.: Standard Model Mission Statement :.
A team with a 3 man core focused around Bulk and Power. Standard Model is a basic build with a mind for synergy taking a hefty sweeper approach to the current metagame with just enough changes from the ordinary to keep an opponent on their toes.
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.: Standard Model V1.0 :.
.: Standard Model V1.0 :.
Team Building
Reuniclus was my 2nd pick for the core. He feels very antimetagame with his trickroom build and is able to support his slower team mates while making himself an instant threat after swaping deminsions. His ability allows him to absorb W-O-W and toxic making it harder to place on my tanks and walls.
Dragonite + Multiscale seems like a solid choice for the 3rd member of the core but he is coming up a bit flat to be honest and is the mon I feel most likely to drop. He counters grass water fire and electric mons very well but makes for a poor switch on breloom who is the grass user I find the most trouble with
With all the weather running around Hippowdon was my first choice in support. He is slower so when put against other weather enducers sand always comes out on top. with Sandstorm being the most neutral weather and my team sporting naturle bulk I prefer it to being in the sun or rain. Hippowdon also has fantastic defensive stats (physical and defensive) and Stealth Rock making for a great wall / lead.
Water Absorb and ghost immunity make Jellicent a great choice for my Special Wall. At this stage I needed something that could force out anything spaming fighting moves or trying to breath fire down my neck. Resistance to ice and imunity to water also make it a easy switch in on most common water pokemon.
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The Team
Conkledurr: The Arm
EV's: HP 120 / Atk 252 / SpD 136
Nature: Adamant
Ability: Iron Fist
@ Leftovers
1. Bulk Up
2. Drain Punch
3. Fire Punch
4. Mach Punch
Purpose: Bulky physical sweeps. He is easy to move in against common physical threats such as CB T-tar and bolsters enough staying power with Drain Punch and Leftovers to make a lasting impression. After 1 bulkup DP has enough power to OHKO a large portion of the metagame and the few that live are cleaned up by Mach Punch
Reuniclus: The Abstract
EV's: HP 192 / Def 64 / SpA 252
Nature: Modest
Ability: Magic Guard
@ Life Orb
1. Trick Room
2. Psychic
3. Focus Blast
4. Shadow Ball
Purpose: The core's special sweeper and setting up Trick Room. TR makes 4/6 of my team move first guarenteed for 5 turns and with Psychic, Focus Blast, and Shadow Ball there isn't much this guy can't KO under that condition. By it's self Reuniclus' SpA is phenominal and can OHKO quite a few threats with even a neutral hit from Psychic.
Dragonite*: The Power
EV's: HP 252 / Atk 252 / Spe 4
Nature: Adamant
Ability: Multiscale
@ Leftovers
1. Dragon Claw
2. Dragon Dance
3. Fire Punch
4. Roost
Purpose: Covering the final resistances that my core lacked. Multiscale with Leftovers and Roost make killing this dragon quite hard. Add in D-dance on opportune switches and start melting faces.
Hippowdon: The Wall
EV's: HP 176 / Def 84 / SpD 248
Nature: Impish
Ability: Sand Stream
@ Leftovers
1. Earthquake
2. Stealth Rock
3. Roar
4. Slack Off
Purpose: Walling any number of threats and resetting weather to something a bit more neutral. Sun and Rain are undeniable forces in the current face of the metagame. While sand is still a type of weather it is the most neutral and still viable on my team (Hail is harder to slot in).
Jellicent: The Late
EV's: HP 248 / Def 216 / SpD 44
Nature: Bold
Ability: Water Absorb
@ Leftovers
1. Scald
2. Toxic
3. Recover
4. Taunt
Purpose: Walling common threats to Hippowdon and absorbing scald for Conkledurr in adition to spreading poison to other walls or minimizing boost on mons switching in with taunt. His typing makes him an excelent water sink for Hippowdon and he can survive for quite a while with good prediction.
Ditto: The Imposter
EV's: HP 252 / Atk 4 / Spe 252
Nature: Timid
Ability: Imposter
@ Choice Scarf
1. Transform
2.
3.
4.
