SH PvP Attack Sequence

Dark Elf Classes Started Last reply 34 posts
To all my fellow SH's, what is your favorite/most utilized PvP attack sequence for going head to head against tanks, other mages, DD's, etc...?

Where possible, please describe what spell you'd use and against what class(es). Thank you in advance from an aspiring SH Pvp'er! :cool:
I love PvP, but I really suck at it. I feel my hands trembling when I'm pvp'ing too which is a little worrying. :p

I have Hurricane on F1 and Death Spike on F2.

I'll wait until a target is focused on someone else, then I'll spam both buttons, with a lil' cheeky Silence in between if it's a mage. I never know whether or not to use Surrender to Wind, so don't bother. :confused:
hi alexis my love, i love your pvp sequence and style, :)


i had a sub sh to lv 62. to pvp with every physcial close ranged type fighter, you use turtle skill, kite them, throw hurricane, or death spike and kite, and repeat while doing all that you should carry cp pots with u to use, bsoe as well, and elixir, and some lucky charm if it fortress or siege.

against a nuker, you can, run close to them and use silence,not too close, i am sure it will land if u have +6 som acu. if you dont like to run to silence them, and want to go nuke to nuke. you make sure u have nostromo cp macro and elixir and QHP with you. and make sure you have emp 3.

against archer, you should have good winning chance if stun doesn land. and again, spam cp pot, elixir, use hurricane or death spike.


ok, back to answering your question. i dont think nuker have variation in combos.

nuker have alot of advantage is this game, with all the right buff it is almost impossible to beat them for any physical type class.
Agains't tanks

use slow, wind schakle, hurricane-DS-hurricane-DS, drain when neccesary. (don't let them get to close, watch for root, toss in a fear or two) always kite when fighting melee. Especially melee that stun(which is most), likely agaisn't a tank, your gonna win, even if you play around.

Agains't other mages nuke, sit up a bit, nuke step up a bit, till in range for silence, try use silence alot, use drains when cp is gone, when silence does land, use the laugh emotion then finish them off.

agains't archers, use wind shakle, decrease accuracy, nuke , try to use fear once in a while, drain when cp is gone.

agains't daggers (chances are your gonna lose but) in this order slow, wind shackle, decrease accuracy, nuke and kite, drain when cp is gone(it will go fast). if your skilled you can win.

agains't glads/tryants 1 hope their dumb enough to not use their range skills, then slow em, wind schakle, accuracy, kite, kite, kite, and nuke, drain when cp is gone.

agains't zerkers 1. hope their a noob, then quickly execute, refrain from using death spike, drain only when necesarry

agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,

agains't healers/buffers, tell them to go home

dwarves, nuke them tll dead

Edit:Almost forgot the simpliest thing, surrender to wind before nukeing
its so easy when ur 79 SH

buff Empower Echo

Wind Vortex>>> Vortex Slug >> Hurricane >> Hurricane

and any class would be dead by then :)

Agains't tanks

use slow, wind schakle, hurricane-DS-hurricane-DS, drain when neccesary. (don't let them get to close, watch for root, toss in a fear or two) always kite when fighting melee. Especially melee that stun(which is most), likely agaisn't a tank, your gonna win, even if you play around.

Agains't other mages nuke, sit up a bit, nuke step up a bit, till in range for silence, try use silence alot, use drains when cp is gone, when silence does land, use the laugh emotion then finish them off.

agains't archers, use wind shakle, decrease accuracy, nuke , try to use fear once in a while, drain when cp is gone.

agains't daggers (chances are your gonna lose but) in this order slow, wind shackle, decrease accuracy, nuke and kite, drain when cp is gone(it will go fast). if your skilled you can win.

agains't glads/tryants 1 hope their dumb enough to not use their range skills, then slow em, wind schakle, accuracy, kite, kite, kite, and nuke, drain when cp is gone.

agains't zerkers 1. hope their a noob, then quickly execute, refrain from using death spike, drain only when necesarry

agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,

agains't healers/buffers, tell them to go home

dwarves, nuke them tll dead

Edit:Almost forgot the simpliest thing, surrender to wind before nukeing




Dont lose important time for all those debuffs.. especially against archer. If you run inside 600 range to toss of shackel and what ever they will have like 3 chances to stun you b4 you even start dealing dmg o.O
What happaned to Curse Death Link?

