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Tribulations of Great Pokémon 17

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by , 2nd February 2013 at 12:16 AM (3760 Views)
Continuing on with our series, we are going to delve into all of Generation 2’s legendary Pokémon. While six is a substantial number to cover in one article, I decided to go beyond and cover two more non-legendary Pokémon. The way every article is structured is that I will list down a Pokémon’s advantages and disadvantages, followed by the troubles required to raise them, ending with whether their troubles are worth the trouble. Without further delay, let’s move on.


Like last time, our first subject today is not a legendary Pokémon. Of the three starters in Johto, Feraligator probably sees the most use, followed closely by Typhlosion (or is it the other way round?). Before we see what makes Feraligator a contender, I am going to remind you that I know that this Pokémon is technically called “Feraligatr”, but my compulsion for good spelling makes me want to add the extra “O” in the name to make it complete, so no need to correct me on this one.

Feraligator’s stats are an arrangement of Blastoise’s, with more emphasis on Attack and Defence rather than both defences. This designates Feraligator as a Physical attacker, and what do you know, Feraligator happens to have very good choices for Physical attacks! There is Waterfall or Aqua Tail for STAB, Aqua Jet for the first strike, and Ice Punch, Crunch and Superpower for coverage. It’s not just those attacks that make Feraligator dangerous, but the fact that it could boost them. You could pick your poison between Dragon Dance and Swords Dance, or you could just remedy the Speed problem with Agility. At one time, Hydro Pump was an attractive option on Feraligator, but that was only because its STAB was a Special type.

The problem with Feraligator is its initial Speed. It is out-sped by a lot of things, so must watch out for stuff like Rotom, Sceptile or basically any hard hitter, especially on the Special side. Moreover, Feraligator’s got some trouble with walls that resist its STAB, such as Tangrowth and Poliwrath. Let’s not forget that Feraligator is vulnerable to Burn, so once Feraligator is burned, it will not be doing as well.

Feraligator, being a starter, is entitled to trainers at the beginning at Johto or certain other means (such as through Colosseum and Emerald), but you only have a choice between Totodile, Cyndaquil and Chikorita, meaning that you can’t have everything if it is chosen as a starter. One tribulation when it comes to Feraligator is breeding. Possessing a male to female ratio of 7:1, you won’t get a female version as a starter or breeding very easily. The reason you want a female Totodile is for the Egg Moves. There are two particular Egg Moves worth mentioning: Aqua Jet and Dragon Dance, and to a lesser extent, Ice Punch. The interesting thing is, if you want to get both Aqua Jet and Dragon Dance (which seems redundant if you ask me), you are going to have a hard time. Why? Because Dratini is the only parent that could learn both. This meant that you need to chain breed if you want both moves. Dratini’s slow Egg rate is already an issue, but Dragon Dance learned at around the 50’s is a bigger one. Still, it’s not likely that you would get both moves, since, as I said, it is redundant. As for Superpower, a move learned by levelling up, you learned it at a high level (48 minimum for Totodile), if you don’t want to use a Move Tutor for that purpose.

It should be noted that Sheer Force is yet to be released, so there’s no telling with how this new ability would help Feraligator. Even then, prospects seem good for our good friend here, since it boosts its most relevant moves substantially, which are Waterfall, Ice Punch and Crunch. It is certainly possible that this could also mean that only a male version would exist, lowering the chances of getting Egg Moves such as Aqua Jet and Dragon Dance.

As with other starter Pokémon, there isn’t too much to speak about. So, is Feraligator balanced? As with most starters, Feraligator is on the balanced side because of its adequate training duration and difficulty, along with good battling performance.

Verdict: Balanced [±0]


Our second non-legendary is Miltank. Miltank is the bane for any player in Gold and Silver, due to Whitney’s Miltank’s ability to plough through unprepared teams with its Attract and Rollout, and in Generation 4, the ability to hit even ghosts. In this way, Miltank is not a good sight to behold, but personally, I thought Miltank is infamous for just appearing there. So then, what makes Miltank great? Oddly, it’s not necessarily the same reason that made it dangerous in-game in the first place.

