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Thread: Create &/or Change Anything & Everything Competitive Edition!

  1. #221
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    Outrage in my opinion, would be a good move for it to learn (with the new move tutor moves out).

    The move that instant freezes...give it 50 accuracy.

    Base 95 isn't that bad. It just looks bad with 130 Atk by comparison but it actually isn't that bad. If only they give Flareon a better speed stat...*sigh*.
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  2. #222
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    Quote Originally Posted by cascadethewarrior View Post
    @Wishing Star What do you think of my new moves Permafrost, Role Pass and Dragon Crush?

    The links to them are in my signature if you don't feel like looking, but I think they should all still be on this page.
    Yeah, I feel the freeze chance is still a bit too high. The fact that the foe only has a 20% chance of acting in any one turn makes the freeze status extremely deadly. Maybe make it 5 PP or something, or make the accuracy 50%.

    I actually really like Role Pass. It's similar enough to Baton Pass to be easy to understand, but not enough so that it's labeled as "uncreative".

    As for Dragon Crush, I think it should be a 10% chance for both effects (similar to how Fire Fang can both burn and flinch at those rates). 75 base power is already a lot, eek.
    Oh, and what does "one" mean? I'm assuming it means "single adjacent Pokémon" here. This is important for triple battle purposes.

    Only difference is that using Rest is self inflicted and has a set amount of turns out of 1-3 that already exist so the mechanic really did not change much. But adding turns to the amount of time a Pokemon is frozen is basically the sleep status with a different name
    Very true. Although with Rest, there is no way of waking up without the aid of an item or the opponent, whereas with freeze, you can get thawed out really easily with a Fire-type attack or something. And besides, it's not hard to make the move ineffective against Pokémon with Magma Armor and Flame Body; you're not basing the actual ailment on the ability, but rather the move.

    So I guess Light Screen and Reflect would be pointless if a move like this actually existed lol
    Not really. Reflect and Light Screen don't actually increase Defense and Sp. Def; they halve damage done by physical and special attacks, respectively. In other words, this stacks with things like Reflect and Marvel Scale, but not with things like Amnesia and Acid Armor.

    Mind explaining it for me?
    Sure.

    The user of Allurement draws in every effect that occurs within the turn, provided that the effect can affect the user in the first place (in the case of offensive moves). If a Bulbasaur (in the left-most position) uses Allurement, and its ally's Scizor (to its right) uses Protect, the Scizor would protect the Bulbasaur instead. If a Pokémon in the far-left position of the opponent's side uses Mach Punch (which is normally unable to reach Bulbasaur), the Mach Punch will connect to the intended target as normal; however, if the Mach Punch user were directly across from Bulbasaur and the target were Scizor, it would target Bulbasaur (and not hit it, due to Protect).

    ...Yeah, it's basically like Follow Me, except more effects are drawn in. (:






  3. #223
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    Quote Originally Posted by Chidori__O View Post
    The move that instant freezes...give it 50 accuracy.
    Quote Originally Posted by Wishing Star View Post
    Yeah, I feel the freeze chance is still a bit too high. The fact that the foe only has a 20% chance of acting in any one turn makes the freeze status extremely deadly. Maybe make it 5 PP or something, or make the accuracy 50%.
    I actually like the 50% accuracy fix. Changed.

    As for Dragon Crush, I think it should be a 10% chance for both effects (similar to how Fire Fang can both burn and flinch at those rates). 75 base power is already a lot, eek.
    Oh, and what does "one" mean? I'm assuming it means "single adjacent Pokémon" here. This is important for triple battle purposes.
    Eh...10% is too low, remember its the Dragon type equivalent to Crush Claw and Razor Shell. Maybe 20%? And yes I meant one as in single adjacent Pokémon.


    Sure.

    The user of Allurement draws in every effect that occurs within the turn, provided that the effect can affect the user in the first place (in the case of offensive moves). If a Bulbasaur (in the left-most position) uses Allurement, and its ally's Scizor (to its right) uses Protect, the Scizor would protect the Bulbasaur instead. If a Pokémon in the far-left position of the opponent's side uses Mach Punch (which is normally unable to reach Bulbasaur), the Mach Punch will connect to the intended target as normal; however, if the Mach Punch user were directly across from Bulbasaur and the target were Scizor, it would target Bulbasaur (and not hit it, due to Protect).