You used to be able to CDL your way upto 70ish with SHs and Necros using this skill.

How come it's not as used/good as it used to be?


Agains't tanks

use slow, wind schakle, hurricane-DS-hurricane-DS, drain when neccesary. (don't let them get to close, watch for root, toss in a fear or two) always kite when fighting melee. Especially melee that stun(which is most), likely agaisn't a tank, your gonna win, even if you play around.

Agains't other mages nuke, sit up a bit, nuke step up a bit, till in range for silence, try use silence alot, use drains when cp is gone, when silence does land, use the laugh emotion then finish them off.

agains't archers, use wind shakle, decrease accuracy, nuke , try to use fear once in a while, drain when cp is gone.

agains't daggers (chances are your gonna lose but) in this order slow, wind shackle, decrease accuracy, nuke and kite, drain when cp is gone(it will go fast). if your skilled you can win.

agains't glads/tryants 1 hope their dumb enough to not use their range skills, then slow em, wind schakle, accuracy, kite, kite, kite, and nuke, drain when cp is gone.

agains't zerkers 1. hope their a noob, then quickly execute, refrain from using death spike, drain only when necesarry

agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,

agains't healers/buffers, tell them to go home

dwarves, nuke them tll dead

Edit:Almost forgot the simpliest thing, surrender to wind before nukeing




Dont lose important time for all those debuffs.. especially against archer. If you run inside 600 range to toss of shackel and what ever they will have like 3 chances to stun you b4 you even start dealing dmg o.O



Valid point...seems like a lot of time is being spent on debuffs although I may be wrong since I've never had an SH before. And to address another comment someone posted, what about CDL? Has this skill been nerfed as of late?
It's Still good Just not worth the chance of Dieing when solo becasue now it does fail :(
CDL = more dmg on less HP -> pretty dangerous for PvP. Anyway at higher lvl you will only use Wind-element spells (just with Seed of Wind already a dmg diff of over 300 between Hurricane and Death Spike)

What happaned to Curse Death Link?

You used to be able to CDL your way upto 70ish with SHs and Necros using this skill.

How come it's not as used/good as it used to be?



I would never CDL in PvP lol, that leaves room for a clear one shot.

I would never CDL in PvP lol, that leaves room for a clear one shot.



Was funny in sieges tho back in c2/3 :p
If Silence (on nuker) or Fear (on melee) land, you have won.

All the other advice is good, but at the end of the day that´s what it boils down to, in my (limited) experience.

Therefore my pvp bar has those as F1 and F2.

I will try more of the Turtle aproach next time, sounds like a good one.

If Silence (on nuker) or Fear (on melee) land, you have won.



And if it doesnt, you have lost cause the nuker nuked you already 3 times and the melee reached you ;)

agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,



also pray the don't get off voice bind first, or death mark, which casts extermly quick.
F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1 F1F1F1F1F1F1

wow, hard.


If Silence (on nuker) or Fear (on melee) land, you have won.



And if it doesnt, you have lost cause the nuker nuked you already 3 times and the melee reached you ;)



Well I pvp a tyrant agaisn't a SH recently, i had on wolf totem when the fight first started and i got feared so i was sent running (198 run speed) and i when i turned the screen around i saw the SH running after me, so when it wore off, i quickly put on puma (i had haste 2, fist fury, dance of fury and CoV on so attk speed was crazy) I force blasted and got a critical then i followed up with force storm (the whole sequence was about .8 seconds) and the SH was dead, go figure. only got one nuke off and it only took half my cp

Agains't tanks

use slow, wind schakle, hurricane-DS-hurricane-DS, drain when neccesary. (don't let them get to close, watch for root, toss in a fear or two) always kite when fighting melee. Especially melee that stun(which is most), likely agaisn't a tank, your gonna win, even if you play around.


You underestimate tanks. In another thread, you were talking about how easy you kill Necros on a Paladin or something, nevermind Spellhowlers (which get stunned and die more easily)..


Agains't other mages nuke, sit up a bit, nuke step up a bit, till in range for silence, try use silence alot, use drains when cp is gone, when silence does land, use the laugh emotion then finish them off.