Purpose: Take advantage of anyone trying to boost and revenge kill. Ditto with Choice scarf is guarenteed to out pace most of the game and after letting an opponent boost he mimics everything about them + moves quicker.
*At risk of being dropped.
I started the team knowing I wanted to run with a 3 mon bulky offensive core. This gen Conkeldurr was one of my favorite aditions and fills the slot nicely. I though of running a guts build but quickly swapped it in favor of a custom iron fist that has proven very durable and threatening.
With all the weather running around Hippowdon was my first choice in support. He is slower so when put against other weather enducers sand always comes out on top. with Sandstorm being the most neutral weather and my team sporting naturle bulk I prefer it to being in the sun or rain. Hippowdon also has fantastic defensive stats (physical and defensive) and Stealth Rock making for a great wall / lead.
Ditto is BROKEN. After playing around for a bit I settled on the purple blob in slot 6 for one simple reason. If I can force you to boost you loose. After you have boosted and killed my mon Ditto comes in with a Choice Scarf and starts spaming your most potent attack with no remorce. This thing has lead to so many GG's it isn't even funnie.
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The Team
Conkledurr: The Arm
EV's: HP 120 / Atk 252 / SpD 136
Nature: Adamant
Ability: Iron Fist
@ Leftovers
1. Bulk Up
2. Drain Punch
3. Fire Punch
4. Mach Punch
Purpose: Bulky physical sweeps. He is easy to move in against common physical threats such as CB T-tar and bolsters enough staying power with Drain Punch and Leftovers to make a lasting impression. After 1 bulkup DP has enough power to OHKO a large portion of the metagame and the few that live are cleaned up by Mach Punch
Threats: Being out boosted by a similar Conkledurr or Breloom has caused many problems and often leads to a loss if I don't take them out early
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Reuniclus: The Abstract
EV's: HP 192 / Def 64 / SpA 252
Nature: Modest
Ability: Magic Guard
@ Life Orb
1. Trick Room
2. Psychic
3. Focus Blast
4. Shadow Ball
Purpose: The core's special sweeper and setting up Trick Room. TR makes 4/6 of my team move first guarenteed for 5 turns and with Psychic, Focus Blast, and Shadow Ball there isn't much this guy can't KO under that condition. By it's self Reuniclus' SpA is phenominal and can OHKO quite a few threats with even a neutral hit from Psychic.
Threats: Sub Gengar can 2HKO and take no damage from behind his sub. Sucker Punch Wevile and Bisharp also come with quite a high risk value, as well as missing my Focus Blast on T-tar. Blissy full out walls this build.
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Dragonite*: The Power
EV's: HP 252 / Atk 252 / Spe 4
Nature: Adamant
Ability: Multiscale
@ Leftovers
1. Dragon Claw
2. Dragon Dance
3. Fire Punch
4. Roost
Purpose: Covering the final resistances that my core lacked. Multiscale with Leftovers and Roost make killing this dragon quite hard. Add in D-dance on opportune switches and start melting faces.
Threats: Ice Shard from the 3 most common users (Wevile, Donphan, Mammoswine) have no good counter on my team and are bad news for Dragonite. I also tend to over estimate the booste in speed from D-Dance and am Outpaced after a boost by to much of the current game.
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Hippowdon: The Wall
EV's: HP 176 / Def 84 / SpD 248
Nature: Impish
Ability: Sand Stream
@ Leftovers
1. Earthquake
2. Stealth Rock
3. Roar
4. Slack Off
Purpose: Walling any number of threats and resetting weather to something a bit more neutral. Sun and Rain are undeniable forces in the current face of the metagame. While sand is still a type of weather it is the most neutral and still viable on my team (Hail is harder to slot in).
Threats: Nothing other than bad plays (letting the opponent catch him with an Ice Beam or over boosted attack)
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Jellicent: The Late
EV's: HP 248 / Def 216 / SpD 44
Nature: Bold
Ability: Water Absorb
@ Leftovers
1. Scald
2. Toxic
3. Recover
4. Taunt
Purpose: Walling common threats to Hippowdon and absorbing scald for Conkledurr in adition to spreading poison to other walls or minimizing boost on mons switching in with taunt. His typing makes him an excelent water sink for Hippowdon and he can survive for quite a while with good prediction.
