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Banner Review: Shadow & Kefka (Final Fantasy VI)

Discussion in 'Unit Reviews' started by Memel0rd, Nov 3, 2019.

  1. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Mar 4, 2017
    Global ID:
    Japan ID:
    GL: Warrior of Light Bartz
    I have to apologise for the first delay of my new schedule. Yesterday I've written almost the entire review because I wasn't able to prepare it in advance (halloween party hehe) and yesterday my working flow got interrupted by me streaming.
    Frankly that part was on me because I started working on the review 2 hours before the stream went live and when I went back to writing at 11 PM I stopped an hour later because I was too tired.

    Hope you can still enjoy!

    Banner Review: Assassin Shadow & Archmage Kefka by Memel0rd



    Assassin Shadow:

    TMR: Heartless Assassin (Materia) - Increase ATK (50%) when equipped with a katana
    Increase physical damage against humans (50%)

    Kagenui (Katana) - 186 ATK, Enables ability: Shadow Capture Blade

    , from the living meme to an actually good unit! Who would've guessed?

    Shadow's base stats have the unspecialised pot split and therefore he does miss out on quite a lot of base ATK. During the 6* meta I liked this split more but in the 7 star era it makes a way bigger difference because we have 400% ATK cap as well as door pots, both being affected by it. All of his stats are high though. In terms of passives with his own TMR Shadow has a total of 60% HP/DEF, 40% MP/SPR as well as 200% ATK and 100% TDW. With his own TMR ability he even has 40% innate physical dodge, will will come in handy later on!
    He's resistant against poison, blind and petrification and will need some additional help to get through most fights, but in return also offers a nice innate 100% human killer, which can additionally be quite useful. Especially against the Emperor and upcoming Kefka SBB.

    Shadow can W-Cast all of his abilities except for Smoke, Throw and Hide. Which are all pretty much useless anyway. Which does lead me to the point where I'll state a few mostly bad:
    - Lingering Assassin's Blade
    - Finessed Blade
    - Paralyze Bind
    - Smoke
    - Throw
    - Beheading Blade

    And now the ones who can be useful (with small description):
    - Gnawing Slash, only good if you don't have DEF breaks
    - Chaotic Twin Blades, good for AoE mob clearing
    - Whirling Assassin's Blade, good against human mobs (50% active human killer buff)
    - Hide, unless someone finds a Hide exploit again

    Sadly Shadow is one of those characters who have an unnecessary amount of abilities, but I'll ensure you that some of his upcoming stuff is definitely worth a look.

    If you want to swap between his elements mid-fight, Shadow can imbue himeslf for 5 turns with either wind or dark. At the same time he chains with a 700% AoE modifier with Stardust Ray frames. Well... all of his chains have Stardust Ray frames, so I hopefully won't have to repeat myself again! He also imperils dark or wind respectively by 80% for 4 turns.

    With Shadow or Storm Dart he has pretty much the same thing going on but without the imbue and double the modifiers. Both are ST chains, at lvl 120 Shadow Dart has a 1700% modifier and Storm Dart a 1800% modifier. Sadly the wind version only comes with a 100% wind imperil while the dark version has a 120% one.

    Before we get into his main chaining capabilities, I want to talk about two abilities specifically in combination of his previously explained stats.

    Since Shadow can W-Cast those abilities it's really easy to fit them into the rotation. One of those abilities is Illusion Manoeuvre, a 4 turn 100% provoke with 3 mirage stacks. This can turn him into a dodge provoker at any point in the fight and while it's not an auto-provoke, it can be very handy if you know that a boss will have a ST nuke on your provoke tank with additional follow up hits or even use Shadow as a full out provoker that way.
    Since he has innate 40% phys dodge and accessories like Colorful Lei exist, it's easy to reach that 100% dodge while maintaining high ATK!

    The other ability would be Concealing Shadow. It grants an AoE mirage stack alongside 5 LB fill. AoE 100% phys dodges are always really useful on turn based attacks, threshholds or even just regular physical nukes while 5 LB fill might just give you that extra LB to turn around the fight.

