Draft Glimmora

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[overview]
**Draft order**: Round 3 onwards

**Price range**: 13-14 points

**Overview**: Glimmora is a versatile Pokemon that offers many different forms of support to a team. It is one of the most consistent entry hazard setters in the format with access to Spikes, Stealth Rock, and its signature ability, Toxic Debris. Its high base Special Attack also gives it a strong wallbreaking ability with its strong STAB attacks and coverage. However, its mediocre typing struggles against many common types such as Steel and Ground, and it often struggles to only fit four moves with its vast movepool.

[strategy comments]
Common Roles
========
**Entry hazard lead**: This set is built around setting lots of hazards early for other teammates to take advantage of. Typically, this set would use Toxic Debris with Focus Sash to ensure multiple Toxic Spikes are set against physical attackers while Glimmora also sets Spikes or Stealth Rock. A coverage move or two is also nice to have on this set to ensure opposing Pokemon cannot take advantage of the set's passiveness.

**Entry hazard support**: Glimmora can do a great job setting hazards and removing them with its signature move Mortal Spin. It can take advantage of type matchups by setting hazards on expected switches, and it can punish switch-ins by using Toxic with the ability Corrosion. Glimmora typically runs 1-2 coverage moves as needed depending on the matchup.

**Wallbreaker**: Glimmora has great coverage that is resisted by very few Pokemon. Wallbreaking sets with its high base Special Attack can be very effective, especially combined with Rock Polish, Meteor Beam, or Choice Scarf to further boost its wallbreaking potential.

Common Moves
========
**Primary STAB moves**: Sludge Wave, Sludge Bomb, Power Gem, Meteor Beam

**Setup moves**: Rock Polish

**Utility moves**: Mortal Spin, Toxic, Stealth Rock, Spikes, Toxic Spikes, Substitute

**Coverage**: Earth Power, Dazzling Gleam, Energy Ball, Flash Cannon

Niche Moves
========
**Spiky Shield**: Spiky Shield can be nice for dealing extra chip damage to faster physical wallbreakers, as well as stalling additional turns for extra poison damage from its Toxic Spikes or Toxic on Corrosion sets.

**Endure**: Endure can be combined with Toxic Debris to get additional Toxic Spikes up or with Custap Berry to hit a faster Pokemon.

**Reflect / Light Screen**: Glimmora can play as a solid dual screens setter to enable its teammates, but at the cost of two valuable moveset slots.

**Memento**: Memento can allow Glimmora to easily pivot into a wallbreaker or sweeper that can take advantage of the foe's decreased offensive stats.

**Acid Spray**: Acid Spray helps Glimmora break through incoming special walls.

Common Items
========
**Focus Sash**: Focus Sash is valuable on lead sets to ensure multiple entry hazards can be set and allow Toxic Debris to activate twice.

**Black Sludge**: Black Sludge gives bulkier Glimmora sets passive recovery while discouraging non-Poison-types from using Trick or Switcheroo on it.

**Air Balloon**: Air Balloon negates Glimmora's Ground weakness so that it can utilize more turns against Ground-types.

**Choice Scarf**: With Glimmora's high Special Attack, Choice Scarf can make Glimmora a solid revenge killer or wallbreaker.

Niche Items
========
**Power Herb**: Power Herb is used alongside Meteor Beam to deal massive damage in one turn.

**Heavy-Duty Boots**: Heavy-Duty Boots is valuable on Glimmora sets that want to come in frequently, especially when utilizing entry hazard removal.

**Assault Vest**: Assault Vest makes Glimmora a solid special wall and wallbreaker while still allowing it to remove hazards with Mortal Spin.

Tera
========
Glimmora is not an ideal Tera Captain due to its lack of reliable setup and its already strong utility roles. It would rather help support a stronger Tera Captain with its entry hazard control. If Glimmora is chosen as a Tera Captain, defensive typings would work best on it, such as Tera Flying to negate its Ground weakness, or other solid defensive typings such as Tera Steel and Water. Tera Ghost can also be used to block Rapid Spin and keep entry hazards up.

Draft Strategy
========
Glimmora is primarily drafted as a support option to assist its teammates, but it also plays a role as a solid special wallbreaker. Glimmora works best on a team with solid wallbreakers and wincons that can take full advantage of the support it provides.

