenerator
    Nature: Bold (-Atk, +def)
    - Slack off
    - Fire Blast
    - Scald
    - Calm Mind

    I decided to switch my dusknoir to a Slowbro because I realized Dusknoir is too weak in the HP department. Slowbro... is a freaking tank that I use in OU. Leftovers is self explanatoiry on a tank, Calm Mind to patch up it's special defense and to destroy some frailer sweepers(like Infernape), Scald to burn some dangerous walls or physical sweepers, and Fire Blast for coverage.
    Last edited by UbersSuck20; 19th February 2012 at 6:46 PM.

  19. #3944
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    Rather standard set. Psyshock lets it beat other people with CM but it's okay overall.

  20. #3945
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    Hey, I was wondering which moves I should have on a Swampert which I may be using in the VGCs:

    Swampert @ Sitrus Berry
    EVs: 252 HP/252 Atk/4 SpD
    Ability: Torrent
    Nature: Adamant/Brave
    Waterfall
    Earthquake
    Wide Guard/Protect
    Ice Beam/Ice Punch

    I would like to use Ice Punch, mainly so I can better handle Dragons and Flying types but it's not allowed with Wide Guard. So I have to decide between the two. If using Wide Guard, I would use Ice Beam, but Swampert's Sp. Atk is much lesser than its Atk. If I use Ice Punch, I would slot in Protect in place of Wide Guard. Alternatively, I could use Stone Edge/Rock Slide in place of either Ice attack, but I'm not a huge fan of their accuracy, plus I find that Rock Slide's power is rather lacking.

    Thoughts?

    EDIT: Forgot to add that if using Ice Beam, I would use a Brave nature as opposed to Adamant to avoid the Sp. Atk drop.
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  21. #3946
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    Quote Originally Posted by magikrap View Post
    Hey, I was wondering which moves I should have on a Swampert which I may be using in the VGCs:

    Swampert @ Leftovers
    EVs: 252 HP/252 Atk/4 SpD
    Ability: Torrent
    Nature: Brave
    Waterfall
    Earthquake
    Protect
    Avalanche

    I would like to use Ice Punch, mainly so I can better handle Dragons and Flying types but it's not allowed with Wide Guard. So I have to decide between the two. If using Wide Guard, I would use Ice Beam, but Swampert's Sp. Atk is much lesser than its Atk. If I use Ice Punch, I would slot in Protect in place of Wide Guard. Alternatively, I could use Stone Edge/Rock Slide in place of either Ice attack, but I'm not a huge fan of their accuracy, plus I find that Rock Slide's power is rather lacking.

    Thoughts?

    EDIT: Forgot to add that if using Ice Beam, I would use a Brave nature as opposed to Adamant to avoid the Sp. Atk drop.
    There ya go. Brave, Avalanche, Protect, Leftovers



  22. #3947
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    Infernape @ ???
    Nature: Jolly
    Ability: Blaze
    EVs: 252 Attack / 252 Speed / 4 HP
    -Sunny Day
    -Flare Blitz
    -Close Combat
    -Stone Edge / Mach Punch

    I've been using this Infernape on my team for a couple of months now with LO, Stone Edge over Mach Punch and U-Turn over Sunny Day. It's been working out okay, but I always have a ***** of a time taking out rain stall, and all non-Sun weather in general. Sun isn't really too much of a problem, but I frequently lose to rain stall. The only real way to counter weather is to use weather yourself, but I don't want to run a weather team just on principle; it doesn't seem fun. However, I tend to take out opposing Politoed (and other weather starters) pretty quickly, which makes situational disruptive weather a viable possibility.

    My idea is this: my team has no obvious weather starters, so they feel free to lead with their own. I quickly take out their weather starter, as I typically do, and then wait for a safe moment to send in Infernape. Infernape uses Sunny Day, shutting down their weather now that they can't restart it, and giving Flare Blitz and my team's Heatran a temporary boost. With their rain gone, the team crumbles. In the event that I'm not facing a weather team, I just don't use Sunny Day.

    The two things I'm conflicted on are the item and the last move. I honestly don't know what item to give her. Life Orb already meshes poorly with Flare Blitz, and factoring in added damage from the one turn of setup, I can't see her lasting long after getting up the sun. A Choice item couldn't work for obvious reasons. Leftovers, Focus Sash or Heat Rock could work, but I fear she'll miss the power boost too much. As for the last attack, I've been using Stone Edge for a long time to some success, but I'm starting to like Mach Punch for revenge killing options. I first tried this idea with Arcanine, whose Extremespeed gave me the idea to switch to Mach Punch when porting the set to Infernape.

  23. #3948
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    Don't use Heat Rock, since it's main purpose is just to disrupt Rain. Muscle Band or Life Orb?


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  24. #3949
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    Quote Originally Posted by ChaosBlizzard View Post

    Infernape @Muscle Band
    Nature: Jolly
    Ability: Blaze
    EVs: 252 Attack / 252 Speed / 4 HP
    -Sunny Day
    -Flare Blitz
    -Close Combat
    -Mach Punch

    I've been using this Infernape on my team for a couple of months now with LO, Stone Edge over Mach Punch and U-Turn over Sunny Day. It's been working out okay, but I always have a ***** of a time taking out rain stall, and all non-Sun weather in general. Sun isn't really too much of a problem, but I frequently lose to rain stall. The only real way to counter weather is to use weather yourself, but I don't want to run a weather team just on principle; it doesn't seem fun. However, I tend to take out opposing Politoed (and other weather starters) pretty quickly, which makes situational disruptive weather a viable possibility.

    My idea is this: my team has no obvious weather starters, so they feel free to lead with their own. I quickly take out their weather starter, as I typically do, and then wait for a safe moment to send in Infernape. Infernape uses Sunny Day, shutting down their weather now that they can't restart it, and giving Flare Blitz and my team's Heatran a temporary boost. With their rain gone, the team crumbles. In the event that I'm not facing a weather team, I just don't use Sunny Day.

    The two things I'm conflicted on are the item and the last move. I honestly don't know what item to give her. Life Orb already meshes poorly with Flare Blitz, and factoring in added damage from the one turn of setup, I can't see her lasting long after getting up the sun. A Choice item couldn't work for obvious reasons. Leftovers, Focus Sash or Heat Rock could work, but I fear she'll miss the power boost too much. As for the last attack, I've been using Stone Edge for a long time to some success, but I'm starting to like Mach Punch for revenge killing options. I first tried this idea with Arcanine, whose Extremespeed gave me the idea to switch to Mach Punch when porting the set to Infernape.
    Still get a power boost, without killing yourself in a couple of attacks. Plus, if you don't use sunny day, you can fein a choice set.




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  25. #3950
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    Gastrodon @ ???
    Calm
    Storm Drain
    252 hp/6 SpA/250 Spd
    Earthquake
    Ice Beam/Surf
    Toxic
    Recover

    Okay, my team was looking pretty down against bulky waters and ground types, and I know my logic is probably misplaced, but Gastrodon could hopefully tackle both.

    Storm drain lets in take in water attacks whilst wearing bulky waters down with Earthquake, Toxic and Recover. Grounds could be taken care of with Surf, but Ice Beam could be used to tackle grass types and flying types.

    The SpA is given a boost, whilst its Hp is also. It needs some speed otherwise it would be beaten before it started.

    The item I'm not sure about; I was thinking Leftovers, but it might be a waste with Recover.

    I'm new to competative, so... yeah... XD

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