Patrat

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  1. Ice Prince [PS]
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    Patrat


    Run Away
    Increases chances of successfully escaping a random battle.
    Keen Eye
    Pokemon's accuracy cannot be lowered.
    Analytic
    Raises the power of all moves by 30% if the Pokemon moves last.

    Type Tier
    Normal LC
    Level 5 Statistics (see level 5, 50, 100) Min- Min Max Max+
    HP
    45
    - 21 24 -
    Atk
    55
    10 12 15 16
    Def
    39
    9 10 13 14
    SpA
    35
    9 10 13 14
    SpD
    39
    9 10 13 14
    Spe
    42
    9 10 13 14

    Little Cup

    Overview

    Patrat isn't exactly a Pokemon one would look to for a slot on a team, mainly because of its very low stats. It has a decent physical movepool but it lacks the power and Speed to sweep effectively. However, Patrat has one main use in Little Cup, since it can fulfill the role of a decent Baton Passer with access to Swords Dance and Work Up. Also, it has interesting moves such as Hypnosis and Super Fang that could be useful in certain situations. Overall, Patrat is a weak Pokemon that has a very small niche in Little Cup and should rarely be considered for use on a team.
    Name Item Ability Nature
    Baton Pass
    Eviolite Keen Eye Jolly
    Moveset EVs
    ~ Swords Dance / Work Up
    ~ Baton Pass
    ~ Hypnosis / Substitute
    ~ Return / Crunch
    76 HP / 124 Def / 124 SpD / 180 Spe

    Patrat has access to Swords Dance and Work Up, two moves that it can pass to a suitable sweeper. Swords Dance is usually preferred since it is better for physical sweepers, but Work Up is viable since it can be passed to both physical and special sweepers. Hypnosis is a good choice in the third slot because sleep can cripple a Pokemon, and it gives at least one more turn to set up. Substitute provides protection and is a good choice if the accuracy of Hypnosis is too low to be desired. In the last slot, Return is a decent STAB move, but Crunch can deal a good amount of damage to the otherwise dangerous Gastly.
    Team Options & Additional Comments >>>
    Other Options

    Super Fang is an option, but Return usually does more damage after a Swords Dance boost, making it an inferior option. Patrat learns Dig, Iron Tail, Pursuit, and Revenge, but it lacks the Attack stat to do any sweeping with these moves. Mean Look may be an option for trapping Pokemon, although it is more likely that Patrat will trap a counter switching in on it. Toxic could be used to cripple bulky Pokemon, but Patrat is usually better off trying to attack. Endure and Flail could be used, but priority, Hail, and Sandstorm all ruin the strategy. A mixed or physically offensive set with Eviolite is an option, but other Pokemon are much better at it than Patrat is.
    Checks and Counters

    Ghost-types are great if Patrat lacks Crunch thanks to their immunity to Normal-type moves. Vullaby and Hippopotas can phaze Patrat away easily and can heal off any damage taken later in the battle. Fighting-types can KO Patrat quite easily, making them very solid checks. Dwebble with Shell Smash can easily set up a boost or two on Patrat and then sweep through the opposing team.
    Unreleased

    Patrat gets Analytic from the Dream World. It has little use on Patrat, as it usually invests in Speed, but it could work on a slower set. Its other abilities are basically useless so it could be a decent option.

    #504 Patrat
    General Location Attacks Stats Egg Moves SpinOff Dex

    Images
    Normal Sprite Shiny Sprite

    Name Jp. Name No. Gender Ratio Type
    Patrat Minezumi
    ミネズミ
    National: #504
    BW Unova: #10
    B2W2 Unova: #010

