1.0 Introduction
2.0 Proof of Peak
3.0 The Teambuilding Process
4.0 Insight into each specific Pokemon's role on the team and how they should be played
5.0 Threats
6.0 Replays and Conclusion (all replays are against 1800-2000 opponents)
-----------------------------------------------------------------------------------------
This is my 2nd RMT of this generation, and since then not only has the meta changed drastically, I have also gotten better as a player, hitting just short of 2000 (1940) a while back with a different version of this team, but now I have finally hit 2000 and I will not stop laddering unless I start tilt queueing or everyone starts using stall lmao. After taking a much needed break from games in general and with WCOP coming up I decided to grind ladder and try set a new peak for myself. By using a modified version of my first RMT, I was able to reach 1800 pretty consistently and easily but I was unable to go further than that as I felt like my team could not handle against the very aggressive and punishing playstyle of hyper offense. I decided to learn HO off that and as a result I spent a lot of time team building and learning the HO matchups. My original version that served as the foundation of this team came from a Glimm - Dragonite - Moth - Gambit core, with the other 2 being Booster Valiant and Loaded Dice Baxcalibur. That team worked pretty well and I was able to beat some great players, however after being hardstuck still and losing to Ting-Lu and hazard stack in general I decided to try some anti-meta picks and go from there. After building this team, I went from 1800-1920 without dropping a game, and steadily made it to 1989, before playing against Vertex as the final challenge to see if I was really worth of making it to 2000. As of this post, I currently sit at 2010 however I intend to push for 2100.
When creating a HO team, the first question to think about is - what is the lead?
In the current meta, I believe there are 3 leads that all work great in their respective manners.
- Glimmora has a wide variety of coverage in its move pool, and base 130 Special Attack makes staying in against it possibly lethal. It's ability to set up rocks and tspikes as well when hit by a physical attack or alternatively firing off very strong Earth Powers or Energy Balls make it a very threatening lead.
- Meowscarada's main selling point over Glimmora is its extremely fast speed alongside its access to Taunt. Taunt threatens setup mons to try and set up on the lead (eg. people commonly lead Baxcalibur vs a Glimm lead to try set up a DD and go crazy), and it is also able to knock off and set up spikes, as well as fire off a very powerful Overgrow boosted Leaf Storm if low enough, which makes it a very good lead both in terms of utility and damage.
- This lead is not very common on low/mid ladder however I have came across quite a few great tusk leads. It is a great answer to a Glimm lead and it's access to hazards removal right off the bat thanks to rapid spin, as well as being able to setup rocks, and fire off very strong base 120 Headlong Rushes and Close Combats to anyone in its way. It also learns taunt, which can be run, despite its half decent 300 max speed.
I decided to go with
as I planned to use it to chip down other common anti-Glimm leads such as Gholdengo, Dragapult and especially Great Tusk, to open pathways for my other mons such as Kingambit and Dragonite. I was faced with a decision whether to use Mortal Spin > Sludge Wave and Timid > Modest nature, but in the end I decided to go Modest Glimmora for more damage and a much better matchup vs balance and stall since I could throw almost 400 SpA strong coverage moves. Although mortal spin would help my matchup against hazard stack, in the end I still decided to go for Sludge Wave so I could hit tera fairy skeledirge nicely and OHKO Hatterene on psyspam and sun teams.
With
on the field, I decided to add on the likes of Kingambit and Iron Moth, both HO staples and complement each other very well. Kingambit, normally walled by Corviknight and Donbozo, is supported by strong fiery dances and energy balls from moth. I will go into more detail on their sets in the section below because they are quite unique for a HO. I originally closed off the team with Loaded Dice Bax and Iron Valiant but I struggled a lot into Volcaronas and Gholdengos despite Kingambit. Bax was also very inconsistent since it would take 25% from rocks every time and I did not have any hazards removal. In the end I decided on using Walking Wake with Agility. I have almost never seen this set around and when people do use Agility Wake it always is substitute. Walking Wake with SpA boost is very deadly and OHKOs many offensive threats to my team, as well as heavily chunk fat mons like Ting-Lu and AV Pex. I decided to try it out and to my amazement it was very successful. After Wake's addition I trial and errored many mons for the last spot, such as wisp hex pult or scarf dengo, but in the end settled with AV Azumarill. Being able to sponge special hits in a pinch due to its great bulk, whilst having a great typing of Water and Fairy that beats many mons in the meta right now 1v1, such as Dragonite, Roaring Moon, Iron Valiant, with the addition of a good priority Aqua Jet to revenge kill opposing Moths- Azumarill is an amazing all rounder.