    ...Yeah, it's basically like Follow Me, except more effects are drawn in. (:
    I like, I like. But still very confusing lol

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  4. #224

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    Quote Originally Posted by cooloolcool View Post
    Just curious, who would get Metal Spikes?
    I haven't really thought of that, but less than the distribution of Spikes. Ferro definitely gets it. I'm not sure about Forry, and probably not Skarm.
    Quote Originally Posted by thedarklord2155 View Post
    the usual, ferro, forry.

    neutral room sounds like a neat gimmick. would it affect stealth rocks? to clarify, ill give the situation:

        Spoiler:- situation:


    is it a ohko?
    Stealth Rocks does x1 damage instead of x4 during Neutral Room. But if this happened, Stealth Rock might be broken in Power Room...
    Quote Originally Posted by Sanitarium View Post
    Its pretty much a GG when you're done with laying up 3 layer of these, spikes, SR, and Toxic spikes for additional poison damage lol.
    just for fun, Its gonna get be "cleared" or "absorbed" immediately by magnet pull users.
    If you've used hazards, you'd know it's pretty hard to get up 3 layers of Spikes the whole game. But I can see your point. All of those combined would do 70% damage to a neutral Pokémon. Perhaps a new clause of some sort?
    Quote Originally Posted by Wishing Star View Post
    New Move: Transpose
    Type: Psychic / Power: -- / Accuracy: -- / PP: 5 / Target: All / Category: Status / Priority: 0
    "A psychic power swaps the presence of Spikes and Stealth Rock between friend and foe."
    - Also swaps Toxic Spikes and the other entry hazards that you guys are talking about. For example, if your foe have one layer of Spikes on your side and you has two layers of Spikes, one layer of Toxic Spikes, and Rocks up, use Transpose and you'll get the one layer of Spikes, and your foe will have those two layers of Spikes, one layer of Toxic Spikes, and Rocks. (:
    This is interesting. +1


  5. #225
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    Quote Originally Posted by PikaPika677 View Post
    Stealth Rocks does x1 damage instead of x4 during Neutral Room. But if this happened, Stealth Rock might be broken in Power Room...
    oops, lol. meant power room. whichever doubles the effectiveness.



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  6. #226
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    In Power Room, if Volcarona switchs in, it insta dies if Rocks are up. Even at Max HP. Isn't Power Room a little cheap?

  7. #227
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    Allure
    Ghost

    Draws the user in to a dark area and confuses them.

    Gives confusion and lowers Acc. 1 stage.

    Might as well put some of the least used competitive statuses together.
    Quote Originally Posted by willda View Post
    As I said before they will all evolve into Emboar, ALL gen 6 pokemon will be Emboar, Yveltal and Xerneas's alternate formes? Emboar.
    The Order of the White Lotad
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  8. #228
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    Quote Originally Posted by MetalFlygon08 View Post
    Allure
    Ghost

    Draws the user in to a dark area and confuses them.

    Gives confusion and lowers Acc. 1 stage.

    Might as well put some of the least used competitive statuses together.
    It's funny, since my made-up move that uses that term is a light breeze that you'd see on a bright, sunny day, whereas yours is an eerie, dark tactic.

    Anyway, what's the power and accuracy of the move?






  9. #229
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    Darklord, when Flareon runs Overheat, you run it to OHKO something that you wouldn't normally harm. When you have netted the surprise OHKO, you have basically done your job.
    Current Hunt : HeartGold - Route 35 (Badge Quest 3)

