Cheers!
Previous BOSS Guides:
BOSS Guide to Razor:
+ Show Spoiler +
BOSS Guide to Leshrac:
+ Show Spoiler +
BOSS Guide to Dragon Knight:
+ Show Spoiler +
BOSS Guide to Venomancer:
+ Show Spoiler +
| Forum Index > Dota 2 Strategy |
|
BalancedBreakfast
United States468 Posts
Cheers! Previous BOSS Guides: BOSS Guide to Razor: + Show Spoiler + BOSS Guide to Leshrac: + Show Spoiler + BOSS Guide to Dragon Knight: + Show Spoiler + BOSS Guide to Venomancer: + Show Spoiler + | ||
|
Benjef
United Kingdom6921 Posts
+ Show Spoiler + Didn't realise you released a Razor one, I've been waiting since Leshrac. | ||
|
epoc
Finland1190 Posts
| ||
|
superstartran
United States4013 Posts
You also forgot to mention you can also utilize instant cast spells while you're zipping around in ballform which is actually a very huge deal. Not alot of people know this and thus miss out on alot of kills because of it. | ||
|
Rybka
United States836 Posts
![]() | ||
|
Soluhwin
United States1287 Posts
Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. edit: I just want to re-enforce what Blitz mentioned down below that Storm breaks one of the rules of DotA that states you should always take your disable first. You'll never first blood with vortex, take remnant first to make up for Storm's sub-par base damage as well as allow you to push the lane for rune control. | ||
|
Jisall
United States2054 Posts
| ||
|
Yacobs
United States846 Posts
One note, though. Orchid is pronounced "or-kid" not "or-chid." | ||
|
b3n3tt3
595 Posts
| ||
|
Silentenigma
Turkey2037 Posts
| ||
|
FinestHour
United States18466 Posts
Hope its better then the razor vid | ||
|
Itsmedudeman
United States19229 Posts
On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. Yep, nothing snowballs harder than a bloodstone storm. But uhh, why do you never get bottle in the vid? Seriously, runes are like 95% of storms early game. DD storm = gg | ||
|
Soluhwin
United States1287 Posts
| ||
|
FinestHour
United States18466 Posts
-As people said, maxing remnant before overload is laughable and plain wrong. -Bottle is an extremely core item on storm and you make no mention about it, or how he interacts with regen rune. Seeing as how your videos are tailored towards low level/ new players, you definitely should have talked about that. -For the storm combo, you do not mention that you can get an auto attack off before you grip them. This is important because this lets you proc overload three times, which is why you max overload as it will always do more damage then remnant. -In the teamfight section, you make a big point of making it seem like storm has to wait for the fight to start before you go in, as you demonstrate in the footage of you fighting. This is wrong, storm is one of the best heros to start fights with. Always. People already mentioned the better items so i wont repeat it. | ||
|
Ack1027
United States7873 Posts
On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. How come I've never seen you post in dota threads before? You should if you don't that often cuz you actually have a brain. God's build best all around storm build. Arcane->Disassemble->Brudstone | ||
|
igotmyown
United States4291 Posts
| ||
|
Soluhwin
United States1287 Posts
On August 09 2012 12:03 Ack1027 wrote: Show nested quote + On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. How come I've never seen you post in dota threads before? You should if you don't that often cuz you actually have a brain. God's build best all around storm build. Arcane->Disassemble->Brudstone Because I haven't visited TL for about a year. I don't know why I stopped coming here, but I'm glad to be back. On August 09 2012 12:43 igotmyown wrote: Chinese dota1 storms would max remnant before vortex, (for farming purposes) and they would prioritize bkb. But their role is different from dota1 storms, they would be optimized for big teamfights, and they would take most of the farm. I agree that remnant first has a place, but it's not a niche you pick Storm in. If you want a big int solo mid carry, you get someone like Krob. Using Storm as an AFK farm hero just begs the question of why you're playing Storm. | ||
|
Blitz
United States706 Posts
| ||
|
Stancel
Singapore15360 Posts
On August 09 2012 13:34 ROOTBlitz wrote: Best to go remnant one, as the disable is so bad, requires almost melee range, and also slows you as well. Prefer getting remnant to farm to get a faster bottle, and to zone. As far as skill build goes, Remnant, Overload, Pull x3, ult, then maxing overload allows you to do the most damage overall. Then max remnant / ult as follows, level pull after. Need 3 levels only to do max combo. Silence stick is great if you can get it fast / need burst, but bloodstone is greedy and allows you to scale better into the late game. Your build is weak as far as bottle management goes, because if you're going to go pull first your bottle is coming at like 3 minutes... I haven't watched the guide yet, but what about leaving pull at 3 and just adding stats after maxing the others? | ||