Walking Wake is the main standout of this team. It can switch in on favourable matchups and get an Agility off, making it one of the fastest mons, contested only by Swift Swim abusers. Wake's great coverage in Dragon Pulse, Flamethrower and Hydro Steam lets it hit everyone neutrally at the very least. After the Booster energy boost, Wake hits 497 Special Attack - letting it OHKO Valiant, Gholdengo, Tusk, Corv on a roll, Kingambit, and 2HKO Av Pex after tera dragon. It's coverage coupled with its great damage makes it a force to be reckoned with and makes it a great into the current meta, and especially good into balance teams where it can nuke Dirge and Dondozo after the main special wall is removed.

Thanatophobia (Kingambit) @ Lum Berry
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Flying
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Sucker Punch
Normally on Hyper Offense teams you will see Kingambits being Timid/Adamant max speed and attack, with either tera dark or fire, however I have opted for a slower Kingambit that is tera flying and carrying a Lum Berry. Lum Berry is very clutch vs washtom and wisp hex pult, as well as saving it at times against Volcarona's Flame Body or any status in general. 144 Speed allows it to outspend defensive Skeledirge, and the Lum Berry saves it from any burns. Tera flying makes the matchup against Great Tusk and Dragonite a lot easier for the late game. Overall very solid mon and the premier revenge killer of the team.

Draconophobia (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch
- Dragon Claw
- Encore
Dragonite normally runs tera normal with espeed, EQ, roost and ddance. This set is solid and consistent however in high ladder with the prevalence of cteams and shit like balloon gholdengo etc many mons have been running tera ghost as a result of this. I have taken inspiration from a certain player on the ladder and stole this extremely good Dragonite set from him. When I was laddering with this team around the 1800s Storm Zone introduced me to this Dragonite set by destroying my whole team with it. Back then I was running Baxcalibur so you could only imagine my surprise when Dragonite turned fire and tanked my icicle spear then proceeded to sweep my entire team. The tera fire blocks wisp which is massive meaning you could set up right in front of a Wash-tom or dirge and win 1v1 by encoring the wisp and then just setting up. Many games I hard switched into a tusk that used EQ to encore it and then proceed to snowball the game. Also beats gambit if you encore the sucker, this set is just great. Nature is jolly so it outspeeds Timid Pult after a +1. Also OHKOs valiant at +2 with FP, and my favourite is encoring a corviknight or garg on their recovery/IP. Be careful that if you tera fire Tusk will be able to revenge kill you back

Pyrophobia (Iron Moth) @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Dazzling Gleam
- Fiery Dance
- Psychic
Before making this RMT I shared this team with only a few people and some of them commented on this moth set. It is not agility nor is it speed boost and its not on a webs team; this moth is simply just hard wallbreaking power with SpA boost. If you predict the clod switching and you psychic you have a very good chance to kill the clodsire the next turn. The psychic SpDef drop is always very helpful into stuff like skeledirge, and the fiery dance boosts will snowball moth out of control. I have many replays of winning games right of a moth getting +1 SpA since it practically becomes Choice Specs * 1.3 which is some massive damage. If you are interested Energy Ball is a guaranteed 2HKO on max spdef Dondozo (252 SpA Quark Drive Iron Moth Energy Ball vs. 252 HP / 252+ SpD Dondozo: 254-300 (50.3 - 59.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery) so against stall your main way to break is with Gambit and crippling dozo down with strong energy balls from Moth and Glimm.