If you look at Miltank’s stats, you will notice that Miltank has a lot of Speed for a defensive Pokémon, which means it is a good supporter. Learning both Heal Bell and Stealth Rock, Miltank would do well to support the team. Besides that, you could apply status on the opponent too, with Thunder Wave, Toxic or even Body Slam. Rounding this up is Milk Drink, Miltank’s signature move that is reliable as a recovery move. To make it easier for Miltank to do its job, you get to use Thick Fat for an extra two resistances, or Sap Sipper if you need to take Grass-type moves.

Offensively, Miltank may not be a top pick due to the relatively low Attack stat (and an even lower Special Attack stat), but what sets Miltank apart is Scrappy and probably Sap Sipper. The former ensures that Ghosts don’t get to take advantage of their immunities, although Miltank’s array of Fighting attacks is not on par with Kanghaskan. However, Miltank could utilise a Curse set to slowly build up power, and the good thing is that, Ghosts won’t be able to stop you because of Scrappy! Normally, you would have Normal attacks, but you could use a bit of type coverage too, including the elemental punches, Earthquake and Punishment.

However, Miltank suffers from some problems. First and foremost, Miltank’s weakness to Fighting won’t bode well with its role as a wall, since Fighting is one of the best offensive types in the game, with those high-powered Fighting attacks lying around. Special attackers that hit hard are another type of threat Miltank has to look out for, since Miltank’s got a lower Special Defence. Another type of obstacle Miltank will face is Taunt or to a lesser extent, Encore, since this would disrupt Miltank’s plan by prevent the use of its healing move or wasting PP on moves it doesn’t need to use. Miltank surely doesn’t appreciate having Toxic or Burn too, since either of them saps Miltank’s HP (that is, if Miltank hasn’t healed yet!).

The first thing concerning Miltank’s tribulations is finding one. It is considered a rare find in places where you could find it. For example, in Hoenn’s Safari Zone, Miltank only has a 5% chance of appearing, and the same could be said at Route 38 and 39. It should be noted that Miltank’s catch rate is not high either, so in the case of Safari Zone, you would need some luck (not as much luck as Chansey, which is a good thing). If you want to get one from Dream World for Sap Sipper, then you will also need to have gotten 7,500 points and at least 8 badges first (if you played B2W2), before you could start encountering them in Pokémon Seek.

Another thing about Miltank is that it has a slow level-up curve, which makes it a difficult option to recommend in-game, since Miltank is typically found at a relatively low level of 15, so that is some catching up required at that point (Route 38). When it comes to breeding, some attention needs to go to the abilities because Miltank has two of them (three if you count Sap Sipper). The moves that are gotten through breeding are Curse, Hammer Arm, Seismic Toss and Sleep Talk. Curse is also available through Dream World, even though this ability is better with Scrappy since it bypasses the immunity. Although Sleep Talk is a Move Tutor, it is the most expensive of them all, costing 12 Green Shards! Stealth Rock is also up there, at 10 Green Shards, so prepare to spend them if you need the move.

After all of these, is Miltank balanced? Now, I would like to point out that Miltank is actually Tauros’ counterpart, and Tauros is found to be a bit imbalanced. Does that mean Miltank is the same? Not really. Unlike Tauros, Miltank is a female Pokémon, which means that when it comes to breeding, Miltank is easier to manage. Based on what Miltank is good at, I would say that Miltank is pretty balanced.

Verdict: Balanced [±0]

Raikou, Entei & Suicune

The first legendaries that will be covered are this trio. Known as the Legendary Beasts, they have some air of magnificence in them. All three could fit into the traditional elements of Fire, Electric and Ice, although Suicune is a Water-type. These three are infamously known to be roamers, so anybody playing the game for real is going to dislike pursuing them. But then, I am sure they have attributes that make them great Pokémon.

Let’s start with the first of the three of them, Raikou. Raikou’s stat distribution favours a Special set, since its three biggest stats are Special Attack, Special Defence and Speed. Because of that, it could perform a Calm Mind booster set, making it a powerful force. With a combination of Thunderbolt and Hidden Power Ice, you attain near-perfect neutral coverage. If boosting is not in your books, then you could also perform an all-out attacking set. Besides the aforementioned Thunderbolt and Hidden Power, you could use Volt Switch for momentum, Extrasensory for more coverage, Aura Sphere for the same reason, and Weather Ball for extra coverage if you are using weather.