    Now, in terms of chaining, Shadow can get access to his best move after Turn 3.
    At turn 3 he can use his CD ability, Takedown. It has a 2100% ST chain with a 2 turn 70% DEF break, meaning it'll be applied 100% of the time unless an enemy self-dispels or you dispel it. Additionally it grants him access to Wild Fang for the next 2 turns.

    Wild Fang is yet another Stardust Ray chain with a starting 1400% modifier at level 120 that goes up to a 3000% modifier after 2 casts. While it doesn't burst incredibly hard like other chainers, it's consistently high damage output.

    Shadow's Limit Burst can be skipped easily but if you want to deal more consecutive damage instead of caring too much about the total average damage, then the 200% ATK buff for 5 turns can be useful. You don't have to level up the LB for it either. Since he's an FF6 character, his LB gets an additional effect for a few turns once he drops below 21% HP to a point where he gains a 50% human killer buff for 4 turns. Sadly I think that effect is pretty worthless as he already has an ability that grants him a 50% human killer buff.

    How does he fare in the meta?
    isn't a top dog, but Interceptor is. But he isn't bad and can be implemented in really fun ways!

    Stardust Ray has many members right now but not too prominent ones. In the future there will definitely be more in terms of meta units.
    One of the upcoming members will be Locke, an interesting breaker that can deal decent damage as well and has water imperils. You can pair him up with Shadow to cover dodge tank with neat utility + breaker. Both can chain and can imperil 3 elements in total and both can apply AoE mirages. Shadow has a set LB fill on top of it while Locke has an LB fillrate buff.

    His damage output right now is in the "A-Tier" area so he'll work as a good chaining partner for any new stardust ray chainer that doesn't focus on T-Cast.

    He's nostalgic and has a fun kit with good availability and is easy to use as a standalone unit as well as with others. I like him, I like his sprite and his damage is definitely more than fine. If you get him feel encouraged to use him!
    Good unit.

    The only thing I do feel like he lacks is a guts pasive especially with the provoker capability, but there are ways to fix it. Mostly for whales, but manageable.

    His TMR is a good materia for katana users that you're using against human enemies. It's a quite specific materia but most of our recent units can easily use katanas without sacrificing any stats really.

    His STMR I do find quite mediocre after the release of Zeno's STMR. The skill you gain from the STMR is only good in the arena and even in there it's not the best of the best since Shadow is TDW based and can just miss units with stop resistance and evasion. I wouldn't chase for it.

    Build + Maths:
    Murasama (FFBE) (172 ATK)
    Claws of Darkness (130 ATK, 30 SPR)
    Prishe's Hairpin (45 ATK, 10% HP/MP)
    Catastrophic Vest (30 ATK/SPR, 50 DEF, 15% HP)
    Seraph Comb x2 (100 ATK, 20% ATK, 40% MP)
    Dual Form (100% TDW)
    Heartless Assassin (50% ATK) + 30% ATK, 20% phys dodge
    Samurai's Might (60% ATK)
    Legendary Guardian (60% ATK)

    Stats with Titan 3*:
    10182 HP
    637 MP
    2814 ATK
    525 DEF
    449 SPR

    ATK post 100%: 2940 RH | 2898 LH
    Assuming spark chains

    Turn 1: Shadow Dart x2
    Turn 2: Shadow Dart x2
    Turn 3: Takedown (FFVI)
    Turn 4: Wild Fang x2
    Turn 5: Wild Fang x2
    Turn 6: Shadow Dart + Takedown (FFVI)
    Turn 7: Wild Fang x2
    Turn 8: Wild Fang x2
    Turn 9: Takedown (FFVI)
    Turn 10: Wild Fang x2
    Turn 11: Wild Fang x2

