0cool1 (NA)
: Hello, Ive been playing this game for a long time... and Ive been told someone else has my profile name, therefore I must change mine. I've voiced my refusal with a riot support person, to which i was essentially told "sorry, you have to". Putting aside the fact that It isn't right to force people to change people's usernames, I did a little research on op.gg, looking for who also shared my name... Myself and two other accounts: 0cool1; NA, Plat 4, Level 224 (ME) 0cool1; RU, not ranked, level 30 0cool1, LAS, not ranked, level 5 I am around 200 levels ahead of the other two, the Russian account is not active, and the level 5 account, while having games 7 days ago... Is level 5??? How on earth is it right to disregard the amount of time I have put into this game, and then lose my name to someone who is level 5? I'm hoping this gets seen, thank you for reading.
Account names are different from in-game names.
FFGuys (NA)
: Tier 3 plat average team is looking for a jug and top
: What Legendary Skin did you get
You didn't add Star Guardian Rakan. @steven4547466
Rioter Comments
Rioter Comments
Rioter Comments
: I met a darius who complained about kayle top.
Whoever the guy is must be iron and can't play his own main. Thanks for the laugh though.
: Show secondary runes: DOM and PRE trees create massive ambiguity when trying to time ults
: Leashing for the Jungler & Warding buffs isn't really mandatory. It's more of a "common courtesy" to help the jungler early on. As a Support main, I'm always there to help the jungler until the Buff is atleast 500hp. I don't necessarily HAVE to do this, but I do so just to make sure that the Jungler doesn't fall behind. Only 3 jungle champions I can think of that need no real assistance early on are Shaco (Jack in the Boxes), Kayn (Takes Q at Lv1 & does Raptors) and Ivern (his passive, Friend of the Forest).
Amumu can solo raptors Lvl1 without leash. Udyr can stay healthy after soloing a buff.
: Cc tied to basic attacks
Pantheon and Jax DOES block Udyr E empowered auto. I don't know what you are talking about.
Weensw (NA)
: Out of every single champion, who can give the best leash?
Zyra: her plants basically tank everything. Heimerdinger: Same as Zyra, if he starts Turrets. Rare encounter.
: Passive: spamming silences me? Q: run at them and enjoy bbq W: run faster, take no dmg E: used to hunt whales with those R: more flames
: P: I get a shield for ~~dealing damage~~ smacking you. Q: I smack you 3 times W: Let's touch circles so we can do some damage and heal so we can smack people more E: I smack you from range R: I'll make you help me smack people
theminiom (OCE)
: Not gonna do last played champ because that game was depressing, but nonetheless: Passive: Give an ally a worse recurve bow. Q: Kill a minion, Regenerate half your health W: Accelerate in a direction, maybe Deal damage and stun E: Root some guys. Eventually... R: Become a target for stuns, if they don't have any, they die.
: I will keep adding more every time the last got solved. Passive: HA, you thought you killed me yet? Q: COME OVER HERE! W: Gotta go fast! E: ONE PUUUUUUUUUUUUUUUUUUUNCH! R: pikaCHUUUUUUUUUUUUUUUUUUUUUUUUUU ANSWER: {{champion:53}} ______________________ Passive: 3-hit and run tactics Q: Let it rip! !pir ti teL W: Welcome to the thunderdome E: Dash zap smack R: Oh s%$&, I f&cked up! ... or did I?
: Oversimplify Your Last Played Champion
{{champion:77}} Passive: FASTER! Q: Nice Flash. W: Shield and Heal Every 6-3.6 seconds. E: FASTER! HARDER (Stun)! R: AOE Clearing.
: I require assistance choosing my jungle main!
Udyr: Great Early Game, Mid/Late Split pusher. A stat checker. Easy to play. Kayn: Versatility of Assassin or Bruiser based on game-state. Amumu: At low ELO, his ult can reverse the enemies engage potential. Q means lvl3 ganks are possible. Sejuani: All-around great tank.
: We got 2 kills and stole red
Wow, a jungler tilted off of getting his camp stolen. I'd love if my enemies had you. Such Freelo. Kudos to the Jax for his ballsy start.