Raikou may seem unstoppable, but there are a few things that challenge it. One of these obstacles is Ground-types, for they are immune to its Electric attacks and could hit Raikou with Earthquake, which hits its lower Defence stat. If they are faster, that is good for them, and if Raikou isn’t protected by its Substitute, that’s even better. Of course, a Physical hard hitter that is faster would do the trick just as well. Another type of Pokémon that would trouble Raikou is a Special wall or tank, as they are able to take Raikou’s hit and retaliate or remove it.

Entei is the second of the trio, and is the least useful. Before we see what troubles Entei, let’s look at what it does best. Its stats favour HP, Attack and Speed, so it is more of a Physical attacker. As a Physical attacker, Entei is pretty good, for it gets Flare Blitz to blitz its opponent and Extreme Speed for first strikes. Rounding this up is Stone Edge, which is great against other Fire-types. If you want, you could perform a Calm Mind booster set like Raikou, although the coverage differs, as Entei prefers Fire attacks to go together with Hidden Power.

As I said before, Entei is the least useful. This is because Entei’s Fire-type causes it to be hurt by Stealth Rock more critically, meaning it couldn’t always come in safely. Its movepool is not very compatible with its stats, since it doesn’t learn Flare Blitz naturally (you need an event to learn it). Moreover, said event also provides Entei with an Adamant nature, so you couldn’t possibly get a Speed-increasing nature (at max Speed, Entei out-speeds Rotom’s Appliance forms at most). Entei also have other Physical-attacking Fire-types to compete (Victini, Darmanitan, Arcanine and Ho-oh, to name some), and they did their job better than Entei could dream of doing.

Finally, there’s Suicune. Suicune was one of the best Pokémon in the game, due to its reliability. If you look at its stats, you will see that Suicune’s defences are the focus. This is why Suicune is known as a bulky Water. Like the other two beasts, Suicune does Calm Mind well. However, unlike the other two, Suicune is able to utilise Rest and Sleep Talk to its fullest. Its defences ensure that it will stay on the field longer, and this is especially devastating if it is the last Pokémon standing, for it couldn’t be forced out and lose its boosts. The addition of Scald ensures that its Physical durability isn’t compromised, so it could be annoying if Suicune got enough Calm Mind boosts and inflicted Burn on your Pokémon, making it really resilient. Besides that, Suicune could do all-out attacking, using powerful moves such as Hydro Pump, Ice Beam and Hidden Power.

If Suicune does the defensive route, it will not like to face anything that absorbs Water, unless it could stall those out. Another type of Pokémon that would threaten Suicune is one that hit it hard super-effectively, namely Electric- and Grass-types. It would be best if they could take a hit from Suicune, especially Ice Beam. The boosting set may get increasingly dangerous, but not if you negate those boosts. Clear Smog, Haze and a move that forces Suicune out are great candidates, and Leech Seed too if you are looking to limit longevity. If you are looking to defeat offensive Suicune, then you could just dish out a hit that dents, especially its weaknesses. Suicune’s Speed is not the highest, so it’s not difficult to find something to do the job.

The legendary beasts are among some of the hardest Pokémon to collect, because all of them are roamers, and the worst part is that there is no reliable indicator on where they are at the moment. Compared to Tornadus and Thundurus, they are harder, because you don’t get any cues on where they could be. Only Suicune has the honour of having a reliable encounter (in HeartGold and SoulSilver), which counts for something. Because of their nature of roaming, Master Balls would help. However, your Master Ball isn’t enough for the three of them, so your only hope is to hope that your Pokéball works. This is no easy task, however. As with most legendary Pokémon, their catch rate of 3 (a maximum of ~9% in optimal conditions) makes them difficult to capture. Their level-up rate is Slow, so remember that when you want to get some moves. Notable moves they learned through level up are Discharge (Raikou), Lava Plume and Eruption (Entei), Mirror Coat and Hydro Pump (Suicune) and Calm Mind (All).