|
Soluhwin
United States1287 Posts
On August 09 2012 14:02 DoNotDisturb wrote: Show nested quote + On August 09 2012 13:34 ROOTBlitz wrote: Best to go remnant one, as the disable is so bad, requires almost melee range, and also slows you as well. Prefer getting remnant to farm to get a faster bottle, and to zone. As far as skill build goes, Remnant, Overload, Pull x3, ult, then maxing overload allows you to do the most damage overall. Then max remnant / ult as follows, level pull after. Need 3 levels only to do max combo. Silence stick is great if you can get it fast / need burst, but bloodstone is greedy and allows you to scale better into the late game. Your build is weak as far as bottle management goes, because if you're going to go pull first your bottle is coming at like 3 minutes... I haven't watched the guide yet, but what about leaving pull at 3 and just adding stats after maxing the others? Half a second of extra disable is more game changing than 38 max hp and 2 damage, I think. | ||
|
TheYango
United States47024 Posts
On August 09 2012 14:17 Soluhwin wrote: Show nested quote + On August 09 2012 14:02 DoNotDisturb wrote: On August 09 2012 13:34 ROOTBlitz wrote: Best to go remnant one, as the disable is so bad, requires almost melee range, and also slows you as well. Prefer getting remnant to farm to get a faster bottle, and to zone. As far as skill build goes, Remnant, Overload, Pull x3, ult, then maxing overload allows you to do the most damage overall. Then max remnant / ult as follows, level pull after. Need 3 levels only to do max combo. Silence stick is great if you can get it fast / need burst, but bloodstone is greedy and allows you to scale better into the late game. Your build is weak as far as bottle management goes, because if you're going to go pull first your bottle is coming at like 3 minutes... I haven't watched the guide yet, but what about leaving pull at 3 and just adding stats after maxing the others? Half a second of extra disable is more game changing than 38 max hp and 2 damage, I think. Yup. One thing worth mentioning is that Chinese Storm players occasionally get the 2nd rank of Overload at 3 for certain lanes. The 20 extra damage is certainly more useful than pull ranks until pull gets to 3. | ||
|
igotmyown
United States4291 Posts
On August 09 2012 13:24 Soluhwin wrote: Show nested quote + On August 09 2012 12:03 Ack1027 wrote: On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. How come I've never seen you post in dota threads before? You should if you don't that often cuz you actually have a brain. God's build best all around storm build. Arcane->Disassemble->Brudstone Because I haven't visited TL for about a year. I don't know why I stopped coming here, but I'm glad to be back. Show nested quote + On August 09 2012 12:43 igotmyown wrote: Chinese dota1 storms would max remnant before vortex, (for farming purposes) and they would prioritize bkb. But their role is different from dota1 storms, they would be optimized for big teamfights, and they would take most of the farm. I agree that remnant first has a place, but it's not a niche you pick Storm in. If you want a big int solo mid carry, you get someone like Krob. Using Storm as an AFK farm hero just begs the question of why you're playing Storm. So shadowfiends players get a lot of cs, so they must be afk farming? Some heroes can flash farm waves, your teammates sees a pushed wave, they tell you to go get it. The chinese games back then, they weren't playing the storm as a nonstop ganker, and after laning, it was all about execution to win the big teamfights. Obviously bloodstone won't help if you get 1 or 2 kills before the game deciding teamfight, and the enemy is well positioned to counterstun you if you go in on whatever hero you can find. Fights are like at 39:00, where they stare at each other from across ramps for 2 minutes waiting for someone to get out of position, then one side backs off because their lanes are getting too pushed. The early game is a build up for fights like at 30:00 (push starts at 29). | ||
|
Byyk
457 Posts
| ||
|
TheWarbler
United States1659 Posts
| ||
|
Farkinator
United States283 Posts
| ||
|
Bash
Finland1533 Posts
Nice to see people making content, but these are definitely not for me. | ||
|
Narcind
Sweden2489 Posts
On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. edit: I just want to re-enforce what Blitz mentioned down below that Storm breaks one of the rules of DotA that states you should always take your disable first. You'll never first blood with vortex, take remnant first to make up for Storm's sub-par base damage as well as allow you to push the lane for rune control. This sums up pretty much everything I wanted to say after watching, very good post. Bottle is so core on storm because runes are unbelivably good on him, and bloodstone is THE item that allows him to just go completely out of control, especially when followed up by boots of travel. | ||
