SubwayJ v. It's_A_Random - Doubles, Team Tournament.

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Team IAR:
Its_A_Random said:
Hello EspyOwner

You're reffing my match, correct? Anyways, SubwayJ & I have agreed to play under Switch=OK. Thanks for reffing.


Gliscor(*) [Capers] (M)
NATURE: Jolly (+14% Accuracy) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (94/94)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Brick Break
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake*
Facade
Faint Attack*
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter*
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off*
Metal Claw
Natural Gift
Night Slash*
Payback
Poison Jab
Poison Sting*
Poison Tail
Quick Attack*
Return
Rock Climb
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor

SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock

OTHER

Agility*
Attract
Baton Pass*
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden*
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance*
Tailwind
Taunt
Torment
Toxic

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (71/71)

PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall

SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Fire 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool

OTHER

Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn

Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)

TYPE

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Magma Armour: (Innate) This Pokemon has a strong, heated armour that makes it incapable of being frozen. The armour also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW Unlocked): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (49)
PHYSICAL
Body Slam
Dig
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Iron Head
Magnitude
Return
Rock Slide
Rock Tomb
Tackle
Take Down

SPECIAL
Ancientpower
Earth Power
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power (Ice 7)
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Round
Solarbeam

OTHER

Amnesia
Attract
Double Team
Endure
Focus Energy
Growl
Protect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp
Yawn

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Persistent
: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (70)
PHYSICAL
Acrobatics
Body Slam
Circle Throw
Comet Punch
Dig
Earthquake
Knock Off
Low Sweep
Poison Jab
Rapid Spin
Retaliate
Rock Slide
Smack Down
Stone Edge
Strength
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Gust
Hidden Power (Ice 7)
Razor Wind
Shadow Ball
Sludge Bomb
Sludge Wave
Struggle Bug
Venoshock

OTHER

After You
Ally Switch
Block
Copycat
Disable
Dispel
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Protect
Quash
Reflect
Rest
Safeguard
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Tailwind
Taunt
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room
Versus​
Team SubwayJ:
SubwayJ said:

Fruit Ninja (*) the Krillowatt (M)
Nature: Naive (+Spe, -SpDef)

Type:
Electric / Water

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW LOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats: (Naive Nature)

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121(+) (+17%ACC)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 1
DC: 3/5

Moves:

Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Zap Cannon
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Thunder
Copycat
Heart Swap
Discharge
Hydro Pump

Metronome (*)
Me First (*)
Counter (*)
Sheer Cold

Ice Beam (*)
Thunderbolt (*)
Scald (*)
Blizzard
Earthquake



Doodle Jump (*) the Unown
Nature: Modest (+SpAtk, -Atk)

Type: Psychic

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: (Modest Nature)

HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank4(+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 14

MC: 0

Moves:

Hidden Power Bug (7) : 50% Drain Effect (*)
Hidden Power Dark (7) : Taunt Effect (*)
Hidden Power Dragon (7) : Roar Effect (*)
Hidden Power Electric (7) : 30% Paralyze (*)
Hidden Power Fighting (7) : Calculates Damage Using Defense (*)
Hidden Power Fire (7) : 30% Burn (*)
Hidden Power Flying (7) : High Critical Hit Ratio (*)
Hidden Power Ghost (7) : 20% Special Defense Lower (*)
Hidden Power Grass (7) : 20% Sleep (*)
Hidden Power Ground (7) : 20% Accuracy Lower (*)
Hidden Power Ice (7) : 20% Freeze (*)
Hidden Power Poison (7) : 30% Toxic (*)
Hidden Power Psychic (7) : 20% Confusion (*)
Hidden Power Rock (7) : 20% Flinch (*)
Hidden Power Steel (7) : 20% Special Attack Lower (*)
Hidden Power Water (7) : 20% Speed Lower, and douse (*)
(Because it's unown)

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers.



Angry Birds the Cyclohm (M)
Nature: Modest (+Sp Atk, -Atk)

Type: Electric/Dragon

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

Shield Dust:
(Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW-Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one(1).

Stats: (Modest Nature)

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC 9/9
MC 0
DC 9/5

Moves:

Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Hurricane
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Bide
Tri Attack
Leer
Dragon Tail

Heal Bell
Hydro Pump
Power Gem

Flamethrower
Thunder
Substitute
Hail
Sandstorm
Blizzard


Plants vs Zombies (PVZ) the Necturna (F)
Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-LOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats: (Quiet Nature)

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 1/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball


Shell Smash(Sketched)
Giga Drain
Natural Gift

Protect
Calm Mind
Psychic

I'm going to rule that switch = OK.

Doubles at ASB tournament arena
No items
2 subs, 5 recovery, 5 chills.


SubwayJ orders
IAR orders

I ref.

gogogogogo
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Oh dear...Who has my opponent sent out...The suspense...It's killing me now!

(Translation: A very impatient Bump)
 
I have come to pick up EOs slack again

IAR has decicided to lead with his Fidgit and Gliscor


SubwayJ has decided to lead with his Necturna and Unown


And the RNG is ......... 1

That means IAR orders first
 
I think he randomly did it but I thought we were supposed to toss the coin after the leads were revealed either way Subway orders first then
 
Unown-Hidden Power Dark (Fidget)-HP Ice (Gliscor)-HP dark (Gliscor)
If fidget uses protective move (without transfer) or evasive move A1 swap actions 3 and 1
Necturna-Will-O-Wisp (Gliscor)-Shell Smash-Hex (Gliscor)
If you are targeted with encore or taunt, Replace that action with Protect and push back but only once
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alright folks, After all this blackbelt training, it's time to roll!"