    Male ♂: 50%
    Female ♀: 50%

    Abilities: Run Away - Keen Eye - Analytic (Hidden Ability)
    Run Away: Except for trainer battles, can always run from battle. Cannot run during Mean Look or Block or when the opponent is trapping with the Arena Trap, Magnet Pull, or Shadow Tag ability.
    Keen Eye: Opponent cannot lower this Pokémon’s accuracy.
    Hidden Ability (Available):
    Analytic: Attack power increases by 30% if the Pokémon is the last Pokémon to attack this turn
    Classification Height Weight Capture Rate Base Egg Steps
    Scout Pokémon 1’08”
    0.5m 25.6lbs
    11.6kg 255 3,840
    Experience Growth Base Happiness Effort Values Earned Flee Flag
    1,000,000 Points
    Medium Fast 70 1 Attack Point(s)
    148
    Damage Taken

    *1 *1 *1 *1 *1 *1 *2 *1 *1 *1 *1 *1 *1 *0 *1 *1 *1
    Wild Hold Item Egg Groups

    Field
    Evolutionary Chain
    [Level ]
    Locations - In-Depth Details
    Black Route 1, 2, Dreamyard Details
    White Route 1, 2, Dreamyard Details
    Black 2 Route 19, 20, Floccesy Ranch, Virbank Complex Details
    White 2 Route 19, 20, Floccesy Ranch, Virbank Complex Details
    Trainer Locations Details

    Flavor Text
    Black Using food stored in cheek pouches, they can keep watch for days. They use their tails to communicate with others.
    White Extremely cautious, they take shifts to maintain a constant watch of their nest. They feel insecure without a lookout.
    Black 2 Extremely cautious, one of them will always be on the lookout, but it won't notice a foe coming from behind.
    White 2

    Black/White/Black 2/White 2 Level Up
    Level Attack Name Type Cat. Att. Acc. PP Effect %
    — Tackle 50 100 35 --
    A physical attack in which the user charges and slams into the target with its whole body.
    3 Leer -- 100 30 --
    The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
    6 Bite 60 100 25 --
    The target is bitten with viciously sharp fangs. It may make the target flinch.
    8 Bide ?? -- 10 --
    The user endures attacks for two turns, then strikes back to cause double the damage taken.
    11 Detect -- -- 5 --
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    13 Sand-attack -- 100 15 --
    Sand is hurled in the target's face, reducing its accuracy.
    16 Crunch 80 100 15 --
    The user crunches up the target with sharp fangs. It may also lower the target's Defense stat.
    18 Hypnosis -- 60 20 --
    The user employs hypnotic suggestion to make the target fall into a deep sleep.
    21 Super Fang ?? 90 10 --
    The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
    23 After You -- -- 15 --
    The user helps the target and makes it use its move right after the user.
    26 Work Up -- -- 30 --
    The user is roused, and its Attack and Sp. Atk stats increase.
    28 Hyper Fang 80 90 15 --
    The user bites hard on the target with its sharp front fangs. It may also make the target flinch.
    31 Mean Look -- -- 5 --
    The user pins the target with a dark, arresting look. The target becomes unable to flee.
    33 Baton Pass -- -- 40 --
    The user switches places with a party Pokémon in waiting, passing along any stat changes.
    36 Slam 80 75 20 --
    The target is slammed with a long tail, vines, etc., to inflict damage.
    TM & HM Attacks
    TM/HM # Attack Name Type Cat. Att. Acc. PP Effect %
    TM06 Toxic -- 90 10 --
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    TM10 Hidden Power ?? 100 15 --
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    TM11 Sunny Day -- -- 5 --
    The user intensifies the sun for five turns, powering up Fire-type moves.
    TM17 Protect -- -- 10 --
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    TM18 Rain Dance -- -- 5 --
    The user summons a heavy rain that falls for five turns, powering up Water-type moves.
    TM21 Frustration ?? 100 20 --
    A full-power attack that grows more powerful the less the user likes its Trainer.
    TM24 Thunderbolt 95 100 15 10
    A strong electric blast is loosed at the target. It may also leave the target with paralysis.
    TM27 Return ?? 100 20 --
    A full-power attack that grows more powerful the more the user likes its Trainer.
    TM28 Dig 80 100 10 --
    The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
    TM30 Shadow Ball 80 100 15 --
    The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
    TM32 Double Team -- -- 15 --
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    TM42 Facade 70 100 20 --
    An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
    TM44 Rest -- -- 10 --
    The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
    TM45 Attract -- 100 15 --
    If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
    TM48 Round 60 100 15 --
    The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
    TM56 Fling ?? 100 10 --
    The user flings its held item at the target to attack. Its power and effects depend on the item.
    TM67 Retaliate 70 100 5 --
    The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
    TM75 Swords Dance -- -- 30 --
    A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
    TM83 Work Up -- -- 30 --
    The user is roused, and its Attack and Sp. Atk stats increase.
    TM86 Grass Knot ?? 100 20 --
    The user snares the target with grass and trips it. The heavier the target, the greater the damage.
    TM87 Swagger -- 90 15 --
    The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
    TM90 Substitute -- -- 10 --
    The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
    HM01 Cut 50 95 30 --
    The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
    Egg Moves (Details)
    Attack Name Type Cat. Att. Acc. PP Effect %
    Foresight -- -- 40 -- Details
    Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
    Iron Tail 100 75 15 -- Details
    The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
    Screech -- 85 40 -- Details
    An earsplitting screech harshly reduces the target's Defense stat.
    Assurance 50 100 10 -- Details
    If the target has already taken some damage in the same turn, this attack's power is doubled.
    Pursuit 40 100 20 -- Details
    An attack move that inflicts double damage if used on a target that is switching out of battle.
    Revenge 60 100 10 -- Details
    An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn.
    Flail ?? 100 15 -- Details
    The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.