**Ghost-types**: Having a solid Ghost-type that can block Rapid Spin, such as Gholdengo or Annihilape, is important to ensure that Glimmora's entry hazards can stay up long-term.

**Fast pivots**: Faster pivots can force many opposing switches, allowing entry hazards set from Glimmora to deal extra chip damage. Some solid examples include Greninja and Meowscarada.

**Setup sweepers**: Late-game setup sweepers like to take advantage of the extra chip damage dealt from entry hazards and Glimmora's strong attacks to quickly tear through a weakened team. Examples include Gouging Fire, Garchomp, and Quaquaval.

**Additional entry hazard removal**: Glimmora wants to spend its turns setting entry hazards and dealing damage, so pairing it with additional hazard removal such as Great Tusk or Corviknight allows it to run moves other than Mortal Spin.

**Knock Off**: Solid Knock Off users, such as Roaring Moon and Meowscarada, are nice for removing opposing Heavy-Duty Boots so that foes are not immune to Glimmora's entry hazard support.

Checks and Counters
========
**Ground- and Steel-types**: Ground- and Steel-types can very comfortably switch in on Glimmora, especially since countering them requires very specific coverage. The types also force Glimmora to either switch or lose a lot of health, allowing them to comfortably make progress on their own. Pokemon such as Gholdengo, Iron Treads, and Garchomp are good examples. Air Balloon can be valuable on Steel-types, as it allows them to resist or ignore all of Glimmora's coverage.

**Grounded Poison-types**: While most grounded Poison-types cannot deal much damage to Glimmora and are threatened by its Earth Power, they are nice to have to ensure Toxic Spikes cannot stay on the field. Even lower-priced grounded Poison-types such as Muk or Overqwil can get the job done.

**Rapid Spin**: Rapid Spin users, such as Great Tusk and Iron Treads, remove entry hazards after Toxic Debris activates, which can prove to be extremely valuable when facing hazard lead sets.

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Last edited:
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[overview]
**Draft order**: Round 3 onwards

**Price range**: 13-14 points

**Overview**: Glimmora is a versatile Pokemon that offers many different forms of support to a team. It is one of the most consistent entry hazard setters in the format with access to Spikes, Stealth Rock, and its signature ability Toxic Debris. Its high base Special Attack also gives it strong wallbreaking ability with its strong STAB attacks and coverage. However, its mediocre typing struggles against many common types such as Steel and Ground, and it often struggles to only fit four moves with its vast movepool.

[strategy comments]
Common Roles
========
**Hazard Lead**: This set is built around setting lots of hazards early for other teammates to take advantage of. Typically this set would use Toxic Debris with Focus Sash to ensure multiple Toxic Spikes are set against physical attackers, while Glimmora itself sets Spikes or Stealth Rock. A coverage move or two is also nice to have on this set to ensure opposing Pokemon cannot take advantage of the set's passiveness.

**Hazard Support**: Glimmora can do a great job setting hazards and removing them with its signature move Mortal Spin. It can take advantage of type matchups by setting hazards on expected switches, and it can punish switchins by using Toxic with the ability Corrosion. Glimmora typically runs 1-2 coverage moves as needed depending on the matchup.

**Wallbreaker**: Glimmora has great coverage that is resisted by very few Pokemon. Wallbreaking sets with its high base Special Attack can be very effective, especially combined with Rock Polish, Meteor Beam, or Choice Scarf to boost its stats.

Common Moves
========
**Primary STAB moves**: Sludge Wave, Power Gem, Meteor Beam

**Setup moves**: Rock Polish, Acid Armor

**Utility moves**: Mortal Spin, Toxic, Stealth Rock, Spikes, Toxic Spikes, Substitute

**Coverage**: Earth Power, Dazzling Gleam, Energy Ball, Flash Cannon, Tera Blast

Niche Moves
========
**Spiky Shield**: Spiky Shield can be nice for dealing some damage to faster physical wallbreakers. Add a mention of stalling turns for poison damage from TSpikes and/or Corrosion + Toxic sets

**Endure**: Endure can be combined with Toxic Debris to get additional Toxic Spikes up or with Custap Berry to hit a faster Pokemon.