: Why not limit 1 item support in the game so this will actually solve the funnel mid and the frostmancy thing and if it is not a good change can you tell us why ?{{item:3310}} {{item:3301}} {{item:3307}} 1 more thing i used to love playing thresh smite and rush the {{item:1401}} after my {{item:3401}} is it possible to undo the changes to the interaction between the 2 items (u can't buy both )
Jungle and Support Item Interaction was done precisely to prevent the synergy you are thinking of. Mainly it was to target nerf Evelynn.
Marabóú (EUW)
: Udyr needs a VU
Old meme: Riot decided to sell Udyr's VU years ago.
: Why are Plats and Silvers in the same game?
The plats and diamonds probably has never played enough norms to get a normal mmr higher than gold or silver.
: because an item that gives 40% AD, 40 onhit damage, and 30 flat magic pen isn't actually that good on a DPS champion. Have you ever played Kayle and tried Wit's End vs any other good AP item on her?
Have to disagree, Wit's End helps me deal with fizz and other burst ap champions. Its a lifesaver vs AP heavy teams.
: After numerous amounts of reworks to Guinsoo's Rageblade, what do you think of this new iteration?
Fking shit for its price. As a Kayle main, I'd still pick it up for phantom hit regardless of the changes, but the price does not justify the stats it currently has.
: Not gonna lie, option 3 for Stat Shard #1 (the scaling CDR) sucks. Idk anyone aside from maybe Kayle and perhaps a few others that would take scaling CDR instead of adaptive force (or atk speed for that matter). Having adaptive force/ATK speed for trades, waveclear is FAR more valuable than a mere 10% CDR at lv 18. ATK Speed probably perferred for Jg clears as well unless you want the adaptive force for ganks. scaling CDR is a thumbs-down for me.
Trust me that CDR rune is useless to Kayle because of how it scales. We would prioritize the AS shard 99% of the time because there is NO OTHER FKING SOURCE of AS.
: {{champion:10}} needs a 5 second invulnerability and the ability to ult when CC'ed.
Nah all they have to do is drop cd on Kayle E at lvl 1 by 2 secs. She'll soar in early lane phase.
Windi (NA)
: fix her e not working with talisman in the jungle
IAmWoralo (EUW)
: Graves and Kayle taking nexus + 3 turrets and inhib in under 25 seconds
Love when I do this solo with Udyr. 33min is late game now and nexus turrets are paper until 45min. Its sorta your teams fault if you let the enemy backdoor like that.
: League of Legends: Infinity War
: Tell me your 3 most played champions and I will tell you your personality and greatest fear.
Lapis (OCE)
: Hardstuck mastery 6
You play support Kayle that's why. Try turning those assists into kills. If that's not enough get cs, lol.
: Kayle Mini-Rework
450 AA range: you trying to force her into a bruiser role huh. Passive: Not bad. Q: gap closer isn't bad. W: now scales. Okay. E: Gimmicky mechanic will be terrible to play with. If Kayle already has a bad early game with 8 second cooldown, this makes it worse. Runaan doesn't apply E AOE on its bolts, only the doubled passive damage is applied. If you are going to turn her into a bruiser, you better add more base armor/magic resist and increase magic resist scaling.
Galiö (NA)
: I try and not post much on people posts cause I dont wanna flood this board. But i think the health regeneration should be nerfed already (in your changes). Other than huge pushes it may make pushing kinda obnoxious and forcing grouping more and if the grouping doesnt work out itll set back the game a lot on the other two lanes mostly. Turret damage does need a buff but it needs to be careful to work with last hitting under turret. Which needs more minion work on top of this.
Turret Damage doesn't affect Minions. They all take a set amount of % damage as shown by the items they hold. Yeah the Health Regen could go down since the defenses are significantly increased.