Toxiphobia (Glimmora) @ Focus Sash
Ability: Toxic Debris
Shiny: Yes
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Earth Power
- Energy Ball
The hardest challenge for Hyper Offense teams is breaking stall / balance, and with the help of Wake and Moth to shred through defensive walls and gambit and dnite to dismantle the special walls, Glimmora is slept on hard as it is normally just a suicide lead however this Modest Glimmora hits 394 Special Attack which is an extremely absurd amount. Sludge Wave can be substituted for Power Gem so this thing isn't hopeless against Corviknight but personally I enjoy having the liberty to fire off powerful stab sludge waves vs tera fairy enemies or wreck Hatterenes on sun or terrain teams.

Hydrophobia (Azumarill) @ Assault Vest
Ability: Huge Power
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Liquidation
- Play Rough
- Aqua Jet
- Ice Spinner
The balance of the team and the final piece of the puzzle; Azumarill hits the majority of the metagame with powerful Liquidations and Play Roughs, alongside Jet for priority and ice spinner against Amoongus and psyspam and Roaring Moon or Dragonite. Assault Vest allows Azumarill to tank 3 specs shadow balls from Dragapult, or eat up Make it Rains from Gholdengos. The Assault Vest allows Azu to win many 1v1s it shouldnt, such as being able to best Booster Valiant thunderbolt and take 50 from it and kill it back with play rough. Azu's 400 HP is no joke either; beside from tanking special attacks whilst doing big damage, it is able to eat up tusk earthquakes and many other physical attackers.
Stall in general is very annoying to play against and requires a lot of doubling and predicts to win the matchup. You can make the kingambit tera dark with glasses if you struggle too much will stall but the way I normally play the matchup against stall is just trying to kill dondozo and chip down Clodsire to the point where moth can go crazy. A lot of this matchup comes down to experience and honestly I still struggle with it personally (I think I am 1-3 against HighVoltage), but since stall is not as popular in high ladder I am not that worried.
I've found versing someone else with an Azumarill to be very oppressive since funnily enough Azumarill does very well into this team. The way I normally beat it is just chip it low enough until it dies and then it opens up Dragonite and Wake a lot.
Choice band Dragonite does very well into this team, and especially after Terastallizing into a Normal type it becomes extremely oppressive and hard to deal with. Moth will get one tapped so honestly the best way to go about it is to set up rocks and tank the Espeeds with gambit and honestly just not get predicted. Terastallizing Gambit will help this matchup a lot. Note that Tera normal espeed Dnite will 2HKO the Dragonite on this team due to it having 0 HP investment so do not set up if the enemy banded dragonite is locked into espeed since it will kill you!
https://replay.pokemonshowdown.com/gen9ou-1868248430-vtxsboggs5yhai44unuxbjdx1lvxjqqpw - Against Storm Zone - Sticky Webs Offense
https://replay.pokemonshowdown.com/gen9ou-1867800062-5x754yw1yi6g9n4rjh14e4jokp0rgh1pw - Against sufys12 - Baxcalibur HO
https://replay.pokemonshowdown.com/gen9ou-1867698647-9nw3lozs0gjzgd1wdkphejjedr8gjzjpw - Against leng loi - Hazard Stack Balance with Choice Band Dragonite
https://play.pokemonshowdown.com/battle-gen9ou-1868788228-vlacr7x96xihlhbot0ms5pgr934qglypw - Against OUDJ UU to Suspect - Rain
https://replay.pokemonshowdown.com/gen9ou-1867635379-oz9j7knoff78rtanpjm0wwzvbdv77iipw - Against JooshP - Fat Balance