**Reflect/Light Screen**: Glimmora can play as a solid screen setter to enable its teammates, but at the cost of two valuable moveset slots.

**Memento**: Memento can allow Glimmora to easily pivot into a wallbreaker or sweeper that can take advantage of the opponent's decreased attack stats.

**Acid Spray**: Acid Spray helps Glimmora break through incoming special walls.
Is this actually used? I've never seen it before on Glimmora. I'll leave it, but I'm not sure if it's relevant enough.

Common Items
========
**Focus Sash**: Focus Sash is valuable on lead sets to ensure multiple hazards can be set and allow Toxic Debris to activate twice.

**Black Sludge**: Black Sludge gives bulkier Glimmora sets passive recovery, while preventing discouraging non-Poison-types from using Trick or Switcheroo on it.

**Air Balloon**: Air Balloon negates Glimmora's Ground weakness so that it can utilize more turns against Ground-types.

**Heavy-Duty Boots**: Heavy-Duty Boots is valuable on Glimmora sets that want to come in frequently, especially when utilizing hazard removal.
Swap this with Choice Scarf

Niche Items
========
**Power Herb**: Power Herb is used alongside Meteor Beam to deal massive damage in one turn.

**Choice Scarf**: With Glimmora's high Special Attack, Choice Scarf can make Glimmora a solid revenge killer or wallbreaker.
Swap this with Heavy-Duty Boots

**Assault Vest**: Assault Vest makes Glimmora a solid special wall and wallbreaker while still allowing it to remove hazards with Mortal Spin.

Tera
========
Glimmora is not an ideal Tera captain due to its lack of reliable setup and its already strong utility roles. It would rather help support a stronger Tera captain with its hazard control. If Glimmora is chosen as a Tera captain, defensive typings would work best on it, such as Flying to negate its Ground weakness, or other solid defensive typings such as Steel or Water. Mention Tera Ghost for spinblocking

Draft Strategy
========
Glimmora is primarily drafted as a support option to assist its teammates, but also plays a role as a solid special wallbreaker. Glimmora works best on a team with solid wallbreakers and win conditions that can take full advantage of the support it provides.

**Additional Hazard Removal**: Glimmora wants to spend its turns setting entry hazards and dealing damage, so pairing it with additional hazard removal such as Great Tusk or Corviknight allows it to run moves other than Mortal Spin.
Move this to the end of the section. Not super important IMO

**Ghost-types**: Having a solid Ghost-type that can block Rapid Spin, such as Gholdengo or Annihilape, is important to ensure that Glimmora's hazards can stay up long-term.

**Fast Pivots**: Faster pivots can force many opposing switches, allowing hazards set from Glimmora to deal extra chip damage. Some solid examples include Greninja and Meowscarada.

**Late-Game Cleaners**: Late game cleaners like to take advantage of the extra chip damage dealt from entry hazards and Glimmora's strong attacks to quickly tear through a weakened team. This can include strong wallbreakers such as Chi-Yu or Ogerpon-W, or setup sweepers like Gouging Fire and Garchomp.

Add a section for Knock Off users like Roaring Moon to remove boots from foes

Checks and Counters
========
**Ground- and Steel-types**: Ground- and Steel-types can very comfortably switch in on Glimmora, especially since countering them requires very specific coverage. The types also force Glimmora to either switch or lose a lot of health, allowing them to comfortably make progress on their own. Pokemon such as Gholdengo, Iron Treads, or Garchomp are good examples. Mention Air Balloon on Steel types to be immune to Poison + Ground while resisting all of Glimmora's other coverage moves.

**Grounded Poison-types**: While most grounded poison-types cannot deal much damage to Glimmora and are threatened by Earth Power from Glimmora, they are nice to have to ensure Toxic Spikes cannot stay on the field. Even lower priced grounded Poison-types such as Muk or Overqwil can get the job done.

I think Rapid Spin is worth a mention here. Trying to anti-lead Glimmora with Rapid Spin to break sash + remove Toxic Debris is pretty common.