: Experiment: Community Patch Notes
**Turrets Rework** The game is proceeding too quickly for Turret Status to develop. It's about time we Make Turrets Great Again. **All Turrets Are Built The Same:** All Towers have the same Base Stats Health: 3999 AD: 160 Armor: 55 MR: 55 Attack Speed: 0.83 > Outer Turrets Base Stats > Health: ~~3800~~ > 3999 > AD: 152 > 160 > Armor: 55 (unchanged) > MR: 55 (unchanged) > Attack Speed: 0.83 (unchanged) > > Bottom Outer Turret Now Has Fortification [50% Damage Reduction] Until 5 minutes. > >Status: >* +4 AD every minute, until 200 AD. >* +1 Armor and Magic Resist every minute, until 15:00. > Inner Turrets Base Stats > Health: ~~3600~~ > 3999 > AD: ~~170~~ > 160 > Armor: 55 (unchanged) > MR: 55 (unchanged) > Attack Speed: 0.83 (unchanged) > >Status: >* +4 AD ~~at 8:00 and~~ every minute ~~after that~~, until ~~250~~ > 240 AD. >* **Is That An AD Carry?** ~~+1~~ > +2 Armor and Magic Resist ~~at 16:00 and~~ every minute ~~after that~~, until 30:00. > Inhibitor Turrets Base Stats > Health: ~~3300~~ > 3999 > AD: ~~170~~ > 160 > Armor: 55 (unchanged) > MR: 55 (unchanged) > Attack Speed: 0.83 (unchanged) > >Status: >* +4 AD ~~at 8:00 and~~ every minute ~~after that~~, until ~~290~~ > 280 AD. >* **Is That A Bruiser?** ~~+1~~ > +2 Armor and Magic Resist ~~at 31:00 and~~ every minute ~~after that~~, until 45:00. >* 15 health regeneration every 5 seconds, up to the top of their current third. >* **Don't Make This Harder Than It Is?** [NEW] Health Regeneration is disabled upon taking Champion damage. Health Regeneration reenabled after not taking Champion Damage for 5 seconds. > Nexus Turrets Base Stats > Health: ~~3800~~ > 3999 > AD: AD: ~~150~~ > 160 > Armor: 55 (unchanged) > MR: 55 (unchanged) > Attack Speed: 0.83 (unchanged) > >Status: >* +4 AD ~~at 8:00 and~~ every minute ~~after that~~, until ~~270~~ > 400 AD. >* **Is That A Raid Boss?** ~~+1~~ > +3 Armor and Magic Resist ~~at 31:00 and~~ every minute ~~after that~~, until 45:00. >* ~~30~~ > 15 health regeneration every 5 seconds, up to the top of their current third. * **Don't Make This Harder Than It Is?** [NEW] Health Regeneration is disabled upon taking Champion damge. Health Regeneration reenabled after not taking Champion Damage for 5 seconds. EDIT: Changed Base Turret Health Regeneration Mechanics EDIT: Health changed to 3999 because divide by 3.
Leonerdo (NA)
: I want it to be not a mandatory first item on Kai'Sa, Varus, Kog'maw, and Kayle. I try not to put too much import on "intended designs", but I think it's speaks to the imbalance of the item that it was supposed to be a late-game scaling item that is currently strong enough to be mandatory on those champions. You're right about Yi though. He's certainly a problem. But I don't like the idea of restricting the item design solely because Yi is an abusive edge-case; I'd rather just nerf Yi directly to compensate. That said, I'm not terribly attached to the increased AD ratio buff. If, after testing, it became clear that Rageblade will never be good on AD-focused auto-attackers (aside from Yi), then I would give up on that goal and make different changes. I think this version is worth trying first though, Yi be damned.
Just letting you know, Rageblade usually isn't a rush item on Kayle. It can be but most players default to Nashor's Tooth first for the CDR. The ADCs are the typical abusers of this item because their kits and playstyles aren't gated by long cooldown times that warrants the rushing of other item.
: ***
You do realize that Q does not stop on-hits right? Q is only a self-buff attack speed steroid.
Galiö (NA)
: I spammed forums with this before but I think they should remove nashors tooth and fuse the item into Rageblade. Both items hold similar spaces so there isnt much reason to have both. And itll give an excuse to increase rageblade price, maybe ap, the ap ratio and nerf it elsewhere. Making it a better item for some, worse for other and getting it later in the game.
Don't touch Kayle's Nashor's Tooth! This game hardly has any AP/AS hybrid items to begin with so why would you get rid of more variety? And it's not as if Nashor's is unhealthy for the game. While Nashor's and Rageblade are both on-hit, they serve as different forms of damage.
Novalas (NA)
: PBE Chat with the Playtest Team - 8.13
Hey Riot Novalas, When will the bugfix team address the interaction of Hunter's Talisman (it doesn't proc) with AOE spells like Nocturne Passive and Kayle E splash. This bug has been around for more than a year now.