Threats: Grass moves. I don't have a great responce to grass right now it feels and with that being a common threat to Hippowdon it is hard for me to say Jellicent is really working as intended.
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Ditto: The Imposter
EV's: HP 252 / Atk 4 / Spe 252
Nature: Timid
Ability: Imposter
@ Choice Scarf
1. Transform
2.
3.
4.
Purpose: Take advantage of anyone trying to boost and revenge kill. Ditto with Choice scarf is guarenteed to out pace most of the game and after letting an opponent boost he mimics everything about them + moves quicker.
Threats: If he is the last mon and you get trapped into a move that can't KO the rest of their team or if you swap in on something too bulky to OHKO ditto is still a paper bag with 300HP and often looses the fight.
*At risk of being dropped.
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.: Standard Model V1.1 :.
Team Updates
Added:
Wevile is filling the missing role perfectly. He traps the previously horifing gengar and beats all dragons to the kill. Swaping the bulk of Dragonite for the imediate power of wevile also encouraged more use of Hippowdon who is a better damage sink most of the time any way.
Wevile is filling the missing role perfectly. He traps the previously horifing gengar and beats all dragons to the kill. Swaping the bulk of Dragonite for the imediate power of wevile also encouraged more use of Hippowdon who is a better damage sink most of the time any way.
Dropped:
Dragonite just wasn't cutting it even with the changes I made to Conkledurr and Hippowdon. After dropping him for Weavile I find my self able to kill big threats faster than ever and have an imediate counter to many of my biggest threats (Breloom, Dragons, Sub-Gengar)
Dragonite just wasn't cutting it even with the changes I made to Conkledurr and Hippowdon. After dropping him for Weavile I find my self able to kill big threats faster than ever and have an imediate counter to many of my biggest threats (Breloom, Dragons, Sub-Gengar)
Conkledurr: Forgot how to use Fire Punch, Learned Ice Punch.
Dragonite: Dropped from team.
Weavile: Added to team.
Hippowdon: Forgot how to use Stockpile, Learned Roar.
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The Team
The Team
Conkledurr: The Arm
EV's: HP 120 / Atk 252 / SpD 136
Nature: Adamant
Ability: Iron Fist
@ Leftovers
1. Bulk Up
2. Drain Punch
3. Ice Punch
4. Mach Punch
2. Drain Punch
3. Ice Punch
4. Mach Punch
Purpose: Bulky physical sweeps. He is easy to move in against common physical threats such as CB T-tar and bolsters enough staying power with Drain Punch and Leftovers to make a lasting impression. After 1 bulkup DP has enough power to OHKO a large portion of the metagame and the few that live are cleaned up by Mach Punch
Threats: Being out boosted by a similar Conkledurr or Breloom has caused many problems and often leads to a loss if I don't take them out early
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Reuniclus: The Abstract
EV's: HP 192 / Def 64 / SpA 252
Nature: Modest
Ability: Magic Guard
@ Life Orb
Reuniclus: The Abstract
EV's: HP 192 / Def 64 / SpA 252
Nature: Modest
Ability: Magic Guard
@ Life Orb
1. Trick Room
2. Psychic
3. Focus Blast
4. Shadow Ball
2. Psychic
3. Focus Blast
4. Shadow Ball
Purpose: The core's special sweeper and setting up Trick Room. TR makes 4/6 of my team move first guarenteed for 5 turns and with Psychic, Focus Blast, and Shadow Ball there isn't much this guy can't KO under that condition. By it's self Reuniclus' SpA is phenominal and can OHKO quite a few threats with even a neutral hit from Psychic.
Threats: Sub Gengar can 2HKO and take no damage from behind his sub. Sucker Punch Wevile and Bisharp also come with quite a high risk value, as well as missing my Focus Blast on T-tar. Blissy full out walls this build.