https://replay.pokemonshowdown.com/gen9ou-1867507821-adzfsu4do015e2b7pm2j84jszak8b5jpw - Against wally_ssbm - Pivot with Chestnaught and Ghold
https://replay.pokemonshowdown.com/gen9ou-1867448652-rwz2tcfhdkcxrv04drmnm7hcvm9mf4cpw - Against SetsuStsna - Mirror Matchup (lmao Setsu has some different sets, I ended up losing this but check it out)
https://replay.pokemonshowdown.com/gen9ou-1867170828-qhdrenldkhz98hd4laiuq6yt0wi0kpdpw - Against Ahsan-219 - BO with Magnezone
https://replay.pokemonshowdown.com/gen9ou-1866847893-augs73n4xszds6o3phg0lyzg1f1xivipw - Against wokhxrt - Ditto Matchup
https://replay.pokemonshowdown.com/gen9ou-1865754716 - Against VicBossMG - CB Meowscarada Hazard Stack
https://replay.pokemonshowdown.com/gen9ou-1863139074-80n3xedf74yivk2qodt63kfmilnmtp7pw - Against ChiefGreenLeaf3 - HE STARTED RAGING (older version of team with scarf tusk and lead meow but funny replay)
Conclusion:
That's pretty much all I have to cover for this RMT. I will likely continue climbing with this team, but before I end it off here are some shoutouts.
Leavers for all the support he's the goat
Vkhss for play testing this team with me and always laddering with me
Storm Zone I got many inspirations from him and honestly just the king
SetsuSetsuna used a replica of the team but the ideas and feedback you gave were very helpful and helped shape some of the last finishing touches
Thanks for reading
2.0 Proof of Peak
3.0 The Teambuilding Process
4.0 Insight into each specific Pokemon's role on the team and how they should be played
5.0 Threats
6.0 Replays and Conclusion (all replays are against 1800-2000 opponents)
-----------------------------------------------------------------------------------------
1.0 Introduction
This is my 2nd RMT of this generation, and since then not only has the meta changed drastically, I have also gotten better as a player, hitting just short of 2000 (1940) a while back with a different version of this team, but now I have finally hit 2000 and I will not stop laddering unless I start tilt queueing or everyone starts using stall lmao. After taking a much needed break from games in general and with WCOP coming up I decided to grind ladder and try set a new peak for myself. By using a modified version of my first RMT, I was able to reach 1800 pretty consistently and easily but I was unable to go further than that as I felt like my team could not handle against the very aggressive and punishing playstyle of hyper offense. I decided to learn HO off that and as a result I spent a lot of time team building and learning the HO matchups. My original version that served as the foundation of this team came from a Glimm - Dragonite - Moth - Gambit core, with the other 2 being Booster Valiant and Loaded Dice Baxcalibur. That team worked pretty well and I was able to beat some great players, however after being hardstuck still and losing to Ting-Lu and hazard stack in general I decided to try some anti-meta picks and go from there. After building this team, I went from 1800-1920 without dropping a game, and steadily made it to 1989, before playing against Vertex as the final challenge to see if I was really worth of making it to 2000. As of this post, I currently sit at 2010 however I intend to push for 2100.
2.0 Proof of Peak
(I am currently sitting at rank 5 as "TRAINING ARC ACC" as of this post)
3.0 The Teambuilding Process
(I am currently sitting at rank 5 as "TRAINING ARC ACC" as of this post)
3.0 The Teambuilding Process
When creating a HO team, the first question to think about is - what is the lead?
In the current meta, I believe there are 3 leads that all work great in their respective manners.