    Turn 1: 2940^2 x 17 x 5.5575 x 1.6 + 2940^2 x 17 x 6 x 2.2 = 3246224990
    Turn 2: [ 2940^2 x 17 x 5.5575 + 2940^2 x 17 x 6 ] x 2.2 = 3736200421
    Turn 3: [ 2940^2 x 25 x 5.5575 + 2898^2 x 25 x 6 ] x 2.2 = 5413497705
    Turn 4: [ 2940^2 x 14 x 5.5575 + 2940^2 x 22 x 6 ] x 2.2 = 3989635095
    Turn 5: [ 2940^2 x 30 x 5.5575 + 2940^2 x 30 x 6 ] x 2.2 = 6593294862
    Turn 6: [ 2940^2 x 17 x 5.5575 + 2940^2 x 25 x 6 ] x 2.2 = 4648964581
    Turn 7: [ 2940^2 x 30 x 5.5575 + 2940^2 x 30 x 6 ] x 2.2 = 6593294862
    Turn 8: [ 2940^2 x 30 x 5.5575 + 2940^2 x 30 x 6 ] x 2.2 = 6593294862
    Turn 9: [ 2940^2 x 25 x 5.5575 + 2898^2 x 25 x 6 ] x 2.2 = 5413497705
    Turn 10: [ 2940^2 x 30 x 5.5575 + 2940^2 x 30 x 6 ] x 2.2 = 6593294862
    Turn 11: [ 2940^2 x 30 x 5.5575 + 2940^2 x 30 x 6 ] x 2.2 = 6593294862

    Average Turn 1-11: 5,401,317,709
    -> 87% of Dark Knight Leon's damage ( 6,181,486,929 )
    -> 83% of Radiant Lightning's damage ( 6,432,619,393 )
    -> 83% of Sephiroth KH's damage ( 6,436,546,382 )
    -> 81% of WoL Bartz's 16 Turns damage ( 6,633,332,882 )
    -> 80% of Riku's damage ( 6,720,634,445 )

    Character Design: 9/10
    Sprite: 9/10
    Chainer: 8/10
    Trust Master Reward: 8.5/10
    STMR: 8/10
    Arena: 4/10
    Limit Burst: 6/10
    Future Proof: 7/10
    Free 2 Play: 9/10
    Pay 2 Play: 8/10
    Personal Rating: 8.5/10
    Optimal Rating: 7.5/10


    Archmage Kefka:

    TMR: Archmage's Mantle (Accessory) - 12 DEF, 10 SPR, 50 MAG, Silence | Confusion and Petrification resistance

    STMR: Corrupted Mage (Materia) - Increase MAG (60%)
    Increase equipment MAG (100%) and accuracy (25%) when single wielding any weapon

    sprite went from being super ugly to an accurate battle sprite. I approve. Now we're only missing God Kefka and we're settled!

    Kefka's basestats are like most other mages in our roster with low-ish DEF, decent HP and high MAG/SPR/MP. His passives are a bit unusual for mages with 60% HP/MP, 50% DEF, 70% SPR as well as 200% MAG and 50% MTDH / MTDW. He doesn't need his own TMR for the build as it only grants him T-Cast, which we don't need at all for our rotation. Kefka also comes with 20% phys evasion.
    He's resistant against poison, sleep and paralyze and just like Shadow will need additional support against status ailments. His own TMR adds three additional resistances but resistance buffs from other units will suffice.

    While the build I provide doesn't have the best defensive stats, he can be turned into a pretty beefy mage. Even with TDH. He does lack the Guts passive unfortunately.
    If you lack good breaks, Kefka does have a small chance of 26% to counter with a 3 turn AoE 60% fullbreak. For most teams nowadays it won't matter too much.

    He can W-/T-/Quad-Cast alof his abilities except for Escape.
    Kefka has a bunch of abilities that are outclassed by others and therefore don't have a real use for us.
    - Ridiculing Ice / Thunder / Dark
    - Heartless Angel
    - Hyperdrive
    - Destroyer's Coercion / Arrogance
    - Light of Judgement

    All of the following chaining moves have Chaos Wave Awakened frames, which received a change as well from what I've heard? For now his only chaining partner option from what I know is Trance Terra and most likely the upcoming CG Terra.

    In terms of chaining elements, Kefka has a more or less "traditional" arsenal at this point of 3 elements and non-elemental chains, which is a great selection to choose from. These elements consist of Ice, Thunder and Dark.

    Starting off with regular chaining abilities, Kefka has three different 80% imperils that chain with a 650% modifier. For each respective element he'll try to imperil and we're going to use that occasionally in his rotation later on.