    Black 2/White 2 Move Tutor Attacks
    Attack Name Type Cat. Att. Acc. PP Effect %
    After You -- -- 15 --
    The user helps the target and makes it use its move right after the user.
    Aqua Tail 90 90 10 --
    The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
    Covet 60 100 40 --
    The user endearingly approaches the target, then steals the target's held item.
    Endeavor ?? 100 5 --
    An attack move that cuts down the target's HP to equal the user's HP.
    Gunk Shot 120 70 5 30
    The user shoots filthy garbage at the target to attack. It may also poison the target.
    Helping Hand -- -- 20 --
    The user assists an ally by boosting the power of its attack.
    Iron Tail 100 75 15 --
    The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
    Last Resort 140 100 5 --
    This move can be used only after the user has used all the other moves it knows in the battle.
    Low Kick ?? 100 20 --
    A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
    Seed Bomb 80 100 15 --
    The user slams a barrage of hard-shelled seeds down on the target from above.
    Sleep Talk -- -- 10 --
    While it is asleep, the user randomly uses one of the moves it knows.
    Snore 40 100 15 --
    An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
    Super Fang ?? 90 10 --
    The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
    Zen Headbutt 80 90 15 --
    The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
    Stats
    HP Attack Defense Sp. Attack Sp. Defense Speed
    Base Stats 45 55 39 35 39 42
    Max Stats
    Hindering Nature Lv. 50 105 - 152 54 - 96 39 - 81 36 - 78 39 - 81 42 - 84
    Lv. 100 200 - 294 103 - 188 74 - 159 67 - 152 74 - 159 80 - 164
    Max Stats
    Neutral Nature Lv. 50 105 - 152 60 - 107 44 - 91 40 - 87 44 - 91 47 - 94
    Lv. 100 200 - 294 115 - 209 83 - 177 75 - 169 83 - 177 89 - 183
    Max Stats
    Beneficial Nature Lv. 50 105 - 152 66 - 117 48 - 100 44 - 95 48 - 100 51 - 103
    Lv. 100 200 - 294 126 - 229 91 - 194 82 - 185 91 - 194 97 - 201

    Patrat č un Pokémon di tipo Normale introdotto nella quinta generazione.

    Si evolve in Watchog a partire dal livello 20.