An SPS will likely kill an SH before it gets in range because the casting speed difference is too high and they will more than likely interrupt more of you nukes than you do theirs. Sorc may turn out the same way, because they can Cast inferno which will negate some of you CP Pot spam if it lands.

In any case, moving into debuff range against any mage is risky business. Cancellation, Silence, Anchor, Fear, and other debuffs you await you at that range. Let's remember that SH is the slowest caster, so the enemy will likely get their debuff off before you if you move into that range (unless you rush in and gank them, but I'm going by your scenario).


agains't archers, use wind shakle, decrease accuracy, nuke , try to use fear once in a while, drain when cp is gone.


Wind Shackle is useless. It's a level 35 skill and once you get to high 6x levels the landrate is like 5% due to level difference between skill and target.

Curse Chaos (Accuracy Debuff) is borderline useless because Archers have High Accuracy and Mages have Low Evasion. If the Archer has Hot Springs Cholera maxxed out, it is basically a -3 Accuracy debuffs which isn't worth it, and that's before they have Accuracy Toggle on. Accuracy doesn't effect Skills, and many Archers will use skills on a Mage because they can't miss them (Mages don't have UE). Don't bother to Curse Chaos an Archer. Their Accuracy should not be that big of a concern, and even with the debuff they won't miss much (if every) on a nuker anyways.


Moving in like that also gives the Arcer


Don't understand what that means.


agains't daggers (chances are your gonna lose but) in this order slow, wind shackle, decrease accuracy, nuke and kite, drain when cp is gone(it will go fast). if your skilled you can win.


Aura Flash. Learn it, Use it, Love it. It has a chance to cancel their target. In S Grade, Enchant it for Chance. It's a powerful skill. Fighting daggers you should always be following them with your mouse cursor. Good daggers are always trying to get at your back. If they interrupt your skill and you are lazy and let them get behind you, you deserve to lose. But, to be honest, that's a pretty difficult fight if they get in you guards.


agains't glads/tryants 1 hope their dumb enough to not use their range skills, then slow em, wind schakle, accuracy, kite, kite, kite, and nuke, drain when cp is gone.


Slow from an SH is not enough to stop a Gladiator from Dashing into them, but a well-timed Aura Flash can be clutch if it's successful and cancels the gladiator's TSS. Tyrants are fast also. Both classes have stun skills that can end you (Glad can just be smart, dash in, and stun you and then chain specials on you). They have high HP and with CP Pots and QHP they can Run up in your face no problem. They are far from paper targets.

Most of them are easy to kill because they pretty much suck, so you shouldn't have much to worry about when you face one - most times.

Wind Shackle won't land at high level. Accuracy is useless because these classes rely mostly on skills and not melee damage - the Acc debuff doesn't affect their skill landrate. Gladiator moreso than Tyrant, respectively.

Those skills crit and they can crit hard (the ranged skills), so don't underestimate them.


agains't zerkers 1. hope their a noob, then quickly execute, refrain from using death spike, drain only when necesarry


Don't forget Aura Flash. Berzerkers are the hardest Kamael for me to beat on Necro (who doesn't have Aura Flash, and Forget doesn't work in PvP yet) :(


agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,


Silence > Soulbrakers. Stop telling SH to Wind Shackle, that is not a useful tactic. Accuracy doesn't affect skills, and they won't miss much on a mage anyways to make it worth casting. The Soulbreaker will more likely than not get some of your buffs. Dont' forget Aura Flash.


agains't healers/buffers, tell them to go home


A good Bishop or EE can fight a mage and win. Trance/Mana Burn is strong. They may not be able to kill you, but they can sure disable you.

A good way to kill a Bishop or EE is to land Demon Wind on them. Demon Wind is a Curse Disease debuff that causes them to heal themselves for 50% of normal. If you land that debuff, whenever they Mana Burn you the Trance will break and you will have a chance to nuke. If they get a couple/few resisted Mana Burns it will get to the point where they have to heal themselves. Since they have high M.Def, they will Heal Themselves for almost (or over depending on buffs) the amount you nuke them for, but since they have Heal debuff on them, they will need 1.5-2 heals to heal up each nuke. This is called Heal Lock. They won't be able to Trance you because if they get a Resisted Trance they will most likely die to your damage, so they have no choice but to stand there healing themselves.