: Is Kayle too versatile/strong?
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=hbQrERVA,comment-id=,timestamp=2018-05-22T12:47:07.762+0000) > > As a top laner, she has: > > 1. Semi-decent bullying potential with her long range and high base damage on her E, Righteous Fury. > > 2. Amazing splitpush potential with great innate wave clear on her aforementioned E. > > 3. A crippling slow with her Q, Reckoning. > > 4. A heal on her W, Diving Blessing, that both sustains her in lane, as well as granting Movement Speed allowing her to engage, disengage, and get to lane faster. Not to mention it can be cast on her jungler ganking for her in lane. It can also be cast on her ADC which you'll evantually end up being a peel machine for due to the meta we're currently in, in the late game. > > 5. Passive Armor and Magic Resistance shred making it difficult for your lane opponent to build against her. > > 6. And an absolutely game changing Ultimate, Intervention, that not only gives her insane dueling potential, but also makes her ADC (which, again, she'll probably end up as a peel machine for) practially invulnerable for 3 whole seconds. Gank and Camp Kayle a few times and she'll have a hard time getting back without farm. Gap Closers will kill Kayle during laning phase. Hard CC or "Cold Steel" will cripple her while ulted or not. Mana Cost of W makes it difficult to spam sustain for long. Mana Cost of Q and its 1 second delay makes it difficult to spam. > [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=hbQrERVA,comment-id=,timestamp=2018-05-22T12:47:07.762+0000) > > As a Jungler, she has: > > 1. Semi-decent clear with her E. > > 2. A crippling slow for ganking. > > 3. A heal as well as a speed up for those she's ganking for. > > 4. A passive shred that helps her lane buddy deal more damage. > > 5. Aforementioned Ultimate that can be cast on her lane buddy or peel for ADC in the late game. Easy to invade. Moderate Health Jungling. 8.11 Jungle Changes makes Jungle a terrible role to be in for Kayle (not enough EXP or Gold). Patch 7.9 has thown Kayle out of the Jungle. Get Riot to fix to Hunter's Talisman + E interaction and we'll talk again. > As a Mid laner, she has: > > ... Not really too much. Then again, almost everything can be played Mid lane nowadays anyway so whatever. See Top Lane. She can make an Assassin's life in lane a living hell though. She beats Fizz and Zed in a pure Kit matchup. > [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=hbQrERVA,comment-id=,timestamp=2018-05-22T12:47:07.762+0000) > > As an ADC, she has: > > 1. Great waveclear. > > 2. Her own CC. > > 3. She can peel for herself with her heal and ultimate. > > 4. Aforementioned passive shred. > > 5. She can build full AD items (to some extent) since her Q has a **100% AD SCALING.** (who the fuck did this?) and her E's splash damage has a 40% AD scaling (basically a slightly worse Tiamat for a ranged champion). Don't try this without a competent sustain+hard CC support. 8 sec E downtime early game means you basically picked a Melee into a Ranged match up. W sustain is inefficient and will cost Kayle's ability to E. Bight side is if Kayle gets a lead in Bottom lane, she'll make the enemy ADC nonexistent. > [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=hbQrERVA,comment-id=,timestamp=2018-05-22T12:47:07.762+0000) > > And finally, as a Support, she has: > > 1. Aforementioned passive shred for her ADC to benefit from. > > 2. A slow that helps her ADC catch up to the enemy. > > 3. A heal. Pretty self explanatory why this is good for her ADC, especially considering it grants Movement Speed (30% flat with 7% per 100 AP. Up to a 50% movement speed increase in the late game). > > 4. Aforementioned insane Ultimate. > > 5. She can actually fight on her own without teammates (to some extent). > > 6. She's one of the few Support who can use the increased attack speed and on-hit damage gained from Ardent Censer on herself. Only do this with a duo, ADCs do not like Kayle Support. W is insufficient for proccing Ardent Censor. Basically playing Kayle for her Ultimate.
: Can you please make Kayle's E give her the drain passive of tailsman on the AoE?