During 2010, there was an event where the Crown Beasts were distributed. Every one of these legendaries is given moves they couldn’t learn before, making them very special. Raikou had Zap Cannon, Weather Ball, Aura Sphere and Extreme Speed. Suicune had Sheer Cold, Aqua Ring, Air Slash and Extreme Speed. Entei had Flare Blitz, Crush Claw, Howl and (again) Extreme Speed. Raikou’s new moves are not bad, considering the usefulness of Weather Ball and Aura Sphere. Suicune doesn’t really benefit from the moves it learns. However, Entei appreciates two of the moves learned this way. Flare Blitz provides a way to do major damage with STAB, while ExtremeSpeed is for the first strike. There are also a couple of limitations through this even. Firstly, they are provided as shiny Pokémon, which means that a savvy opponent could expect your Pokémon to be event-based. Secondly, their natures are all set in stone. Raikou has the Rash nature, which is not too bad. Suicune’s nature is Relaxed, which is considered subpar compared to the other two. Entei, however, is given the best given nature. It’s not the best it could ask for, but Adamant is very much compatible with its movepool. It’s important to keep in mind that this even already expired, so there’s no chance of getting these beasts.

In the end, are these legendary beasts balanced? Well, if I were to view this, Raikou is no doubt balanced, since as a roamer, it is difficult to find, but it is a very potent Special attacker. Suicune too, is balanced for being difficult to acquire, yet is a potent staller. Entei is not quite balanced because its full potential is from an event. Don’t get me wrong, this makes Entei easier to get, but since this event had already expired, it would be hard to find a legit Flare Blitz Entei. Overall, it would be similar to the legendary birds’ case: two of them are balanced, one of them is not.

(Raikou) Balanced [±0]
(Entei) Somewhat Balanced [-2]
(Suicune) Balanced [±0]

Lugia & Ho-oh

One of the first Pokémon you might know in Gold and Silver are Lugia and Ho-oh, because they are featured on the box art of the respective games: Silver and Gold. Despite their appearance on the box-art, they are not version-exclusive Pokémon, strangely enough. Anyway, these two Pokémon are big-time legendaries, which is a first for cover legendaries, and would inspire future games to have them on the cover (with the exception of Crystal). Let’s see what makes them very good, because after all, they are big-time legendaries.

Unlike most big-time legendaries, Lugia is not as offensively inclined. It should be noted that its base stats are arranged from Mewtwo’s, kind of like how every Eeveelution have rearranged base stats. As a result, Lugia’s Special Defence is the highest stat, followed by Defence, Speed and HP. This should tell you that Lugia is defensively-inclined, and unlike most defensive Pokémon, Lugia is very fast for one. This opens up many possibilities on how Lugia is used. Firstly, its Pressure ability makes it a great staller, since Lugia gets Recover or Roost, and it could even use Substitute to block status. If you put yourself in Multiscale range, you could even keep your substitute intact (if you set it up already)! Not only that, it could perform support really well, such as Reflect and Light Screen, or Whirlwind, considering its Speed and defences. If you want, Calm Mind is another way to use Lugia, as it has enough good Special attacks to choose from, namely Hydro Pump, Thunder, Aeroblast, Weather Ball, Psyshock and Earth Power.

As resilient as Lugia is, it does have a few issues. Among the big-time legendaries, its offences are not naturally strong, so it cannot normally do too much damage to some other titans or Blissey (or Tyranitar if you want to go there). If this wall has Taunt, Lugia might not do much due to not being able to recover if Lugia didn’t pack the appropriate attack for the occasion. And then, Lugia’s type combination gives it some weaknesses it wouldn’t appreciate, namely Rock, because of Stealth Rock, and Electric, because of Thunder. It also cannot heal from status, so if Lugia is inflicted by Toxic, it will not be able to do its job properly because its lifespan becomes limited.

Let’s get to how Ho-oh is a great Pokémon. Like Lugia, Ho-oh’s stats are arranged from Mewtwo’s, and its Special Defence is its highest stat. Unlike Lugia, however, Ho-oh is more offensively-inclined. Its Attack and Special Attack are higher, meaning it could do more damage, especially on the Physical side. It should be noted that Ho-oh’s signature move is very good, as Sacred Fire is Physical, and half the time, it could burn the opponent. Rounding up coverage is Earthquake, so not even Rock-types are safe. You could use a Speed-increasing move, such as Flame Charge and Tailwind to perform a bit of sweeping. While Ho-oh could do offence, its defences allow it to turn it into a tank, as it possesses Recover and Roost to heal itself, as well as Whirlwind. With the help of Regenerator, Ho-oh is not too bad as a defender, as it could recover Brave Bird’s recoil.