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  10. #230
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    Move name: Burning Coals (or something)
    Type: Fire
    Target: Status (Entry hazard)
    Effect: A single layer of burning coals is laid at the opponents feet. 20% of causing a Burn condition, 20% chance of inflicting 1/4 of the affected Pokémon's total HP, 30% chance of not inflicting any damage, and a 30% chance of inflicting 1/8 of their total HP. Is removed by Rapid Spin, and Water-typed moves. If a Water typed move is used to rid the effect, however, it will lower the accuracy of your opponents moves by 20% for three turns. Fire-types, Pokémon with Water Veil, Flying types, and Pokémon with Levitate are unaffected by the entry hazard part, however they are affected by the accuracy drop, unless they have a Keen Eye.
    Last edited by Agonist; 29th August 2012 at 2:17 PM.
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  11. #231
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    Quote Originally Posted by Agonist View Post
    Move name: Burning Coals (or something)
    Type: Fire
    Target: Status (Entry hazard)
    Effect: A single layer of burning coals is laid at the opponents feet. 20% of causing a Burn condition, 20% chance of inflicting 1/4 of the affected Pokémon's total HP, 30% chance of not inflicting any damage, and a 30% chance of inflicting 1/8 of their total HP. Is removed by Rapid Spin, and Water-typed moves. If a Water typed move is used to rid the effect, however, it will lower the accuracy of your opponents moves by 20% for three turns. Fire-types, Pokémon with Water Veil, Flying types, and Pokémon with Levitate are unaffected by the entry hazard part, however they are affected by the accuracy drop, unless they have a Keen Eye.
    Hmmm...instead of a water type move, say instead if a water type is sent out, the coals disappear. Increase burn chance. And take out the part about the accuracy lowering. Other then that, great move.
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  12. #232
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    Quote Originally Posted by Agonist View Post
    Move name: Burning Coals (or something)
    Type: Fire
    Target: Status (Entry hazard)
    Effect: A single layer of burning coals is laid at the opponents feet. 20% of causing a Burn condition, 20% chance of inflicting 1/4 of the affected Pokémon's total HP, 30% chance of not inflicting any damage, and a 30% chance of inflicting 1/8 of their total HP. Is removed by Rapid Spin, and Water-typed moves. If a Water typed move is used to rid the effect, however, it will lower the accuracy of your opponents moves by 20% for three turns. Fire-types, Pokémon with Water Veil, Flying types, and Pokémon with Levitate are unaffected by the entry hazard part, however they are affected by the accuracy drop, unless they have a Keen Eye.

    Water Type moves should turn it into Stealth Rocks, since after the embers are extinguished just coals will be left.

    It could also just work like Stealth Rocks, only with less damage increments, like 1/3 is the most that will be lost.
    Quote Originally Posted by willda View Post
    As I said before they will all evolve into Emboar, ALL gen 6 pokemon will be Emboar, Yveltal and Xerneas's alternate formes? Emboar.
    The Order of the White Lotad
    Wattson: "WAHAHAHA Didn't you know? All old people know each other!"

  13. #233
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    Quote Originally Posted by AquaRegisteel View Post
    Darklord, when Flareon runs Overheat, you run it to OHKO something that you wouldn't normally harm. When you have netted the surprise OHKO, you have basically done your job.
    i understand that. but the fact that its so frail, has a mediocre SpA stat, an abyssmal speed stat, and low defense means it would just get wrecked. it cant keep switching in and out, and if running overheat, its best bet is a mixed set. work up with it is redundant and a waste of a moveslot, as you have to use 2 just to get back to ±0.

    It'd be a waste of moveslot, unless you were running something like, fire fang/overheat/superpower/bite. even then, you'd still have to switch out and risk sr damage, or LO recoil, or god knows what else.

    besides which, what can it ohko with its mediocre SpA that is liable to stay in, or switch in on it? no sane trainer will keep any type of nve type in on it, for risk of a se move.

    if it got flare blitz, well...id think it may bump up to ru. though thats a stretch. entei, arcanine, and heatran all outclass it. it'd probably just be another scarf/banded poke in nu/ru



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  14. #234
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    New Move alert!

    New Move: Aura Defense

    Type: / Power: -- / Accuracy: --% / PP: 10 / Target: Self / Category: / Priority: +4
    "The user predicts all incoming attacks to sharply raise the users Defense or Sp. Def stats, It fails if the target is not readying an attack, however."

    - Aura Defense increases the user's Defense or Special Defense stat by two stages depending on whether the move used affects Physical or Special Defense and unlike other stat boosting moves this has priority. It fails only if the Foe(s) are not readying an attack.