Tooth used to proc for Kayle until Riot reworked some of their spaghetti code in like patch 7.9 which broke Kayle's E interaction with Masteries like Thunderlord's Decree and items. Remember when Kayle could proc TLD in 2 autos with E active because E counts as a f---ing spell? Riot is just freaking slow on finding a fix. They even acknowledged it but said they had more important things to focus on.
Novalas (NA)
: PBE Chat with the Playtest Team - 8.11
What's the progress of fixing Talisman Drain interaction with Kayle's E. If you were doing Jungle item changes, why did you not look at the bugs associated with the items as well. This bug has been around for more than a year now.
: So trolling is actually allowed. Confirmed in MSI (SUP vs KBM) ? ? ?
It's not really trolling if the entire teams agrees and plays along.
: How can you be effective with Kayle ?
Practice. Pay attention to E duration and cooldown in laning phase. Don't be afraid to walk up to melee to farm when E is off if your laner does not have hard cc. Learn to freeze the lane. Shove as fast as you can when you see Jungler on the other side of the map. Standard On-Hit Build: Easiest to pick up for the new Kayle players {{item:3115}} >{{item:3006}} {{item:3047}} {{item:3111}} (Choose as needed, I hate how so many other Kayle mains default to Berzerkers though)>{{item:3124}} >{{item:3085}} {{item:3091}} (Build both in any order as needed)>{{item:3089}} {{item:3812}} {{item:3153}} {{item:3146}} {{item:3046}} {{item:3026}} etc up to you. Precision/Inspiration (18% AS) -PTA -Triumph -Alacrity -Tier 3: Up to you -Magical Boots -Cosmic Insight OR Precision/Sorcery (9% AS and AD/AP) -PTA -Triumph -Alacrity -Tier 3: Up to you -Ultimate Hat/Mana Flow -Transcendence PTA for most people. Don't use Lethal Tempo if you are already playing badly in lane. I love the inspiration tree because of the Attack Speed and 5% CDR. You can keep E up almost always with 25% CDR.
Novalas (NA)
: PBE Chat with the Playtest Team - 8.10
Since you are changing jungle items, can you look into why Kayle's E splash does not proc the talisman burn?
: 8.10 Jungle Changes - Iteration and Additional Context
@Riot Sotere Since you are currently working on Jungle Changes, can you guys over at the bug department look into the bug where Kayle's E splash does not proc the Hunter's Talisman burn on neutral monsters? This bug has been around since mid season 7.
Rioter Comments
: Teemo missing from the new game mode?
Teemo and Karthus are autobanned from OFA.
: Should Lethal Tempo be replaced?
The delay is what turns me off of the rune, even as a Kayle main. I get greater impact from PtA because it is basically almost always up and FT is instant sustain. The delay and CD is not worth the advantage the other runes give in most scenarios.
Xcion (NA)
: Yep irelia is a jungler now
No, her E only does 50% damage, as in half the damage E would've done on minions or champions.
Novalas (NA)
: Patch Chat with the Playtest Team - 8.6
Can someone at Riot confirm the Attack Speed per stack of "Guinsoo's Rageblade" as bonus attack speed as seen on live at this moment was intended or is based on total attack speed as stated in the patch notes and is currently a bug?