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Weavile: The Claw
EV's: HP 4 / Atk 252 / Spe 252
Nature: Jolly
Ability: Pressure
@ Choice Band
Weavile: The Claw
EV's: HP 4 / Atk 252 / Spe 252
Nature: Jolly
Ability: Pressure
@ Choice Band
1. Ice Shard
2. Night Slash
3. Low Sweep
4. Pursuit
2. Night Slash
3. Low Sweep
4. Pursuit
Purpose: A hard counter to many of my teams biggest threats and a quick poke to take advantage of his few opportune switches. Weavile doesn't have the health to absorb as many blows but the few he has imunity on he capitalizes well. Pursuit makes gengar hurt and Ice Shard punishes dragons and Breloom.
Threats: Early damage from entry hazards or bad switching resulting in not enough health for Sweeps or Revenge Kills.
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Hippowdon: The Wall
EV's: HP 176 / Def 84 / SpD 248
Nature: Impish
Ability: Sand Stream
@ Leftovers
Hippowdon: The Wall
EV's: HP 176 / Def 84 / SpD 248
Nature: Impish
Ability: Sand Stream
@ Leftovers
1. Earthquake
2. Stealth Rock
3. Stockpile
4. Slack Off
2. Stealth Rock
3. Stockpile
4. Slack Off
Purpose: Walling any number of threats and resetting weather to something a bit more neutral. Sun and Rain are undeniable forces in the current face of the metagame. While sand is still a type of weather it is the most neutral and still viable on my team (Hail is harder to slot in).
Threats: Nothing other than bad plays (letting the opponent catch him with an Ice Beam or over boosted attack)
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Jellicent: The Late
EV's: HP 248 / Def 216 / SpD 44
Nature: Bold
Ability: Water Absorb
@ Leftovers
Jellicent: The Late
EV's: HP 248 / Def 216 / SpD 44
Nature: Bold
Ability: Water Absorb
@ Leftovers
1. Scald
2. Toxic
3. Recover
4. Taunt
2. Toxic
3. Recover
4. Taunt
Purpose: Walling common threats to Hippowdon and absorbing scald for Conkledurr in adition to spreading poison to other walls or minimizing boost on mons switching in with taunt. His typing makes him an excelent water sink for Hippowdon and he can survive for quite a while with good prediction.
Threats: Grass moves. I don't have a great responce to grass right now it feels and with that being a common threat to Hippowdon it is hard for me to say Jellicent is really working as intended.
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Ditto: The Imposter
EV's: HP 252 / Atk 4 / Spe 252
Nature: Timid
Ability: Imposter
@ Choice Scarf
Ditto: The Imposter
EV's: HP 252 / Atk 4 / Spe 252
Nature: Timid
Ability: Imposter
@ Choice Scarf
1. Transform
2.
3.
4.
2.
3.
4.
Purpose: Take advantage of anyone trying to boost and revenge kill. Ditto with Choice scarf is guarenteed to out pace most of the game and after letting an opponent boost he mimics everything about them + moves quicker.
Threats: If he is the last mon and you get trapped into a move that can't KO the rest of their team or if you swap in on something too bulky to OHKO ditto is still a paper bag with 300HP and often looses the fight.
*At risk of being dropped.
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.: Standard Model V1.3 :.
.: Standard Model V1.3 :.
Team Updates
Added:
After a few suggestions I decided to give the Jellicent Ferrothorn defensive core a try and it has been working great. Dropping ditto for Ferrothorn allows me another switch in and provides great healing support with Leech Seed for my bulky offensive core.
Dropped:
While Ditto was working fine overall for the team Ferrothorn is doing a more important job over all and just fits the team synergy better.
Ditto: Dropped from team.
Ferrothorn: Added to team.
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The Team
Conkledurr: The Arm
EV's: HP 120 / Atk 252 / SpD 136
Nature: Adamant
Ability: Iron Fist
@ Leftovers
1. Bulk Up
2. Drain Punch
3. Ice Punch
4. Mach Punch
Purpose: Bulky physical sweeps. He is easy to move in against common physical threats such as CB T-tar and bolsters enough staying power with Drain Punch and Leftovers to make a lasting impression. After 1 bulkup DP has enough power to OHKO a large portion of the metagame and the few that live are cleaned up by Mach Punch
Threats: Being out boosted by a similar Conkledurr or Breloom has caused many problems and often leads to a loss if I don't take them out early
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Reuniclus: The Abstract
EV's: HP 192 / Def 64 / SpA 252
Nature: Modest
Ability: Magic Guard
@ Life Orb
1. Trick Room
2. Psychic
3. Focus Blast
4. Shadow Ball
Purpose: The core's special sweeper and setting up Trick Room. TR makes 4/6 of my team move first guarenteed for 5 turns and with Psychic, Focus Blast, and Shadow Ball there isn't much this guy can't KO under that condition. By it's self Reuniclus' SpA is phenominal and can OHKO quite a few threats with even a neutral hit from Psychic.