    After having the respective element imperilled, it's time to stack up those chains! Yes, he has our beloved stacking chains in his kit for all of his elements as well as his non-elemental chain.
    His elemental chains start out as a 650% modifier and go up to a total 1650% modifier after 4 uses.
    His non-elemental chain luckily is higher in modifiers as many other mages in the past with non-elemental chains had the same modifiers as their elemental ones. In tis case it starts off as a 1000% modifier and goes up to a 2600% one after 8 uses. Takes longer to stack up but it can be important to have the option of dealing non-elemental damage.

    So, why are we going to skip his T-Cast from his trust ability?

    Two of his CD abilities can be rotated through for easy Quad-Cast. Or rather at Turn 3 as long as he doesn't die he'll pretty much have Quad-Cast permanently.
    His CD abilities are either available at Turn 1, Turn 3 and Turn 6 for each one of them, so let's go through them by turn order.

    Available at Turn 1 with a 6 turn cooldown is.... I hate, hate, hate, hate, HATE YOU!. Pleasant name, fitting for Kefka, but that's beside the point. It increases his own MAG by 200% for 4 turns and grants him Quad-Cast for the following 4 turns.

    At turn 3 you'll gain access to Forsaken, a 2100% non-elemental finisher that recovers 100 MP per turn for 2 turns (200 total) and grants him Quad-Cast for the following 2 turns!
    With these two you'll be able to keep up the Quad-Cast infinitely as long as he doesn't die, so make sure to have the appropriate MP refresh setup on your team.

    His last CD ability, Havoc Wing, is available at Turn 6 and is a 2000% AoE non-elemental finisher but we'll use it at the start of the turn due to its 3 turn 120% triple imperil! Sadly the duration wears off before he can use Havoc Wing again, lowering his average damage by quite a large amount.

    While we have units that can break SPR by 80%+, Kefka's Limit Burst unfortunately only has a 65% SPR break and I don't know why? He also doesn't have the upgraded LB passive when he drops below 21% HP and it's a non-elemental 4400% modifier. Even with his 50% LB damage passive we'll not use this one.

    How does he fare in the meta?
    sadly isn't that great. Dope sprite but not so dope performance.
    He's worse than Sol, Tsukiko, Kimono Fina, Exdeath, Veronica and Mordegon and doesn't even have a guts passive, which can be crucial for stacking mages.

    His kit lacks supportive capabilities when we look at his damage and his damage could have easily been made higher without actually touching his modifiers. Because his Quad-Cast uptime is fine! But his imperils aren't.
    He first has access to his 120% at turn 6 and then it can't be kept up fully, so if we were able to imperil at Turn 1 and keep it up 100% of the time, Kefka would definitely be higher on the list.

    To put it blantly, he's a mage with only damage. It doesn't look like it but he pretty much is the Cloud of mages. With imperils on top of it. Which is quite sad because Kefka's in-game theme really isn't represented within his FFBE kit. When I look at his kit I don't have Kefka in mind. Let him play around with breaks similar to Tsukiko, let his kit look a bit chaotic but make it work.

    Frankly I'm a bit disappointed by Kefka overall, but he's a fine mage if you don't have one of the meta mages yet. His TMR is decent if you don't want to use up a slot for Ribbon but his STMR is the most redeeming thing about him.
    A 100% MTDH materia with an additional 60% unconditional MAG is crazy good. If you're a whale you probably want to get your hands on this.

    Build + Maths:
    Stardust Rod (FFBE) (167 MAG)
    Shiva's Tiara (51 MAG, 3 DEF)
    Lordly Robes (45 DEF, 65 MAG/SPR)
    Nutkin Hairpin x2 (80 MAG, 80% MAG)
    Magic Charger (100% MTDH)
    Magical Potential (10% MP, 50% MTDH)
    Scepter of Justice (60% MAG)
    Untrue Saint (60% MAG)