I decided to go with

With







4.0 Insights into each specific Pokemon and how they should be played

Apeirophobia (Walking Wake) @ Booster Energy
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Dragon Pulse
- Flamethrower
- Hydro Steam

Apeirophobia (Walking Wake) @ Booster Energy
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Dragon Pulse
- Flamethrower
- Hydro Steam
Walking Wake is the main standout of this team. It can switch in on favourable matchups and get an Agility off, making it one of the fastest mons, contested only by Swift Swim abusers. Wake's great coverage in Dragon Pulse, Flamethrower and Hydro Steam lets it hit everyone neutrally at the very least. After the Booster energy boost, Wake hits 497 Special Attack - letting it OHKO Valiant, Gholdengo, Tusk, Corv on a roll, Kingambit, and 2HKO Av Pex after tera dragon. It's coverage coupled with its great damage makes it a force to be reckoned with and makes it a great into the current meta, and especially good into balance teams where it can nuke Dirge and Dondozo after the main special wall is removed.

Thanatophobia (Kingambit) @ Lum Berry
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Flying
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Sucker Punch
Normally on Hyper Offense teams you will see Kingambits being Timid/Adamant max speed and attack, with either tera dark or fire, however I have opted for a slower Kingambit that is tera flying and carrying a Lum Berry. Lum Berry is very clutch vs washtom and wisp hex pult, as well as saving it at times against Volcarona's Flame Body or any status in general. 144 Speed allows it to outspend defensive Skeledirge, and the Lum Berry saves it from any burns. Tera flying makes the matchup against Great Tusk and Dragonite a lot easier for the late game. Overall very solid mon and the premier revenge killer of the team.

Draconophobia (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch
- Dragon Claw
- Encore
Dragonite normally runs tera normal with espeed, EQ, roost and ddance. This set is solid and consistent however in high ladder with the prevalence of cteams and shit like balloon gholdengo etc many mons have been running tera ghost as a result of this. I have taken inspiration from a certain player on the ladder and stole this extremely good Dragonite set from him. When I was laddering with this team around the 1800s Storm Zone introduced me to this Dragonite set by destroying my whole team with it. Back then I was running Baxcalibur so you could only imagine my surprise when Dragonite turned fire and tanked my icicle spear then proceeded to sweep my entire team. The tera fire blocks wisp which is massive meaning you could set up right in front of a Wash-tom or dirge and win 1v1 by encoring the wisp and then just setting up. Many games I hard switched into a tusk that used EQ to encore it and then proceed to snowball the game. Also beats gambit if you encore the sucker, this set is just great. Nature is jolly so it outspeeds Timid Pult after a +1. Also OHKOs valiant at +2 with FP, and my favourite is encoring a corviknight or garg on their recovery/IP. Be careful that if you tera fire Tusk will be able to revenge kill you back

Pyrophobia (Iron Moth) @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Dazzling Gleam
- Fiery Dance
- Psychic
Before making this RMT I shared this team with only a few people and some of them commented on this moth set. It is not agility nor is it speed boost and its not on a webs team; this moth is simply just hard wallbreaking power with SpA boost. If you predict the clod switching and you psychic you have a very good chance to kill the clodsire the next turn. The psychic SpDef drop is always very helpful into stuff like skeledirge, and the fiery dance boosts will snowball moth out of control. I have many replays of winning games right of a moth getting +1 SpA since it practically becomes Choice Specs * 1.3 which is some massive damage. If you are interested Energy Ball is a guaranteed 2HKO on max spdef Dondozo (252 SpA Quark Drive Iron Moth Energy Ball vs. 252 HP / 252+ SpD Dondozo: 254-300 (50.3 - 59.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery) so against stall your main way to break is with Gambit and crippling dozo down with strong energy balls from Moth and Glimm.

Toxiphobia (Glimmora) @ Focus Sash
Ability: Toxic Debris
Shiny: Yes
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Earth Power
- Energy Ball
The hardest challenge for Hyper Offense teams is breaking stall / balance, and with the help of Wake and Moth to shred through defensive walls and gambit and dnite to dismantle the special walls, Glimmora is slept on hard as it is normally just a suicide lead however this Modest Glimmora hits 394 Special Attack which is an extremely absurd amount. Sludge Wave can be substituted for Power Gem so this thing isn't hopeless against Corviknight but personally I enjoy having the liberty to fire off powerful stab sludge waves vs tera fairy enemies or wreck Hatterenes on sun or terrain teams.