Threats: Sub Gengar can 2HKO and take no damage from behind his sub. Sucker Punch Bisharp and Pursuit Weavile also come with quite a high risk value, as well as missing my Focus Blast on T-tar. Blissy full out walls this build.
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Weavile: The Claw
EV's: HP 4 / Atk 252 / Spe 252
Nature: Jolly
Ability: Pressure
@ Choice Band
1. Ice Shard
2. Night Slash
3. Low Sweep
4. Pursuit
Purpose: A hard counter to many of my teams biggest threats and a quick poke to take advantage of his few opportune switches. Weavile doesn't have the health to absorb as many blows but the few he has imunity on he capitalizes well. Pursuit makes gengar hurt and Ice Shard punishes dragons + Breloom.
Threats: Early damage from entry hazards or bad switching resulting in not enough health for Sweeps or Revenge Kills.
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Hippowdon: The Wall
EV's: HP 176 / Def 84 / SpD 248
Nature: Impish
Ability: Sand Stream
@ Leftovers
1. Earthquake
2. Stealth Rock
3. Stockpile
4. Slack Off
Purpose: Walling any number of threats and resetting weather to something a bit more neutral. Sun and Rain are undeniable forces in the current face of the metagame. While sand is still a type of weather it is the most neutral and still viable on my team (Hail is harder to slot in).
Threats: Nothing other than bad plays (letting the opponent catch him with an Ice Beam or over boosted attack)
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Jellicent: The Late
EV's: HP 248 / Def 216 / SpD 44
Nature: Bold
Ability: Water Absorb
@ Leftovers
1. Scald
2. Toxic
3. Recover
4. Taunt
Purpose: Walling common threats to Hippowdon and absorbing scald for Conkledurr in adition to spreading poison to other walls or minimizing boost on mons switching in with taunt. His typing makes him an excelent water sink for Hippowdon and he can survive for quite a while with good prediction.
Threats: Grass moves. I just added Ferrothorn to help with this but If Jellicent is hit with a grass attack it can spell game over. BoltBeam on Starmie is also a little frightening as my best responce to electric moves is hippo who is 2HKO by a LO starmie Hydro Pump (Out of rain).
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Ferrothorn: The Barb
EV's: HP 252 / Def 148 / SpD 108 (IV's: Spe 0)
Nature: Relaxed
Ability: Iron Barbs
@ Leftovers
1. Gyroball
2. Leech Seed
3. Power Whip
4. Protect
Purpose: To add another easy switch to common threats and add Leech Seed support to the team. Running a seeder has breathed new life into the team allowing me to heal other mons with out the risks associated with Wish passing
Threats: Keeping on my toes it is hard to decommision my Ferrothorn but it does happen. I can't say there are any reall threats that can't be dealt with by other mons on the team (fire is absorbed by Hippowdon and Jellicent very well) but Ferrothorn is easily killed by any fire attack.
Added:
After a few suggestions I decided to give the Jellicent Ferrothorn defensive core a try and it has been working great. Dropping ditto for Ferrothorn allows me another switch in and provides great healing support with Leech Seed for my bulky offensive core.
Dropped:
While Ditto was working fine overall for the team Ferrothorn is doing a more important job over all and just fits the team synergy better.
Ditto: Dropped from team.
Ferrothorn: Added to team.