[credits]
Written by:
https://www.smogon.com/forums/members/techno6377.527276/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
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QC 1/2
 
[overview]
**Draft order**: Round 3 onwards

**Price range**: 13-14 points

**Overview**: Glimmora is a versatile Pokemon that offers many different forms of support to a team. It is one of the most consistent entry hazard setters in the format with access to Spikes, Stealth Rock, and its signature ability Toxic Debris. Its high base Special Attack also gives it strong wallbreaking ability with its strong STAB attacks and coverage. However, its mediocre typing struggles against many common types such as Steel and Ground, and it often struggles to only fit four moves with its vast movepool.

[strategy comments]
Common Roles
========
**Hazard Lead**: This set is built around setting lots of hazards early for other teammates to take advantage of. Typically this set would use Toxic Debris with Focus Sash to ensure multiple Toxic Spikes are set against physical attackers, while Glimmora itself sets Spikes or Stealth Rock. A coverage move or two is also nice to have on this set to ensure opposing Pokemon cannot take advantage of the set's passiveness.

**Hazard Support**: Glimmora can do a great job setting hazards and removing them with its signature move Mortal Spin. It can take advantage of type matchups by setting hazards on expected switches, and it can punish switchins by using Toxic with the ability Corrosion. Glimmora typically runs 1-2 coverage moves as needed depending on the matchup.

**Wallbreaker**: Glimmora has great coverage that is resisted by very few Pokemon. Wallbreaking sets with its high base Special Attack can be very effective, especially combined with Rock Polish, Meteor Beam, or Choice Scarf to boost its stats.

Common Moves
========
**Primary STAB moves**: Sludge Wave, Power Gem, Meteor Beam (sludge bomb)

**Setup moves**: Rock Polish, Acid Armor (acid armor feels niche if worth mentioning at all)

**Utility moves**: Mortal Spin, Toxic, Stealth Rock, Spikes, Toxic Spikes, Substitute

**Coverage**: Earth Power, Dazzling Gleam, Energy Ball, Flash Cannon

Niche Moves
========
**Spiky Shield**: Spiky Shield can be nice for dealing extra chip damage to faster physical wallbreakers, as well as stalling additional turns for extra poison damage from its Toxic Spikes or Toxic on Corrosion sets.

**Endure**: Endure can be combined with Toxic Debris to get additional Toxic Spikes up or with Custap Berry to hit a faster Pokemon.

**Reflect / Light Screen**: (i added space between slashes) Glimmora can play as a solid screen setter to enable its teammates, but at the cost of two valuable moveset slots.

**Memento**: Memento can allow Glimmora to easily pivot into a wallbreaker or sweeper that can take advantage of the opponent's decreased attack stats.

**Acid Spray**: Acid Spray helps Glimmora break through incoming special walls.

Common Items
========
**Focus Sash**: Focus Sash is valuable on lead sets to ensure multiple hazards can be set and allow Toxic Debris to activate twice.

**Black Sludge**: Black Sludge gives bulkier Glimmora sets passive recovery, while discouraging non-Poison-types from using Trick or Switcheroo on it.

**Air Balloon**: Air Balloon negates Glimmora's Ground weakness so that it can utilize more turns against Ground-types.

**Choice Scarf**: With Glimmora's high Special Attack, Choice Scarf can make Glimmora a solid revenge killer or wallbreaker.

Niche Items
========
**Power Herb**: Power Herb is used alongside Meteor Beam to deal massive damage in one turn.

**Heavy-Duty Boots**: Heavy-Duty Boots is valuable on Glimmora sets that want to come in frequently, especially when utilizing hazard removal.

**Assault Vest**: Assault Vest makes Glimmora a solid special wall and wallbreaker while still allowing it to remove hazards with Mortal Spin.

Tera
========
Glimmora is not an ideal Tera captain due to its lack of reliable setup and its already strong utility roles. It would rather help support a stronger Tera captain with its hazard control. If Glimmora is chosen as a Tera captain, defensive typings would work best on it, such as Flying to negate its Ground weakness, or other solid defensive typings such as Steel or Water. Tera Ghost can also be used to block Rapid Spin and keep entry hazards up.

Draft Strategy
========
Glimmora is primarily drafted as a support option to assist its teammates, but also plays a role as a solid special wallbreaker. Glimmora works best on a team with solid wallbreakers and win conditions that can take full advantage of the support it provides.

**Ghost-types**: Having a solid Ghost-type that can block Rapid Spin, such as Gholdengo or Annihilape, is important to ensure that Glimmora's hazards can stay up long-term.