At high levels EEs Trance you and PoW themselves and Mana Burn-Trance, and those Mana Burn Crits HURT.

Bishops can Cleanse Demon Wind off of themselves if they are very high level.


dwarves, nuke them tll dead


Severe underestimation. I wont' even go there.


Edit:Almost forgot the simpliest thing, surrender to wind before nukeing


And don't bother Wind Shackling, I would add.


Agains't tanks

use slow, wind schakle, hurricane-DS-hurricane-DS, drain when neccesary. (don't let them get to close, watch for root, toss in a fear or two) always kite when fighting melee. Especially melee that stun(which is most), likely agaisn't a tank, your gonna win, even if you play around.


You underestimate tanks. In another thread, you were talking about how easy you kill Necros on a Paladin or something, nevermind Spellhowlers (which get stunned and die more easily)..
No I was talking about how Necro's can easily kill tanks, man Necro's can easily kill anything.

Agains't other mages nuke, sit up a bit, nuke step up a bit, till in range for silence, try use silence alot, use drains when cp is gone, when silence does land, use the laugh emotion then finish them off.


An SPS will likely kill an SH before it gets in range because the casting speed difference is too high and they will more than likely interrupt more of you nukes than you do theirs. Sorc may turn out the same way, because they can Cast inferno which will negate some of you CP Pot spam if it lands.
It's all chance.
In any case, moving into debuff range against any mage is risky business. Cancellation, Silence, Anchor, Fear, and other debuffs you await you at that range. Let's remember that SH is the slowest caster, so the enemy will likely get their debuff off before you if you move into that range (unless you rush in and gank them, but I'm going by your scenario).
likely the target will be in range for most skills especially hurricane,cursed bone

agains't archers, use wind shakle, decrease accuracy, nuke , try to use fear once in a while, drain when cp is gone.


Wind Shackle is useless. It's a level 35 skill and once you get to high 6x levels the landrate is like 5% due to level difference between skill and target.
Yea I've noticed that ealier haven't played my SH in a while just going off what i remember
Curse Chaos (Accuracy Debuff) is borderline useless because Archers have High Accuracy and Mages have Low Evasion. If the Archer has Hot Springs Cholera maxxed out, it is basically a -3 Accuracy debuffs which isn't worth it, and that's before they have Accuracy Toggle on. Accuracy doesn't effect Skills, and many Archers will use skills on a Mage because they can't miss them (Mages don't have UE). Don't bother to Curse Chaos an Archer. Their Accuracy should not be that big of a concern, and even with the debuff they won't miss much (if every) on a nuker anyways.
I didn't really understand that

Moving in like that also gives the Arcer


Don't understand what that means.


agains't daggers (chances are your gonna lose but) in this order slow, wind shackle, decrease accuracy, nuke and kite, drain when cp is gone(it will go fast). if your skilled you can win.


Aura Flash. Learn it, Use it, Love it. It has a chance to cancel their target. In S Grade, Enchant it for Chance. It's a powerful skill. Fighting daggers you should always be following them with your mouse cursor. Good daggers are always trying to get at your back. If they interrupt your skill and you are lazy and let them get behind you, you deserve to lose. But, to be honest, that's a pretty difficult fight if they get in you guards.
I like to setup a targettting macro whe i fight daggers, i can set it up really quickly, just change the names

agains't glads/tryants 1 hope their dumb enough to not use their range skills, then slow em, wind schakle, accuracy, kite, kite, kite, and nuke, drain when cp is gone.


Slow from an SH is not enough to stop a Gladiator from Dashing into them, but a well-timed Aura Flash can be clutch if it's successful and cancels the gladiator's TSS. Tyrants are fast also. Both classes have stun skills that can end you (Glad can just be smart, dash in, and stun you and then chain specials on you). They have high HP and with CP Pots and QHP they can Run up in your face no problem. They are far from paper targets.

Most of them are easy to kill because they pretty much suck, so you shouldn't have much to worry about when you face one - most times.