    Stats with Shiva 3*:
    8460 HP
    747 MP
    2599 MAG
    400 DEF
    582 SPR

    MAG post 100%: 2881
    MAG post 200%: 3163
    Assuming spark chains

    Turn 1: I hate, hate, hate, hate, HATE YOU! + Guffawing Dark
    Turn 2: Frenzied Dark x4
    Turn 3: Frenzied Dark x4
    Turn 4: Frenzied Dark x4
    Turn 5: Frenzied Dark x3 + Forsaken
    Turn 6: Havoc Wing + Frenzied Dark x3
    Turn 7: I hate, hate, hate, hate, HATE YOU! + Frenzied Dark x3
    Turn 8: Frenzied Dark x4
    Turn 9: Frenzied Dark x4
    Turn 10: Guffawing Dark + Frenzied Dark x3
    Turn 11: Frenzied Dark x3 + Forsaken
    Turn 12: Havoc Wing + Frenzied Dark x3

    Turn 1: 3163^2 x 6.5 x 3.556 x 1.4 = 323743851
    Turn 2: [ 3163^2 x 6.5 x 3.556 + 3163^2 x ( 9 + 11.5 + 14 ) x 4 ] x 1.8 = 2901377033
    Turn 3: [ 3163^2 x 16.5 x 3.556 + 3163^2 x 16.5 x 4 x 3 ] x 1.8 = 4622242938
    Turn 4: [ 3163^2 x 16.5 x 3.556 + 3163^2 x 16.5 x 4 x 3 ] x 1.8 = 4622242938
    Turn 5: [ 2881^2 x 16.5 x 3.556 + 2881^2 x 16.5 x 4 x 2 ] x 1.8 + 2881^2 x 21 x 4 = 3545938341
    Turn 6: 2881^2 x 20 x 1.15 + [ 2881^2 x 16.5 x 3.556 + 2881^2 x 16.5 x 4 x 2 ] x 2.2 = 3672678479
    Turn 7: [ 3163^2 x 16.5 x 3.556 + 3163^2 x 16.5 x 4 x 2 ] x 2.2 = 4196744616
    Turn 8: [ 3163^2 x 16.5 x 3.556 + 3163^2 x 16.5 x 4 x 3 ] x 2.2 = 5649408035
    Turn 9: [ 3163^2 x 16.5 x 3.556 + 3163^2 x 16.5 x 4 x 3 ] x 2.2 = 5649408035
    Turn 10: 3163^2 x 6.5 x 3.556 x 1.4 + 3163^2 x 16.5 x 4 x 3 x 1.8 = 3889372242
    Turn 11: [ 2881^2 x 16.5 x 3.556 + 3163^2 x 16.5 x 4 x 2 ] x 1.8 + 2881^2 x 21 x 4 = 3545938341
    Turn 12: 2881^2 x 20 x 1.15 + [ 2881^2 x 16.5 x 3.556 + 2881^2 x 16.5 x 4 x 2 ] x 2.2 = 3672678479

    Average Turn 1-12: 3,857,647,777
    -> 99% of Circe's damage ( 3,858,277,843 )
    -> 94% of Tsukiko's damage ( 4,103,554,715 )
    -> 91% of Sol's damage ( 4,230,833,308 )
    -> 89% of Dark Mage Exdeath's damage ( 4,289,334,460 )
    -> 58% of Kimono Fina's damage ( 6,591,978,437 )

    Character Design: NotMyKefka/10
    Sprite: 9.5/10
    Chainer: 8/10
    Trust Master Reward: 7.5/10
    STMR: 9.5/10
    Arena: 8/10
    Limit Burst: 5/10
    Future Proof: 6/10
    Free 2 Play: 7.5/10
    Pay 2 Play: 8/10
    Personal Rating: 7.5/10
    Optimal Rating: 8/10

    Hate to say it but this is pretty much a skippable banner.
    Shadow is a really fun to use unit and once Locke gets released gets better overall, but is far from being a must-have unit by any means. His TMR and STMR are both decent but yet again, far from being a must-have. If you get him you can play around with him and most definitely get something out of his kit if you use him as a provoker kind of unit or even for certain threshholds, but he won't be gamebreaking.
    Kefka is mostly a great pull for the whale readers due to his massive STMR for mages. His damage is fine if you want to use him and isn't bad by any means, but compared to what we already have and especially compared to Kimono Fina, it isn't all that impressive anymore. I'm also fully expecting CG Terra to get buffed as well.
    Not the most exciting banner despite the nostalgia.