Ho-oh may not have as many weaknesses as Lugia, but its weaknesses are undesirable. Rock is the biggest offender, because Ho-oh will lose half of its HP from Stealth Rock, which is bad for a wall. Although Regenerator mitigates this weakness, it is still important to remove Stealth Rock nonetheless if Ho-oh were to have better chances with the opponent. Ho-oh’s Base 90 Speed is average among legendaries, but it could easily be outpaced, so if the opponent packs at least an attack that Ho-oh’s weak to, it won’t end well for Ho-oh, unless that attack is weak (such as Water attacks in the Sun).

So, we now get to their tribulations, starting with their locations. In their home games taking place in Johto, you need to go to the Whirl Islands for Lugia and the Bell Tower (or Tin Tower) for Ho-oh. It’s interesting to note that both of these Pokémon are available in the games, so you don’t need to have both versions for both of them. However, you can’t just go to that spot and find them, because you need their respective feathers. Lugia requires a Silver Wing, while Ho-oh requires a Rainbow Wing. If you have that, you will find them. Depending on the version, you will get a certain Wing earlier than the other, and that Pokémon will have a lower level (Ho-oh for Gold and Lugia for Silver).

This is considerably better than obtaining them in Generation 3, in which they could only be obtained in FireRed and LeafGreen with the Mystic Ticket (an event item), which is required to go to Navel Rock, where both of them reside (Lugia at the bottom and Ho-oh at the top). Besides that, you need Pokémon Colosseum for Ho-oh and Pokémon XD for Lugia. If that doesn’t work out for you, then you have the Dream Radar to help you get either Lugia or Ho-oh, but they come with their Hidden Abilities, them being Multiscale and Regenerator respectively. If Pressure if what you want, you need to get them from HeartGold and SoulSilver, then import them to Black (2) and White (2). Problem is that, you need a 3DS since this application is 3DS only.

It’s not smooth-sailing when it comes to reaching them, as you have some obstacles to go through in Whirl Islands and Bell Tower, such as the low-levelled Pokémon you will encounter on the way there. If you do reach them, remember to save, because you will likely want to get them, considering how they are one-of-a-kind. Don’t forget that they have a catch rate of 3, so like most legendary Pokémon, you need patience. If it is Generation 3, the battle might take long, because at the level you meet them (70), they already knew Recover. In Generation 4, the designers decided to have mercy on the players and make Recover out of reach (71 as opposed to either 40 or 70), so that there’s no stalling from them this time. However, their attacks are still strong, knowing their signature moves at Level 70 and learning two powerful moves (boosted by a weather move each of them learn) at Level 40, so be wary of that. If you got to train them, the slow level-up curve would make this longer, but since they are so powerful, you probably wouldn’t have to worry about that anyway.

Certain moves may not be available depending on your level, which you need to relearn. For example, Ho-oh’s Brave Bird is learned at Level 15, which you don’t get at Level 70, so you need to relearn this move if you somehow got Ho-oh late. Weather Ball and Whirlwind are moves that you don’t learn (unless gotten through Dream Radar at a low level), so that needs to be relearned too if you want them. In Lugia’s case, there are two moves that could only be obtained in XD, them being Psycho Boost and Feather Dance.

Well, what can I say? They are exceptionally very powerful in a defensive way (and sometimes offensively), so they are understandably forbidden in any standard play. Very few big-time legendaries are defensively-oriented, so it’s refreshing to see some others like that (Giratina is so far the other defensively-oriented Pokémon). Since they are big-time like Mewtwo, they won’t be rated, because, as I have said in the previous article, their amazing capabilities meant that they it is not right for them to be ranked among other great Pokémon.

Verdict: (Both) Unrated [N/A]


Finally, it’s the event legendary Pokémon of Johto, Celebi. One interesting thing about Celebi is how it is possible to encounter one in Generation 2 without the need for an event, due to a programming oversight. Another interesting thing about Celebi is how it is not possible to battle with a shiny version, because its event status combined with a shiny check prevents this from becoming a reality (well, Mystery Dungeon has a shiny Celebi, but that’s not exportable). Let’s get to what makes Celebi a really great Pokémon.