    Č uno dei Pokémon del Quintetto dei Roditori insieme a Rattata, Sentret, Zigzagoon e Bidoof.
    Indice
    [nascondi]

    1 Biologia
    1.1 Fisionomia
    1.1.1 Differenze tra i sessi
    1.2 Abilitŕ speciali
    1.3 Comportamento
    1.4 Habitat
    1.5 Dieta
    2 Nell'anime
    3 Nel manga
    4 Nel Gioco di Carte
    4.1 Altre apparizioni
    5 Dati di gioco
    5.1 Resistenze e vulnerabilitŕ
    5.2 Evoluzioni
    5.3 Zone
    5.4 Statistiche
    5.4.1 Statistiche di base
    5.5 Mosse apprese
    5.5.1 Aumentando di livello
    5.5.2 Tramite MT/MN
    5.5.3 Tramite accoppiamento
    5.5.4 Dall'Esperto Mosse
    5.6 Voci Pokédex
    5.7 Sprite
    6 Curiositŕ
    6.1 Origine
    6.1.1 Origine del nome
    7 In altre lingue
    8 Voci correlate

    Biologia
    Fisionomia

    Patrat ha l'aspetto di uno scoiattolo con occhi ad iride rosso fuoco, trapassata di mezzo da una striscia gialla. Ha la posizione di chi sta scrutando il suo d'intorno.
    Differenze tra i sessi

    Nessuna.
    Abilitŕ speciali

    Puň dare segnali ai suoi simili con la coda.
    Comportamento

    Sempre curioso.
    Habitat

    Dappertutto nell'entroterra.
    Dieta

    Articolo principale: Cibo Pokémon

    Nell'anime

    Alcuni esemplari di Patrat compaiono nell'episodio L'ombra di Zekrom mentre Ash, sua madre e il Professor Oak sono in viaggio verso il laboratorio della Professoressa Aralia.
    Nel manga

    Nel manga White li usa nel primo capitolo durante un commercial.
    Nel Gioco di Carte

    Articolo principale: Patrat (GCC)

    Altre apparizioni
    Dati di gioco
    Resistenze e vulnerabilitŕ
    Durante una lotta in condizioni normali, nella quinta generazione, questo Pokémon č:
    Debole contro
    Lotta 2×
    Resistente a
    Nessuno
    Immune a
    Spettro 0×
    Danneggiato normalmente da
    Normale 1×
    Volante 1×
    Veleno 1×
    Terra 1×
    Roccia 1×
    Coleottero 1×
    Acciaio 1×
    Fuoco 1×
    Acqua 1×
    Erba 1×
    Elettro 1×
    Psico 1×
    Ghiaccio 1×
    Drago 1×
    Buio 1×
    Evoluzioni
    504.png
    Forma Base
    Patrat
    Normale
    Caramella Rara
    Livello 20



    505.png
    Prima evoluzione
    Watchog
    Normale

    Zone
    Questo Pokémon non esisteva prima della quinta generazione.
    V Nero Bianco Comune Percorsi 1, 2, 3, Cantiere dei Sogni
    Nero 2 Bianco 2 Ignota Percorsi 19 e 20, Sangi Ranch e Virbank Industrial Complex


    Statistiche
    Statistiche di base
    Statistica Estensione
    Al lv. 50 Al lv. 100
    PS 45
    105 - 152 200 - 294
    Attacco 55
    54 - 117 103 - 229
    Difesa 39
    39 - 100 74 - 194
    Att. Sp. 35
    36 - 95 67 - 185
    Dif. Sp. 39
    39 - 100 74 - 194
    Velocitŕ 42
    42 - 103 80 - 201
    Totale: 255 Altri Pokémon con questo totale

    Le statistiche minime sono calcolate con 0 PA, VI pari a 0, e una natura sfavorevole.
    Le statistiche massime sono calcolate 252 PA, VI pari a 31, e una natura favorevole.