**Fast Pivots**: Faster pivots can force many opposing switches, allowing entry hazards set from Glimmora to deal extra chip damage. Some solid examples include Greninja and Meowscarada.

**Late-Game Cleaners**: Late game cleaners like to take advantage of the extra chip damage dealt from entry hazards and Glimmora's strong attacks to quickly tear through a weakened team. This can include strong wallbreakers such as Chi-Yu or Ogerpon-W (i think either removing these 2 or renaming it strong attackers or smth similar is good / makes more sense), or setup sweepers like Gouging Fire and Garchomp.

**Additional Hazard Removal**: Glimmora wants to spend its turns setting entry hazards and dealing damage, so pairing it with additional hazard removal such as Great Tusk or Corviknight allows it to run moves other than Mortal Spin.

**Knock Off**: Solid Knock Off users, such as Roaring Moon or Meowscarada, are nice for removing opposing Heavy-Duty Boots so that they are not immune to Glimmora's entry hazard support.

Checks and Counters
========
**Ground- and Steel-types**: Ground- and Steel-types can very comfortably switch in on Glimmora, especially since countering them requires very specific coverage. The types also force Glimmora to either switch or lose a lot of health, allowing them to comfortably make progress on their own. Pokemon such as Gholdengo, Iron Treads, or Garchomp are good examples. Air Balloon can be valuable on Steel-types as it allows them to resist all of Glimmora's coverage.

**Grounded Poison-types**: While most grounded poison-types cannot deal much damage to Glimmora and are threatened by its Earth Power, they are nice to have to ensure Toxic Spikes cannot stay on the field. Even lower priced grounded Poison-types such as Muk or Overqwil can get the job done.

**Rapid Spin**: Rapid Spin users, such as Great Tusk and Iron Treads, remove hazards after Toxic Debris activates, which can prove to be extremely valuable when facing hazard lead sets.
 
1/1 GP Team done
add remove comment

[overview]
**Draft order**: Round 3 onwards

**Price range**: 13-14 points

**Overview**: Glimmora is a versatile Pokemon that offers many different forms of support to a team. It is one of the most consistent entry hazard setters in the format with access to Spikes, Stealth Rock, and its signature ability, (ac) Toxic Debris. Its high base Special Attack also gives it a strong wallbreaking ability with its strong STAB attacks and coverage. However, its mediocre typing struggles against many common types such as Steel and Ground, and it often struggles to only fit four moves with its vast movepool.

[strategy comments]
Common Roles
========
**Entry hazard lead**: This set is built around setting lots of hazards early for other teammates to take advantage of. Typically, (ac) this set would use Toxic Debris with Focus Sash to ensure multiple Toxic Spikes are set against physical attackers (rc) while Glimmora itself also sets Spikes or Stealth Rock. A coverage move or two is also nice to have on this set to ensure opposing Pokemon cannot take advantage of the set's passiveness.

**Entry hazard support**: Glimmora can do a great job setting hazards and removing them with its signature move Mortal Spin. It can take advantage of type matchups by setting hazards on expected switches, and it can punish switch-ins (ah) by using Toxic with the ability Corrosion. Glimmora typically runs 1-2 coverage moves as needed depending on the matchup.

**Wallbreaker**: Glimmora has great coverage that is resisted by very few Pokemon. Wallbreaking sets with its high base Special Attack can be very effective, especially combined with Rock Polish, Meteor Beam, or Choice Scarf to boost its stats potential to wallbreak further. reads as slightly less directly dex info; can change wording if you'd like

Common Moves
========
**Primary STAB moves**: Sludge Wave, Sludge Bomb, Power Gem, Meteor Beam

**Setup moves**: Rock Polish

**Utility moves**: Mortal Spin, Toxic, Stealth Rock, Spikes, Toxic Spikes, Substitute

**Coverage**: Earth Power, Dazzling Gleam, Energy Ball, Flash Cannon

Niche Moves
========
**Spiky Shield**: Spiky Shield can be nice for dealing extra chip damage to faster physical wallbreakers, as well as stalling additional turns for extra poison damage from its Toxic Spikes or Toxic on Corrosion sets.