: Lol @ PBE rageblade only stacking on champs now
Following in the vein of Last Whisper and the Hydras, I propose: >Rageblade >COST: 1650 >[Recurve Bow + 650G] >+25% Attack Speed > >Passive: Basic attacks deal 30% of Bonus Attack Speed as On-Hit Adaptive Damage. (Minimum: 30 Adaptive Damage) > >UNIQUE - Fervor: Basic attacks or damaging an enemy champion with a spell (CD: 1 stack per second from spell damage) grants a stack of Fervor (melee basic attacks generate two stacks instead of one) up to 10 stacks. Stacks last for 5 seconds for melee champions and 3 seconds for ranged champions and will decay 2 stacks every 0.5 seconds after. Each stack of Fervor grants +2.5% Attack Speed. This item seeks to improve the build path, by giving a weaker version of the completed items' passive. Melee and Gold Efficiency: 1375/1650=83% without passive; 2000/1650=121% with stacked passive >Guinsoo's Rageblade >COST: 3400 >[Amplifying Tome + Rageblade + Pickaxe + 440G] >+25 Ability Power >+25 Attack Damage >+50% Bonus Attack Speed Modifier > >Passive: Basic attacks deal (+30% of Bonus Attack Speed)(+0.1AD)(+0.1AP) as On-Hit Adaptive Damage. (Minimum: 30 Adaptive Damage) > >UNIQUE - Fervor: Basic attacks or damaging an enemy champion with a spell (CD: 1 stack per second from spell damage) grants a stack of Fervor (melee basic attacks generate two stacks instead of one) up to 10 stacks. Stacks last for 5 seconds for melee champions and 3 seconds for ranged champions and will decay 2 stacks every 0.5 seconds after. Each stack of Fervor grants +5% Attack Speed, +3% Bonus Attack Damage, and +3% Ability Power. > >UNIQUE - Guinsoo's Rage: At 10 Stacks of Fervor, every other basic attack will trigger on-hit effects an additional time. The hybrid scaling version. Stacks from spells are gated by a cooldown and on champion hit. Attack Speed Bonus has been converted to an amplifier. For example, if you have 100% AS from sources like items, having a Guinsoo will provide an additional 50% AS (total 150% AS). Gold Efficiency: 2169/3400=64% without passives or other items; 4470/3400=132% with stacked Fervor and no other items >Guinsoo's Spellblade >COST: 3400 >[Needlessly Large Rod + Rageblade + 500G] >+60 Ability Power >+50% Bonus Attack Speed Modifier > >Passive: Basic attacks deal (+30% of Bonus Attack Speed)(+0.25AP) as On-Hit Adaptive Damage. (Minimum: 30 Adaptive Damage) > >UNIQUE - Fervor: Basic attacks or damaging an enemy unit with a spell grants a stack of Fervor (melee basic attacks generate two stacks instead of one; Damage Over Time spells only grants 1 stack per cast) up to 10 stacks. Stacks last for 5 seconds for melee champions and 3 seconds for ranged champions and will decay 2 stacks every 0.5 seconds after. At 10 stacks, stacks cannot be refreshed from spells. Each stack of Fervor grants +5% Attack Speed, +4% Bonus Ability Power. > >UNIQUE - Guinsoo's Curse: At 10 Stacks of Fervor, every other basic attack will trigger on-hit effects an additional time. Additionally, 5% of damage from spells is dealt as true damage. The Mage version. With its maximum state maintained by basic attacks only to gate casters; got to weave in those autos. Stacks from spells have been ungated but is gated on DOT (would be broken otherwise). Stacks can be gained from minion hit to increase versatility. Gold Efficiency: 2055/3400=61% without items or Fervor; 4768/3400=140% with stacked Fervor and no items. >Guinsoo's Hydra >COST: 3400 >[Rageblade + B. F. Sword + 450G] >+50 Attack Damage >+50% Bonus Attack Speed Modifier > >Passive: Basic attacks deal (+30% of Bonus Attack Speed)(+0.25AD) as On-Hit Adaptive Damage. (Minimum: 30 Adaptive Damage) If melee, this damage is applied as an area of effect (350 units radius) around you at half damage. > >UNIQUE - Fervor: Basic attacks or damaging an enemy unit with a spell (CD: 1 stack per second from spell damage; Only basic attacks within 300 units will generate stacks) grants a stack of Fervor (melee basic attacks generate two stacks instead of one) up to 10 stacks. Stacks last for 5 seconds for melee champions and 3 seconds for ranged champions and will decay 2 stacks every 0.5 seconds after. Each stack of Fervor grants +5% Attack Speed, +4% Bonus Attack Damage. > >UNIQUE - Guinsoo's Rampage: At 10 Stacks of Fervor, every other basic attack will trigger on-hit effects an additional time. The Bruiser version. Most bruiser's build the Hydras, which will synergize with this item, while this Guinsoo's Hydra-like on-hit allows it to exist as a stand alone item. Bonus is that the damage does not decrease with distance from the epicenter. The range requirement will force ADCs who want this item to position near the front line. Gold Efficiency: 2500/3400=74% without items or Fervor; 5575/3400=164% with stacked Fervor and no items. At least this way, we can maintain the Phantom Hit and Amping identity of Guinsoo while opening it to a greater number of champions.
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Kurai Mahou no

Level 286 (NA)
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