Celebi’s type combination may not be unique, considering how Exeggutor too has Grass/Psychic, but that’s not necessarily a bad thing, because there are some perks associated. Grass STAB is in some ways underrated, and Psychic lend in a great Fighting resistance. This makes Celebi a nice way of dealing with some of Rain’s threats, including Politoed and Keldeo. Celebi’s base stats are very good too, having decent offences and defences to do either. Offensively, Celebi’s got Nasty Plot to whip out some damage with appropriate moves that include Giga Drain, Psychic, Hidden Power and Earth Power, or you could just launch powerful Leaf Storms right off the bat. Defensively, Celebi’s got some neat tricks. For one, it’s got Recover, which is great for any defensive Pokémon. It’s got Natural Cure, so you don’t need to worry about having status for a long time. Then, U-turn is great for getting out of trouble since Celebi’s got a lot of stuff that resist its STABs and hit it super-effectively. Still, Celebi is more of a support Pokémon, so you might consider Thunder Wave, Reflect, Light Screen, Stealth Rock, Heal Bell, Baton Pass, Leech Seed or even Perish Song. Despite Celebi’s type combination, it is certainly a versatile Pokémon.

Celebi’s main weakness is also its type combination. Celebi suffers from having seven different weaknesses, which is a lot for a Pokémon attempting to go on the defence. This is very dangerous because there are no shortage of ways to threaten Celebi, which could include the fast super-effective STAB attacks or slower tanks that hit back hard, to walls that are able to set-up on Celebi. Still, Celebi’s versatility makes it difficult to determine which Pokémon are great at switching into it, as Celebi have ways of dealing with them, such as Hidden Power Fire on Scizor and Ferrothorn, or Thunder Wave on any quick sweeper. Generally though, Celebi’s many weaknesses are what make it hard to use in the first place.

Let’s get on with the tribulations by starting with obtaining Celebi. Now, I am going on the record to say that I am not going to explain how to get Celebi in Generation 2, simply because it is obsolete, so it is not necessary. In Generation 3, the Japanese version of Colosseum’s bonus disc is required to get Celebi, but in order to actually access Celebi, you need to purify all 48 Pokémon in the main game first, as well as beat the Elite Four and save in the Pokémon Centre in the Gameboy Advance game of choice. This is the only reliable method to get Celebi, as the others are events. The most recent event is as a promotion for the 13th Movie, the one with Zoroark in it. This version of Celebi is perhaps the best one yet, because it learns a move Celebi could not normally learn: Nasty Plot. I would venture to say that this is the best version to get for not only the extra move, but also to get Zorua in Pokémon Black and White if you haven’t already.

As an Event Legendary, Celebi is prohibited in tournaments. However, that doesn’t stop people from using it in battles, especially simulators. As a Pokémon, Celebi has a lot to recommend due to its versatility, but its type combination is subjected to discouragement. Now, is Celebi balanced? Normally, I would say Celebi is balanced, but I will leave it unrated like the other big-time legendaries, based on feedback. In fact, most future event legendaries will not be given a rating due to their elusive nature.

Verdict: Unrated [N/A]

Alright, this one’s over with, and that took longer than I expected! When typing this, my enthusiasm waned at that point, partly because writing tribulations for the non-legendary Pokémon I had chosen doesn’t feel very interesting. Still, this one is already over with, so now it’s time to go and cast votes for Generation 3’s Pokémon. Because Generation 3 has a substantial amount of legendaries, users would need to order them by priority, because I cannot guarantee that all of them would be covered. I hope you enjoyed reading this article as much as I have writing it.

Thanks for reading.

Please order these legendaries by priority (top to bottom, most wanted to least wanted):
- Kyogre & Groudon
- Rayquaza
- Jirachi
- Deoxys

Exceptions for the above due to previous suggestion:
- Regirock, Regice & Registeel
- Latias & Latios

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  1. Yato's Avatar
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    most wanted
    1. Groudon/Kyogre - because of weather
    2. Jirachi - because of wishes
    3. Deoxys
    4. Rayquaza
  2. Karamazov's Avatar
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    iKyogre & Groudon
  3. Ranger Jack Walker's Avatar
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    Groudon & Kyogre
  4. Owain's Avatar
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    • permalink
    Groudon & Kyogre
  5. Morru Magnum's Avatar
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    • permalink


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