    Thank you for reading!
    I've had lots of fun during halloween and on the 8th November I'll be part of a huge party so definitely looking forward to that.
    What were your plans for Halloween?

    Memel0rd out
    LurkerRamza, Kujo, Cylian and 25 others like this.
  2. hotaru251

    hotaru251 Ascended Member

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    Aug 9, 2016
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    kefka only at 58% of fina is sad :(

    glad u had a good holiday :)
    Memel0rd likes this.
  3. Arekusu

    Arekusu VIP VIP

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    Feb 26, 2017
    Painful that a random DQ Villain released 2 months ago is a LOT stronger than one of, if not the most popular FF Villains.
    Khidir likes this.
  4. ExHaseo

    ExHaseo Ascended Member

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    Jul 27, 2018
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    Elena, Sephiroth KH, Esther, Charlotte
    I completely forgot about this banner. I'm glad they aren't especially good though. I don't want to have pull again until X-2.
    Cylian and iBuko like this.
  5. RedPyramid

    RedPyramid Ascended Member

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    May 19, 2016
    I love Kefka as a character (> then any other villain) and while I like he’s got try higher damage, this is kinda a let down considering his popularity, at least in global. I was hoping he would get Trine. I also thought his kit would be a clusterfuck of skills considering his character but it seems so orderly. Hopefully his upgrades will be better.

    At least he goes god mode in his LB
    Khidir likes this.
  6. Jianto

    Jianto Well-Known Member Supporter

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    Mar 13, 2019
    Best final fantasy villain
    Scheich likes this.
  7. Ffber

    Ffber Ascended Member

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    Jul 13, 2018
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    Shadow over the years gives me shadow ::ink::::salt::
  8. Obstkeks

    Obstkeks "Hall of Fame" Member Supporter

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    Apr 22, 2018
    Global ID:
    Elena|Godrea|King Rain|Karten|Other
    I hope that he doesn't come around, because even now he would be pure ::salt:: for me. Because now he could be in place of a 5* I want/need more than him. ::ink::
  9. Wdiggums

    Wdiggums VIP VIP

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    Jan 13, 2017
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    depends on event and on request baybe
    Thx for info I wouldn’t mind the crazy clown but they did him dirty again
  10. Fabell

    Fabell "Hall of Fame" Member Supporter

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    Jul 6, 2017
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    Elena,Sylvie,Zeno,SS Charlotte,Olberic
    Gumi seems scared to death of actually making Shadow an awesome unit. He's been a joke (and a drag to players) for so long, the developers have Shadow trauma. Or maybe they are just scared to death of ninjas so they nerf them in the game because they are afraid of their lives.


    Maybe they should just release Interceptor as a separate unit?
    Khidir likes this.
  11. Razgriz

    Razgriz "Hall of Fame" Member

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    Oct 28, 2017
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    GLS / Event / Sylvie / Esther / Cilka
    The guy wants to die so badly, why would he have guts pasives?
    Khidir and PhaseShifter like this.
  12. PhaseShifter

    PhaseShifter "Hall of Fame" Member

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    Jul 14, 2017
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    362 169 161
    Zeno boi
    Kefka: *Poisons river around Doma Castle*

    But seriously, this part of FF6 is where I really started to hate Kefka's overall personality....and that part where he kills general Leo::rudecat4::
    Dope Final Boss music tho.
    Khidir likes this.
  13. Spathotan

    Spathotan Ascended Member

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    Jan 2, 2018
    With the advent of 1-2 CG units a month, the days of non-CG units being mind blowing are over. People love CG units, so why not make them "the best" and increase the desire to pull even more?

    They dont want people blowing 15,000 lapis on Kefka. They want people blowing 30,000 lapis on CG Terra.
  14. Climhz

    Climhz Ascended Member

    Likes Received:
    Jul 14, 2018
    Can we pair up Shadow with Red XIII for SR chain and Aoe mirage (cheese some trial)?
    P.s: whaf if Kefka can w cast escape ::kefka::
    Khidir likes this.
  15. Kiramon

    Kiramon VIP VIP

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    Nov 21, 2017
    I’m a fan of your writing in this one. The mood was enjoyable to read

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