|
Soluhwin
United States1287 Posts
On August 10 2012 11:35 Canas wrote: Show nested quote + On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. edit: I just want to re-enforce what Blitz mentioned down below that Storm breaks one of the rules of DotA that states you should always take your disable first. You'll never first blood with vortex, take remnant first to make up for Storm's sub-par base damage as well as allow you to push the lane for rune control. This sums up pretty much everything I wanted to say after watching, very good post. Bottle is so core on storm because runes are unbelivably good on him, and bloodstone is THE item that allows him to just go completely out of control, especially when followed up by boots of travel. I don't think BoT should be part of your core build, but they are something to think about if you really are dominating that much. 9/10 times I just build treads after the bloodstone because investing 2k on 0 stats can destroy any early game advantage you have. Not saying it's a bad choice by any means, just don't make a habit out of it. | ||
|
Narcind
Sweden2489 Posts
If I'm doing REALLY badly though, then I'll probably gets treads. | ||
|
meegrean
Thailand7699 Posts
Many thanks, man. | ||
|
Mykill
Canada3402 Posts
| ||
|
Earll
Norway847 Posts
| ||
|
konadora
Singapore66358 Posts
though i really do question the item build :< as debated, bottle -> arcane -> bloodstone or the treads -> orchid seems to be much better than spending the gold on the 2 nulls early on | ||
|
Soleone
Canada80 Posts
![]() | ||
|
BurningSera
Ireland19621 Posts
| ||
|
Bumblebee
3237 Posts
| ||
|
UltimateHurl
Ireland591 Posts
| ||
|
TheRealPaciFist
United States1049 Posts
On August 09 2012 07:20 Soluhwin wrote: A few things that I would change about this build: Generally, leaving Vortex at 3 until later works because it allows you to pull enemies into remnant at max range, you don't need all 4 points to do this (also, you mentioned increased levels increase cast range, which is false). Second, max overload before remnant. Just simple math on this one: Your simple combo involves 3 overload hits, so each skill point will give 60 additional magic damage and remnant only gives 40 per level. This also keeps mana costs low. Item wise: Bloodstone is the perfect storm item. The HP allows for initiation, and the mana regen from getting kills allows you to sustain between fights in the mid/late game. You're also unlikely to lose charges if you play smart, because you can just ball lightning away from ganks. The buildup is also really nice, because the arcane disassemble trick lets you constantly gank without having to go back to base early. Arcane boots give more mana regen than max mana, so it works out really well to keep ball-lightning-ing all over the place. Going straight Orchid just leaves you too fragile for someone who must jump into the entire enemy team during fights. One last thing that's personal preference, double nulls just seem like a waste of money to me. Committing 1000 gold to something that isn't your core just throws away money you could be snowballing with, especially if it delays the aforementioned bloodstone. I usually only build one mantle at the start for sake of faster bottle anyways. edit: I just want to re-enforce what Blitz mentioned down below that Storm breaks one of the rules of DotA that states you should always take your disable first. You'll never first blood with vortex, take remnant first to make up for Storm's sub-par base damage as well as allow you to push the lane for rune control. I guess by "arcane disassemble trick" you mean use the energy booster in arcane boots to build soulstone to build bloodstone? But what kind of boots do you get afterward? Just get arcane booster again lol? | ||
|
flamewheel
FREEAGLELAND26782 Posts
| ||
|
Tobberoth
Sweden6375 Posts
| ||
|
Diks
Belgium1880 Posts
| ||
|
Minastir
Finland62 Posts
| ||
|
Enzymatic
Canada1301 Posts
On August 09 2012 11:59 FinestHour wrote: Entertaining but there are a lot of things that are glaringly bad -As people said, maxing remnant before overload is laughable and plain wrong. -Bottle is an extremely core item on storm and you make no mention about it, or how he interacts with regen rune. Seeing as how your videos are tailored towards low level/ new players, you definitely should have talked about that. -For the storm combo, you do not mention that you can get an auto attack off before you grip them. This is important because this lets you proc overload three times, which is why you max overload as it will always do more damage then remnant. -In the teamfight section, you make a big point of making it seem like storm has to wait for the fight to start before you go in, as you demonstrate in the footage of