    Mosse apprese
    Aumentando di livello
    Quinta generazione
    Altre generazioni:
    Nessuna
    Lv. Mossa Tipo Cat. Pot. Prec. PP
    Inizio Azione Normale Fisico 50 100% 35
    3 Fulmisguardo Normale Stato — 100% 30
    6 Morso Buio Fisico 60 100% 25
    8 Pazienza Normale Fisico — —% 10
    11 Individua Lotta Stato — —% 5
    13 Turbosabbia Terra Stato — 100% 15
    16 Sgranocchio Buio Fisico 80 100% 15
    18 Ipnosi Psico Stato — 60% 20
    21 Superzanna Normale Fisico — 90% 10
    23 Cortesia Normale Stato — —% 15
    26 Cuordileone Normale Stato — —% 30
    28 Iperzanna Normale Fisico 80 90% 15
    31 Malosguardo Normale Stato — —% 5
    33 Staffetta Normale Stato — —% 40
    36 Schianto Normale Fisico 80 75% 20

    Il livello "Inizio" indica una mossa conosciuta da Patrat ottenuto a livello 1 nella quinta generazione.
    Il grassetto indica una mossa che ha lo STAB quando viene usata da un Patrat
    Il corsivo indica una mossa che ha lo STAB solo quando viene usata da un'evoluzione di Patrat

    Tramite MT/MN
    Quinta generazione
    Altre generazioni:
    Nessuna
    MT Mossa Tipo Cat. Pot. Prec. PP
    MT Veleno Sprite Zaino.png MT06 Tossina Veleno Stato — 90% 10
    MT Normale Sprite Zaino.png MT10 Introforza Normale Speciale — 100% 15
    MT Fuoco Sprite Zaino.png MT11 Giornodisole Fuoco Stato — —% 5
    MT Normale Sprite Zaino.png MT17 Protezione Normale Stato — —% 10
    MT Acqua Sprite Zaino.png MT18 Pioggiadanza Acqua Stato — —% 5
    MT Normale Sprite Zaino.png MT21 Frustrazione Normale Fisico — 100% 20
    MT Elettro Sprite Zaino.png MT24 Fulmine Elettro Speciale 95 100% 15
    MT Normale Sprite Zaino.png MT27 Ritorno Normale Fisico — 100% 20
    MT Terra Sprite Zaino.png MT28 Fossa Terra Fisico 80 100% 10
    MT Spettro Sprite Zaino.png MT30 Palla Ombra Spettro Speciale 80 100% 15
    MT Normale Sprite Zaino.png MT32 Doppioteam Normale Stato — —% 15
    MT Normale Sprite Zaino.png MT42 Facciata Normale Fisico 70 100% 20
    MT Psico Sprite Zaino.png MT44 Riposo Psico Stato — —% 10
    MT Normale Sprite Zaino.png MT45 Attrazione Normale Stato — 100% 15
    MT Normale Sprite Zaino.png MT48 Coro Normale Speciale 60 100% 15
    MT Buio Sprite Zaino.png MT56 Lancio Buio Fisico — 100% 10
    MT Normale Sprite Zaino.png MT67 Nemesi Normale Fisico 70 100% 5
    MT Normale Sprite Zaino.png MT75 Danzaspada Normale Stato — —% 30
    MT Normale Sprite Zaino.png MT83 Cuordileone Normale Stato — —% 30
    MT Erba Sprite Zaino.png MT86 Laccioerboso Erba Speciale — 100% 20
    MT Normale Sprite Zaino.png MT87 Bullo Normale Stato — 90% 15
    MT Normale Sprite Zaino.png MT90 Sostituto Normale Stato — —% 10
    MN Normale Sprite Zaino.png MN01 Taglio Normale Fisico 50 95% 30

    Le mosse in grassetto sono le mosse al cui danno si applica lo STAB quando vengono usate da Patrat
    Le mosse in corsivo sono le mosse al cui danno di applica lo STAB solo per le evoluzioni di Patrat