Hydrophobia (Azumarill) @ Assault Vest
Ability: Huge Power
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Liquidation
- Play Rough
- Aqua Jet
- Ice Spinner
The balance of the team and the final piece of the puzzle; Azumarill hits the majority of the metagame with powerful Liquidations and Play Roughs, alongside Jet for priority and ice spinner against Amoongus and psyspam and Roaring Moon or Dragonite. Assault Vest allows Azumarill to tank 3 specs shadow balls from Dragapult, or eat up Make it Rains from Gholdengos. The Assault Vest allows Azu to win many 1v1s it shouldnt, such as being able to best Booster Valiant thunderbolt and take 50 from it and kill it back with play rough. Azu's 400 HP is no joke either; beside from tanking special attacks whilst doing big damage, it is able to eat up tusk earthquakes and many other physical attackers.
5.0 Threats





6.0 Replays
https://replay.pokemonshowdown.com/gen9ou-1868181348-smfhx0y8ifx2l2ng80fsbxnhohbo7atpw - Against Vert - Sandy Shocks Offense with Magnezone
https://replay.pokemonshowdown.com/gen9ou-1868248430-vtxsboggs5yhai44unuxbjdx1lvxjqqpw - Against Storm Zone - Sticky Webs Offense
https://replay.pokemonshowdown.com/gen9ou-1867800062-5x754yw1yi6g9n4rjh14e4jokp0rgh1pw - Against sufys12 - Baxcalibur HO
https://replay.pokemonshowdown.com/gen9ou-1867698647-9nw3lozs0gjzgd1wdkphejjedr8gjzjpw - Against leng loi - Hazard Stack Balance with Choice Band Dragonite
https://play.pokemonshowdown.com/battle-gen9ou-1868788228-vlacr7x96xihlhbot0ms5pgr934qglypw - Against OUDJ UU to Suspect - Rain
https://replay.pokemonshowdown.com/gen9ou-1867635379-oz9j7knoff78rtanpjm0wwzvbdv77iipw - Against JooshP - Fat Balance
https://replay.pokemonshowdown.com/gen9ou-1867507821-adzfsu4do015e2b7pm2j84jszak8b5jpw - Against wally_ssbm - Pivot with Chestnaught and Ghold
https://replay.pokemonshowdown.com/gen9ou-1867448652-rwz2tcfhdkcxrv04drmnm7hcvm9mf4cpw - Against SetsuStsna - Mirror Matchup (lmao Setsu has some different sets, I ended up losing this but check it out)
https://replay.pokemonshowdown.com/gen9ou-1867170828-qhdrenldkhz98hd4laiuq6yt0wi0kpdpw - Against Ahsan-219 - BO with Magnezone
https://replay.pokemonshowdown.com/gen9ou-1866847893-augs73n4xszds6o3phg0lyzg1f1xivipw - Against wokhxrt - Ditto Matchup
https://replay.pokemonshowdown.com/gen9ou-1865754716 - Against VicBossMG - CB Meowscarada Hazard Stack
https://replay.pokemonshowdown.com/gen9ou-1863139074-80n3xedf74yivk2qodt63kfmilnmtp7pw - Against ChiefGreenLeaf3 - HE STARTED RAGING (older version of team with scarf tusk and lead meow but funny replay)
Conclusion:
That's pretty much all I have to cover for this RMT. I will likely continue climbing with this team, but before I end it off here are some shoutouts.
Leavers for all the support he's the goat
Vkhss for play testing this team with me and always laddering with me
Storm Zone I got many inspirations from him and honestly just the king
SetsuSetsuna used a replica of the team but the ideas and feedback you gave were very helpful and helped shape some of the last finishing touches
Thanks for reading
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