Wind Shackle won't land at high level. Accuracy is useless because these classes rely mostly on skills and not melee damage - the Acc debuff doesn't affect their skill landrate. Gladiator moreso than Tyrant, respectively.

Those skills crit and they can crit hard (the ranged skills), so don't underestimate them.


agains't zerkers 1. hope their a noob, then quickly execute, refrain from using death spike, drain only when necesarry


Don't forget Aura Flash. Berzerkers are the hardest Kamael for me to beat on Necro (who doesn't have Aura Flash, and Forget doesn't work in PvP yet) :(


agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,


Silence > Soulbrakers. Stop telling SH to Wind Shackle, that is not a useful tactic. Accuracy doesn't affect skills, and they won't miss much on a mage anyways to make it worth casting. The Soulbreaker will more likely than not get some of your buffs. Dont' forget Aura Flash.


agains't healers/buffers, tell them to go home


A good Bishop or EE can fight a mage and win. Trance/Mana Burn is strong. They may not be able to kill you, but they can sure disable you.

A good way to kill a Bishop or EE is to land Demon Wind on them. Demon Wind is a Curse Disease debuff that causes them to heal themselves for 50% of normal. If you land that debuff, whenever they Mana Burn you the Trance will break and you will have a chance to nuke. If they get a couple/few resisted Mana Burns it will get to the point where they have to heal themselves. Since they have high M.Def, they will Heal Themselves for almost (or over depending on buffs) the amount you nuke them for, but since they have Heal debuff on them, they will need 1.5-2 heals to heal up each nuke. This is called Heal Lock. They won't be able to Trance you because if they get a Resisted Trance they will most likely die to your damage, so they have no choice but to stand there healing themselves.

At high levels EEs Trance you and PoW themselves and Mana Burn-Trance, and those Mana Burn Crits HURT.

Bishops can Cleanse Demon Wind off of themselves if they are very high level.


dwarves, nuke them tll dead


Severe underestimation. I wont' even go there.


Edit:Almost forgot the simpliest thing, surrender to wind before nukeing


And don't bother Wind Shackling, I would add.



I doubt the OP's SH is that up in levels though.

No I was talking about how Necro's can easily kill tanks, man Necro's can easily kill anything.



Uhm no.... we are nomore in C4
Knight, in order of you responses in red (I number):

2. Yes it's all chance, but both with CP Pots you'd have to get more interrupts than they get on you because pre-77 the SH doesn't have much advantage over the Sorc/SPS. The SPS would obliterate the SH toe to toe unless by some miracle the SH interrupts alot of nuke. M.Crit can also end it fast in your favor, but every other nuker has a higher chance to crit than an SH so... I dunno.

3. Running into Debuff range is stupid. A nuker shouldn't do it especially against another nuker. It's like trying to tank SWS/OL and having them Silence you.

4. Yes, Windshackle is only useful to classes that can level it up past 35.

5. How do you not understand this. Mages have LOW evasion. Archers have HIGH accuracy. The Accuracy debuff is negligible. I know, I debuff it in seiges and play a Necro. Even after the Debuff, they hardly miss because they have Guidance and Accuracy Toggle which pretty much negates it. Hot Spring Cholera will still leave them with ++Accuracy after the Debuff and HS Malaria on an SH will likely leave them with some levels of Cholera which debuffs Evasion.

Accuracy does not effect skills. You will never see an Archer MISS Stunshot unless it's against another class with Ultimate Evasion. Same for every other skill. SH being the easiest nuker to stun, an Archer can Stun and chain specials (lower chance of breaking the stun) and with good buffs probably keep an SH stunned. Do not waste time debuffing (only debuff I'd bother with is Fear or Slow, but never if the fight starts at > Debuff Range).

6. Target Macro works, but I've noticed instances where macros lag (even one liners) and I don't like that. .3 second lag on a macro can be the difference between winning and losing against a dagger. Their damage spikes too much and they can get any of 3 types of Lethals on you.

7. Yea, at lower levels SH is probably the easiest nuker to kill. They really come into their own in S Grade (esp at 78/79 with ArcPower/EmpEcho and Slug), but Necro and SPS are all stronger than SH due to skill/debuff diversity at the lower levels. It's a close comparison with Sorcerors (talking about PvP), but I think Cancel > Silence seeing as how it's extremely effective against all classes and is guaranteed to take at least 1 buff a cast unless the buffs are extremely over the learn level of the Cancel skill (or OE'd high).