    Tramite accoppiamento
    Quinta generazione
    Altre generazioni:
    Nessuna
    Padre Mossa Tipo Cat. Pot. Prec. PP
    RattataRaticateMeowthPersianMankeyPrimeape
    UmbreonGirafarigDonphanPoochyenaMightyenaWeavile
    TepigPigniteEmboarPurrloinLiepardWoobat
    SwoobatSandileKrokorokKrookodile Garanzia Buio Fisico 50 100% 10
    SentretFurretSkittyDelcattyBunearyLopunny
    Lucario Preveggenza Normale Stato — —% 40
    DunsparcePhanpyDonphanZigzagoonLinooneSlakoth
    VigorothSlakingTorkoalSpindaCubchooBeartic Flagello Normale Fisico — 100% 15
    EkansArbokNidoran♂NidorinoNidokingMeowth
    PersianGrowlitheArcanineSeelDewgongRhydon
    RhyperiorMareepFlaaffyAmpharosZangooseSeviper
    PachirisuStunkySkuntankSnivyServineSerperior
    EmolgaMinccinoCinccino Codacciaio* Acciaio Fisico 100 75% 15
    RattataRaticateTaurosUmbreonDunsparceZangoose
    AbsolBuizelFloatzelPurrloinLiepardBlitzle
    ZebstrikaZoruaZoroarkEmolgaBouffalant Inseguimento Buio Fisico 40 100% 20
    WeavileOshawottDewottSamurottBouffalant Vendetta Lotta Fisico 60 100% 10
    EkansArbokMeowthPersianMankeyPrimeape
    AipomAmbipomUmbreonDunsparceSneaselWeavile
    WhismurLoudredExploudSeviperKecleonStunky
    Skuntank Stridio Normale Stato — 85% 40


    Le mosse segnate con un asterisco (*) si ottengono solo con una catena di accoppiamenti su Patrat nella quinta generazione.
    Le mosse segnate con un'abbreviazione di un gioco in apice si possono ottenere su Patrat solo in quel gioco.
    Il grassetto indica una mossa che ha lo STAB quando č usata da Patrat
    Il corsivo indica una mossa che ha lo STAB solo quando viene usata da un'evoluzione di Patrat

    Dall'Esperto Mosse
    Quinta generazione
    Altre generazioni:
    Nessuna
    Gioco Mossa Tipo Cat. Pot. Prec. PP
    Questo Pokémon non impara nessuna mossa dall'Esperto Mosse.

    Un'abbreviazione nera in una casella colorata indica che Patrat puň imparare la mossa dall'Esperto Mosse in quel gioco
    Un'abbreviazione colorata in una casella bianca indica che Patrat non puň imparare la mossa dall'Esperto Mosse in quel gioco
    Il grassetto indica una mossa che ha lo STAB quando č usata da Patrat
    Il corsivo indica una mossa che ha lo STAB solo quando viene usata da un'evoluzione di Patrat

    Voci Pokédex
    Voci Pokédex
    Questo Pokémon non esisteva prima della quinta generazione.
    Quinta generazione
    Nero
    Immagazzina cibo nelle guance e monta la guardia per molti giorni di seguito. Usa la coda per fare segnali ai compagni.
    Bianco
    Č molto guardingo e fa a turno coi suoi simili per non lasciare la tana sguarnita, altrimenti non si sente al sicuro.


    Sprite
    Questo Pokémon non esisteva prima della quinta generazione.
    [Comprimi] Quinta generazione
    Nero Bianco Retro Nero Shiny Bianco Shiny Retro Shiny
    Sprnbm504.png Sprnbmd504.png Sprnbmsh504.png Sprnbmdsh504.png
    Patrat
    Curiositŕ

    Patrat ha la somma dei valori di base piů bassa dei Pokémon della quinta generazione.

    Origine

    L'aspetto basa su uno scoiattolo e su un suricato.
    Origine del nome

    Il suo nome deriva da Patrol (ing. pattuglia) e Rat (ing. ratto).

    Il suo nome tedesco Nagelotz deriva da Nager (Roditore) e Glotzen (Fissare).
     
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  2. Ice Prince [PS]
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