    Credit for helping me with this move goes to: thedarklord2155 , Wishing Star and TurboMechaElgyem
    Last edited by cascadethewarrior; 30th August 2012 at 12:04 AM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

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    New Move: Hemorrhage

    Type: / Power: -- / Accuracy: --% / PP: 10 / Target: Self / Category: / Priority: ±0
    "The user gives itself a brain hemorrhage, which sharply raises both speed, Attack, and Special Attack, but in contrast sharply lowers both Defense and Special Defense, as well as sapping 1/8 health of user. This move's effects can be passed on by baton pass, but health will not go down for the reciever. Haze negates the boosts and drops, but leaves the health-sapping effect in place."

    - Hemorrhage gives the user a Hemorrhage, taking 1/8 of its health for the period in which the pokemon is on the field. as an added effect, it increases both atk and SpA by 2 stages, increases speed by 2, and decreases both defenses by 2 stages.



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  16. #236
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    Quote Originally Posted by thedarklord2155 View Post
    New Move: Hemorrhage

    Type: / Power: -- / Accuracy: --% / PP: 10 / Target: Self / Category: / Priority: ±0
    "The user gives itself a brain hemorrhage, which sharply raises both speed, Attack, and Special Attack, but in contrast sharply lowers both Defense and Special Defense, as well as sapping 1/8 health of user. This move's effects can be passed on by baton pass, but health will not go down for the reciever. Haze negates the boosts and drops, but leaves the health-sapping effect in place."

    - Hemorrhage gives the user a Hemorrhage, taking 1/8 of its health for the period in which the pokemon is on the field. as an added effect, it increases both atk and SpA by 2 stages, increases speed by 2, and decreases both defenses by 2 stages.

    I like, I like. But don't you think a Water Type would fit this move more rather than Fighting? Considering a hemorrhage involves blood.

    Quote Originally Posted by Agonist View Post
    Move name: Burning Coals (or something)
    Type: Fire
    Target: Status (Entry hazard)
    Effect: A single layer of burning coals is laid at the opponents feet. 20% of causing a Burn condition, 20% chance of inflicting 1/4 of the affected Pokémon's total HP, 30% chance of not inflicting any damage, and a 30% chance of inflicting 1/8 of their total HP. Is removed by Rapid Spin, and Water-typed moves. If a Water typed move is used to rid the effect, however, it will lower the accuracy of your opponents moves by 20% for three turns. Fire-types, Pokémon with Water Veil, Flying types, and Pokémon with Levitate are unaffected by the entry hazard part, however they are affected by the accuracy drop, unless they have a Keen Eye.
    I really like the concept you have there, i think Heats shards as the name has a better sound to it.
    Last edited by cascadethewarrior; 29th August 2012 at 7:39 PM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  17. #237
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    Quote Originally Posted by Agonist View Post
    Move name: Burning Coals (or something)
    Type: Fire
    Target: Status (Entry hazard)
    Effect: A single layer of burning coals is laid at the opponents feet. 20% of causing a Burn condition, 20% chance of inflicting 1/4 of the affected Pokémon's total HP, 30% chance of not inflicting any damage, and a 30% chance of inflicting 1/8 of their total HP. Is removed by Rapid Spin, and Water-typed moves. If a Water typed move is used to rid the effect, however, it will lower the accuracy of your opponents moves by 20% for three turns. Fire-types, Pokémon with Water Veil, Flying types, and Pokémon with Levitate are unaffected by the entry hazard part, however they are affected by the accuracy drop, unless they have a Keen Eye.
    Eh, too complex in my opinion. I'd personally just have it be an entry hazard that lasts for a finite amount of turns, and any Pokémon that switches in has a 50% or so chance to become burned or something. But that may just be me.

    Quote Originally Posted by cascadethewarrior View Post
    New Move alert!

    New Move: Aura Defense

    Type: / Power: -- / Accuracy: --% / PP: 10 / Target: Self / Category: / Priority: +2
    "The user predicts all incoming attacks to in return sharply raise the users Defense and Sp. Def stats. "

    - Aura Defense increases the user's Defense and Special Defense stat by two stages. but unlike other stat boosting moves this has priority.
    Priority four-stage net increase in stats? That's extremely powerful.
    Now if its accuracy were reduced, it'd be less powerful.