No I was talking about how Necro's can easily kill tanks, man Necro's can easily kill anything.



Uhm no.... we are nomore in C4



Yep we're almost in CT2 and Necro's still own

Ok trensharo

Yep we're almost in CT2 and Necro's still own



Well..they dont >.<


Yep we're almost in CT2 and Necro's still own



Well..they dont >.<



Don't be upset
necros hit weak =o

necros hit weak =o



You haven't felt the power of 78+ Soultaker with +9[+] Skills and 150 Dark Attribute, have you?

"Hitting weak" is definitely an inaccurate description. There are 79 Soultakers with +5 Arcana Mace/150 Dark that hit 78/79 StormScreamer for ~3k Damage after Curse Gloom.

Curse Gloom is like Empowering Echo for Soultakers. Remember, Surrender is useless with a 150 weapon unless the person has every resist buff possible + 60 Wind Defense Attribute on Armor. Dark Vortex takes away 30 Dark Attribute (Elemental Vortex 20, IIRC), and it's not hard to put yourself on par with the Elemental Seeds, cause Soulbreaker gets Dark Weapon in C Grade and they are very easy to level up. Blessing of Darkness would add another 30 Dark Attribute, though, which is more than Dark Weapon/Seed of <Element> (they add 20).

You can not 2 shot a Soultaker with Vortex - Slug combo, so if you're stupid enough to chain them like that you will just wipe the debuff off and he will likely pwn you.

Elixirs, QHP, CP Pots are very powerful when you have a servitor buffed to ~11k HP. Can't 2 shot that either.
nope coz dark/divine stones r rare
Necros hit hard, has deadly debuffs, can take 2x the normal damage with summoning ability, omg necros don't own HA!
I never said the dont own... just that they cant beat EVERY other class without probs ;) Also there are few lvl4 Dark Weps around..more likely to see fire/water and a bit less earth/wind.
cuase fire comes by too easy

nope coz dark/divine stones r rare



Tell that to the 4+ 150 Dark Mace 78+ Soultakers I fight everyday.

One hit an Archer in my party for 2.6k (non-crit) with Death Spike after gloom.

And BTW they nerfed the drop rate on Fire/Water stones on Isle of Prayer. You just need to be a bit higher to get Dark Divine, but most end-game clans are filled with 78+ players and getting to HB is not trivial, but FAR from improbable/impossible.

True clans will let the Soultakers use the stones they get on maces, instead of selling them in town.
ok lol

Agains't tanks

use slow, wind schakle, hurricane-DS-hurricane-DS, drain when neccesary. (don't let them get to close, watch for root, toss in a fear or two) always kite when fighting melee. Especially melee that stun(which is most), likely agaisn't a tank, your gonna win, even if you play around.

Agains't other mages nuke, sit up a bit, nuke step up a bit, till in range for silence, try use silence alot, use drains when cp is gone, when silence does land, use the laugh emotion then finish them off.

agains't archers, use wind shakle, decrease accuracy, nuke , try to use fear once in a while, drain when cp is gone.

agains't daggers (chances are your gonna lose but) in this order slow, wind shackle, decrease accuracy, nuke and kite, drain when cp is gone(it will go fast). if your skilled you can win.

agains't glads/tryants 1 hope their dumb enough to not use their range skills, then slow em, wind schakle, accuracy, kite, kite, kite, and nuke, drain when cp is gone.

agains't zerkers 1. hope their a noob, then quickly execute, refrain from using death spike, drain only when necesarry

agains't SB's toss a silence first, then slow, wind schakle, accuracy, and nuke/kite, try a fear or two, watch out for buff steals,

agains't healers/buffers, tell them to go home

dwarves, nuke them tll dead

Edit:Almost forgot the simpliest thing, surrender to wind before nukeing



PRO TIP PRO TIP PRO TIP

SPELL HOWLERS HAVE WIND SHACKLE


SERIOUSLY
hai im from teh intarwebz nyce to meat u freind