Capers: Substitute (15 HP) > Taunt (Plants vs. Zombies) > Acrobatics (Plants vs Zombies)

Utilitand: Light Screen > U-Turn (Doodle Jump) > Taunt (Plants vs. Zombies)
 
Team IAR

HP:100|100
EN:100l100
Att:3 l3
Def:5 l4
Spa:1 l3
SpD:3 l 3
Spe:110l105

Team Subway

HP:90|100
EN:100|100
Att:2|5
Def:3|4
Spa:4|5
SpD:2|4
Spe:48|70

Speed Order Gliscor->Fidgit->Necturna~Unown
Calculations
Gliscor used Substitute -12en
Fidgit used Light Screen -8en
Necturna used Will o Wisp -8en Blocked
Unown used HP Dark 4.67+1.5=7da,-4en
Crit 944

Fidgit used U-Turn 7+1.5*1.5=13da,-5en
Crit 2774 no
Gliscor used Taunt -10en
Necturna used Protect -6en
Unown used HP Ice 4.67+1.5*2.25 = 14da,-4en
Crit 8397

Fidgit used Taunt -10en
Gliscor used Acrobatics 11-1.5*1.5=14da,-6en
Crit 6078
Necturine used Protect -11en
Unown used Hp dark -4en
Gliscors Sub broke



Team IAR

HP:85|93
EN:72l77
Att:3 l3
Def:5 l4
Spa:1 l3
SpD:3 l 3
Spe:110l105
Light Screen

Team Subway

HP:77|81
EN:88|86
Att:2|5
Def:2|4
Spa:4|4
SpD:2|5
Spe:48|70
Nothing|Taunted

IAR sends out new mon and orders
So does Subway J
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
PvZ still needs her sprite...Also, Doodle Jump has R2 Defence, not 3 as stated in the stats...Also, mention Light Screen & Taunt on PvZ

"Tormeldon, come on in! Time to press on from the momentum we've recieved, & throw our opponent into submission!"

Capers: Torment (Doodle Jump) > Acrobatics (Plants vs. Zombies) > Acrobatics (Plants vs. Zombies)

Tormeldon: Eruption > Heat Wave > Heat Wave
 
"Die Camel thing Die!!!!!!!!!!!!!


Necturna: Super Fang+Super Fang Combo(Camerupt)-Cooldown(Horn Leech Camerupt)-Horn Leech+Horn Leech (Camerupt)
Unown: HP Water+HP Fighting (Final type water, Camerupt)- Cooldown(HP Water, Camerupt), HP Rock (Camerupt)
 
Team IAR

HP:85|100
EN:72l100
Att:3 l4
Def:5 l3
Spa:1 l5
SpD:3 l 3
Spe:110l34
Light Screen

Team Subway

HP:77|81
EN:88|86
Att:2|5
Def:2|4
Spa:4|4
SpD:2|5
Spe:48|70
Nothing|Taunted

Speed Order Gliscor->Necturine->Unown->Camerupt
Calculations
Gliscor used Torment -10 en
Tormeldon used Eruption 10+3*1.5=19.5da,-7en vs Necturine Crit 6739
10+3+4.5=17.5da v Unown Crit 5070,
Necturine used Hyper Super Fang 20*2.25=45da,-43en
Unown used Watery Fight 9.5+1.5*2.25=33da,-12en
Crit 3432

Gliscor used Acrobatics 11+3-1.5*1.5=19da,-6en
Crit 7754
Necturine and Unown cooled Down
Camerupt used Lava Plume 5.3+3*1.5=12.5da,-5en v Nec Crit 7490 Burn 1300 yes
v Unown 7.5+3+4.5=15da Crit 4435 Burn 3376

Necturine -2HP

Gliscor used Acrobatics 11+3-1.5*1.5=19da,-10en
Crit 9865
Unown used HP Rock 4.67+1.5=6da
Crit 5691
Flinch 6847
Camerupt used Heat Wave 7.5+3*1.5=12.5da,-5en v Nec Crit 4166
v Unown 5.3+3+4.5=13da Crit 5625 Burn 1304 no

Necturine fainted
Unowm -2HP


Post Round
Team IAR

HP:85|24
EN:46l77
Att:3 l4
Def:5 l3
Spa:1 l5
SpD:3 l 3
Spe:110l34

Team Subway

HP:30|KO
EN:72|KO
Att:2|5
Def:2|4
Spa:4|4
SpD:2|5
Spe:48|70
Torment 3a|KO
 
Also HP water+fight should be 14 BAP not affected by light screen as HP fight hits defence not SP Def

Forewarn rolls are needed as Necturna is weak to all of those moves.

Why does Acrobatics do more DMG this round than last, your crit rolls say it doesn't crit!
 
Forewarn rolls are
Eruption 9757 no
Acrobatics 4785 no
Heat Wave 7486 no
Acrobatics 3864 no
Heat Wave 5152 no
Sorry Subway
 
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