    Alternatively:

    Aura Defense v.02
    Type: Fighting / Power: -- / Accuracy: -- / PP: 10 / Target: Self / Category: Status / Priority: +2
    - Increases the user's Defense and Sp. Def by one stage each every time the user is hit this turn.

    Quote Originally Posted by thedarklord2155 View Post
    New Move: Hemorrhage

    Type: / Power: -- / Accuracy: --% / PP: 10 / Target: Self / Category: / Priority: ±0
    "The user gives itself a brain hemorrhage, which sharply raises both speed, Attack, and Special Attack, but in contrast sharply lowers both Defense and Special Defense, as well as sapping 1/8 health of user. This move's effects can be passed on by baton pass, but health will not go down for the reciever. Haze negates the boosts and drops, but leaves the health-sapping effect in place."

    - Hemorrhage gives the user a Hemorrhage, taking 1/8 of its health for the period in which the pokemon is on the field. as an added effect, it increases both atk and SpA by 2 stages, increases speed by 2, and decreases both defenses by 2 stages.
    Hemorrhage...? Let alone giving yourself one? o_o;''

    Anyway, while I don't particularly like moves that have a lot of effects like these, by no means do I personally think it's that broken. Yeah, you get +2 Attack, Sp. Atk, and Speed, but you get -2 Defense and Sp. Def, and pseudo-Poison along with it, which balances it out.

    I do think that the Baton Pass recipient should retain the pseudo-Poison, though. It only makes sense that the entire effect of the move stays.






  18. #238
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    Quote Originally Posted by Wishing Star View Post
    Priority four-stage net increase in stats? That's extremely powerful.
    Now if its accuracy were reduced, it'd be less powerful.

    Alternatively:

    Aura Defense v.02
    Type: Fighting / Power: -- / Accuracy: -- / PP: 10 / Target: Self / Category: Status / Priority: +2
    - Increases the user's Defense and Sp. Def by one stage each every time the user is hit this turn.
    Don't you think your version of the move is even more powerful? If a Pokemon uses a a multi-hit attack and gets 5 times then you've just increased your defense and Sp.Def by 5 stages in just one turn. O_O

    Not to mention the whole concept of the move is to predict, then protect yourself for the attack so having the Pokemon raise it's defense and Sp.Defense after you get hit kinda defeats the purpose.



    Revamped version: Aura Defense v.03

    New Move: Aura Defense

    Type: / Power: -- / Accuracy: --% / PP: 10 / Target: Self / Category: / Priority: +2*(if the foe(s) uses an attacking move)
    "The user predicts all incoming attacks to sharply raise the users Defense and Sp. Def stats, if the foe(s) is not readying an attack the user my fails to go first"

    - Aura Defense increases the user's Defense and Special Defense stat by two stages. but unlike other stat boosting moves this has priority. It has priority only if the Foe(s) are readying an attack but other than that it has 0 priority.

    So what do you think of this version, Wishing star? It's kinda like a combination of Sucker Punch and a stat boosting move
    Last edited by cascadethewarrior; 29th August 2012 at 8:10 PM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

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    thats...fair....er. make it like, fail if user doesnt attack, like sucker punch. basically, now, you are guaranteed to get a +2/+2 boost, while all the opponent can do to balance it out is taunt, haze, or boost with nasty plot, or swords dance. even then, you still have other boosts, easily replacing amnesia and barrier.

    pokemon that get it: mew, lucario, riolu, any others?

    hemorrhage: basically, i took the idea of curse(ghost type), combined with sun boosted growth, combined with close combat's effects. basically, when you have a hemorrhage, you dont normally think straight. hence, it was born :P

    pokemon that get: haxorus, any others?



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    Quote Originally Posted by thedarklord2155 View Post
    thats...fair....er. make it like, fail if user doesnt attack, like sucker punch. basically, now, you are guaranteed to get a +2/+2 boost, while all the opponent can do to balance it out is taunt, haze, or boost with nasty plot, or swords dance. even then, you still have other boosts, easily replacing amnesia and barrier.

    pokemon that get it: mew, lucario, riolu, any others?
    It's not like +2 Def and +2 Sp.Def is uber powerful, heck Cotton Guard has +3 Def. The Pokemon that will get it is probably Fighting and Psychic Types. Also, the creation Trio and Arceus will probably get it as well.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

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