**Endure**: Endure can be combined with Toxic Debris to get additional Toxic Spikes up or with Custap Berry to hit a faster Pokemon.

**Reflect / Light Screen**: Glimmora can play as a solid dual screens setter to enable its teammates, but at the cost of two valuable moveset slots.

**Memento**: Memento can allow Glimmora to easily pivot into a wallbreaker or sweeper that can take advantage of the opponent's foe's decreased attack offensive stats.

**Acid Spray**: Acid Spray helps Glimmora break through incoming special walls.

Common Items
========
**Focus Sash**: Focus Sash is valuable on lead sets to ensure multiple entry hazards can be set and allow Toxic Debris to activate twice.

**Black Sludge**: Black Sludge gives bulkier Glimmora sets passive recovery (rc) while discouraging non-Poison-types from using Trick or Switcheroo on it.

**Air Balloon**: Air Balloon negates Glimmora's Ground weakness so that it can utilize more turns against Ground-types.

**Choice Scarf**: With Glimmora's high Special Attack, Choice Scarf can make Glimmora a solid revenge killer or wallbreaker.

Niche Items
========
**Power Herb**: Power Herb is used alongside Meteor Beam to deal massive damage in one turn.

**Heavy-Duty Boots**: Heavy-Duty Boots is valuable on Glimmora sets that want to come in frequently, especially when utilizing entry hazard removal.

**Assault Vest**: Assault Vest makes Glimmora a solid special wall and wallbreaker while still allowing it to remove hazards with Mortal Spin.

Tera
========
Glimmora is not an ideal Tera Captain due to its lack of reliable setup and its already strong utility roles. It would rather help support a stronger Tera Captain with its entry hazard control. If Glimmora is chosen as a Tera Captain, defensive typings would work best on it, such as Tera Flying to negate its Ground weakness, or other solid defensive typings such as Tera Steel or and Water. Tera Ghost can also be used to block Rapid Spin and keep entry hazards up.

Draft Strategy
========
Glimmora is primarily drafted as a support option to assist its teammates, but it also plays a role as a solid special wallbreaker. Glimmora works best on a team with solid wallbreakers and win conditions wincons that can take full advantage of the support it provides.

**Ghost-types**: Having a solid Ghost-type that can block Rapid Spin, such as Gholdengo or Annihilape, is important to ensure that Glimmora's entry hazards can stay up long-term.

**Fast pivots**: Faster pivots can force many opposing switches, allowing entry hazards set from Glimmora to deal extra chip damage. Some solid examples include Greninja and Meowscarada.

**Setup sweepers**: Late-game setup sweepers like to take advantage of the extra chip damage dealt from entry hazards and Glimmora's strong attacks to quickly tear through a weakened team. Examples include Gouging Fire, Garchomp, and Quaquaval.

**Additional entry hazard removal**: Glimmora wants to spend its turns setting entry hazards and dealing damage, so pairing it with additional hazard removal such as Great Tusk or Corviknight allows it to run moves other than Mortal Spin.

**Knock Off**: Solid Knock Off users, such as Roaring Moon or and Meowscarada, are nice for removing opposing Heavy-Duty Boots so that they foes are not immune to Glimmora's entry hazard support.

Checks and Counters
========
**Ground- and Steel-types**: Ground- and Steel-types can very comfortably switch in on Glimmora, especially since countering them requires very specific coverage. The types also force Glimmora to either switch or lose a lot of health, allowing them to comfortably make progress on their own. Pokemon such as Gholdengo, Iron Treads, or and Garchomp are good examples. Air Balloon can be valuable on Steel-types, (ac) as it allows them to resist or ignore all of Glimmora's coverage.

**Grounded Poison-types**: While most grounded Poison-types cannot deal much damage to Glimmora and are threatened by its Earth Power, they are nice to have to ensure Toxic Spikes cannot stay on the field. Even lower-priced (ah) grounded Poison-types such as Muk or Overqwil can get the job done.

**Rapid Spin**: Rapid Spin users, such as Great Tusk and Iron Treads, remove entry hazards after Toxic Debris activates, which can prove to be extremely valuable when facing hazard lead sets.

[credits]
Written by:
https://www.smogon.com/forums/members/techno6377.527276/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/hacker.387847/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
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