you fighting. This is wrong, storm is one of the best heros to start fights with. Always. People already mentioned the better items so i wont repeat it. You directly contradict your own points when you say "Seeing as how your videos are tailored towards low level/ new players..." Exactly. As you said.. These guides are for newer, less advanced players.. So talking about how you can pop regen rune and then spam the ultimate and regen back to full mana would just be cluttering the guide to be honest. Guides intended for less advanced players are best kept simple, and to-the-point (to avoid confusing people). Also.. Initiating fights on Storm is really situational and boils down to what your team comp is, and whether or not you have BKB. More often than not.. It is not a good idea to initiate on Storm.. But to rather ult into a team fight already started on your high-priority target of choice on the other team, and basically take them out of it. Storm is squishy.. Ulting in and then getting burst down without BKB is just dumb. | ||
|
Silho
Brazil32 Posts
What about maxing overload before every other skill? Skill build would be something like this: 1 remnant, 2 pull, 3-5 overload, 6 ulti, 7 overload, max pull, max remnant. I do that every game I play storm, because I find that 70 damage as opposed to 30 by every spell you cast can lead to way, waaaay more dps in early/mid game ganks. You would, preferrably, have overload ready from one remnant you cast in your base or w/e... then you tp in, attack, ulti, attack, remnant, attack, pull, attack... thats already 360 damage only from overload... and if the target ever flees, you can ulti in ~300 range, attack, repeat if needed... every small jump from the ulti you do is another 90 magical damage and a slow. What do you guys think about it? | ||
|
Aiurr
Poland80 Posts
| ||
|
TheYango
United States47024 Posts
On September 01 2012 21:28 Silho wrote: I have a question... which is not directly related to the video, but: What about maxing overload before every other skill? Skill build would be something like this: 1 remnant, 2 pull, 3-5 overload, 6 ulti, 7 overload, max pull, max remnant. I do that every game I play storm, because I find that 70 damage as opposed to 30 by every spell you cast can lead to way, waaaay more dps in early/mid game ganks. You would, preferrably, have overload ready from one remnant you cast in your base or w/e... then you tp in, attack, ulti, attack, remnant, attack, pull, attack... thats already 360 damage only from overload... and if the target ever flees, you can ulti in ~300 range, attack, repeat if needed... every small jump from the ulti you do is another 90 magical damage and a slow. What do you guys think about it? You're not wrong that Overload-first deals more damage in ganks (it's also much stronger in lane), but that's not why people max Remnant. You do 3 Vortex->max Remnant first for vastly superior pushing/farming power. "But I'm a 2nd position ganker/semi-carry. Why would I trade ganking power for better ability to farm?" Because your ability to push/farm is integrally related to your ganks. If you can push faster, it means you lose less creeps by being away from the lane ganking. It also means you have better rune control, and your opponent cannot respond as readily to your ganks, because if creeps are pushing into his tower, he loses gold/XP by leaving to respond to your ganks, and his tower takes damage while he's gone. Additionally, being able to push faster with high-ranked Remnant, allows you to force the enemies that you've killed in ganks to lose more XP, and you can put more damage on their sidelane towers. This is all in addition to the fact that you farm faster overall. This is not to say that Overload-max is wrong, or that 3 Vortex->Remnant is always better. There are distinct advantages to Overload that makes it desirable for certain games (430 used Overload-first in 1 game at the International, for example). But it's important to understand WHY people go 3 Vortex->Remnant, and what the advantages are to each build so that in a game you can correctly select the appropriate one. This said, if you're maxing Overload, don't get Vortex at 2. Rank 1 Vortex does nothing at level 2--you should be getting it at level 4 because higher ranks of Overload are much stronger in lane, | ||
| ||
StarCraft 2 StarCraft: Brood War League of Legends Counter-Strike Heroes of the Storm Other Games Organizations Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • Hupsaiya StarCraft: Brood War• davetesta34 • HeavenSC • musti20045 • Migwel • sooper7s • AfreecaTV YouTube • intothetv • Kozan • IndyKCrew • LaughNgamezSOOP Dota 2 League of Legends Other Games |
|
RSL Revival
Cure vs Rogue
Maru vs TBD
MaxPax vs TBD
uThermal 2v2 Circuit
BSL
Afreeca Starleague
Wardi Open
Replay Cast
Sparkling Tuna Cup
Kung Fu Cup
The PondCast
Replay Cast
[ Show More ] Replay Cast
CranKy Ducklings
BSL
|
|
|