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The Team
Conkledurr: The Arm
EV's: HP 120 / Atk 252 / SpD 136
Nature: Adamant
Ability: Iron Fist
@ Leftovers
1. Bulk Up
2. Drain Punch
3. Ice Punch
4. Mach Punch
Purpose: Bulky physical sweeps. He is easy to move in against common physical threats such as CB T-tar and bolsters enough staying power with Drain Punch and Leftovers to make a lasting impression. After 1 bulkup DP has enough power to OHKO a large portion of the metagame and the few that live are cleaned up by Mach Punch
Threats: Being out boosted by a similar Conkledurr or Breloom has caused many problems and often leads to a loss if I don't take them out early
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Reuniclus: The Abstract
EV's: HP 192 / Def 64 / SpA 252
Nature: Modest
Ability: Magic Guard
@ Life Orb
1. Trick Room
2. Psychic
3. Focus Blast
4. Shadow Ball
Purpose: The core's special sweeper and setting up Trick Room. TR makes 4/6 of my team move first guarenteed for 5 turns and with Psychic, Focus Blast, and Shadow Ball there isn't much this guy can't KO under that condition. By it's self Reuniclus' SpA is phenominal and can OHKO quite a few threats with even a neutral hit from Psychic.
Threats: Sub Gengar can 2HKO and take no damage from behind his sub. Sucker Punch Bisharp and Pursuit Weavile also come with quite a high risk value, as well as missing my Focus Blast on T-tar. Blissy full out walls this build.
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Weavile: The Claw
EV's: HP 4 / Atk 252 / Spe 252
Nature: Jolly
Ability: Pressure
@ Choice Band
1. Ice Shard
2. Night Slash
3. Low Sweep
4. Pursuit
Purpose: A hard counter to many of my teams biggest threats and a quick poke to take advantage of his few opportune switches. Weavile doesn't have the health to absorb as many blows but the few he has imunity on he capitalizes well. Pursuit makes gengar hurt and Ice Shard punishes dragons + Breloom.
Threats: Early damage from entry hazards or bad switching resulting in not enough health for Sweeps or Revenge Kills.
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Hippowdon: The Wall
EV's: HP 176 / Def 84 / SpD 248
Nature: Impish
Ability: Sand Stream
@ Leftovers
1. Earthquake
2. Stealth Rock
3. Stockpile
4. Slack Off
Purpose: Walling any number of threats and resetting weather to something a bit more neutral. Sun and Rain are undeniable forces in the current face of the metagame. While sand is still a type of weather it is the most neutral and still viable on my team (Hail is harder to slot in).
Threats: Nothing other than bad plays (letting the opponent catch him with an Ice Beam or over boosted attack)
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Jellicent: The Late
EV's: HP 248 / Def 216 / SpD 44
Nature: Bold
Ability: Water Absorb
@ Leftovers
1. Scald
2. Toxic
3. Recover
4. Taunt
Purpose: Walling common threats to Hippowdon and absorbing scald for Conkledurr in adition to spreading poison to other walls or minimizing boost on mons switching in with taunt. His typing makes him an excelent water sink for Hippowdon and he can survive for quite a while with good prediction.
Threats: Grass moves. I just added Ferrothorn to help with this but If Jellicent is hit with a grass attack it can spell game over. BoltBeam on Starmie is also a little frightening as my best responce to electric moves is hippo who is 2HKO by a LO starmie Hydro Pump (Out of rain).
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Ferrothorn: The Barb
EV's: HP 252 / Def 148 / SpD 108 (IV's: Spe 0)
Nature: Relaxed
Ability: Iron Barbs
@ Leftovers
1. Gyroball
2. Leech Seed
3. Power Whip
4. Protect
Purpose: To add another easy switch to common threats and add Leech Seed support to the team. Running a seeder has breathed new life into the team allowing me to heal other mons with out the risks associated with Wish passing
Threats: Keeping on my toes it is hard to decommision my Ferrothorn but it does happen. I can't say there are any reall threats that can't be dealt with by other mons on the team (fire is absorbed by Hippowdon and Jellicent very well) but Ferrothorn is easily killed by any fire attack.
*At risk of being dropped.
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Currently I'm trying to find weak points and then revamp the team as necessary. I'm defiantly not going to object to switching out Pokemon, and if you think a different Pokemon will benefit the team more please reply, rate, and help me out with building it.
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SPECIAL THANKS TO
Electrolyte
Jirachi
NRod
Asek
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