OU Defog Tapu Koko

MANNAT

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[SET]
name: Defog Pivot
move 1: Thunderbolt
move 2: Defog
move 3: Roost
move 4: U-turn / Hidden Power Ice
item: Electrium Z / Leftovers
ability: Electric Surge
nature: Timid
evs: 20 HP / 252 SpA / 20 SpD / 216 Spe

[SET COMMENTS]
Moves
========

Thunderbolt provides Tapu Koko with a reliable Electric Terrain-boosted STAB move that is the main method for it to deal damage. Defog clears away entry hazards for Tapu Koko's teammates and allows it to keep Spikes Greninja at bay. Roost is a necessary recovery move that keeps Tapu Koko healthy throughout the game, allowing it to more reliably check Pokemon such as Mega Pinsir, Celesteela, and Hawlucha. U-turn allows Tapu Koko to regain some of the momentum that it loses when removing entry hazards and also eases prediction throughout the game, but it comes with the downside of making Tapu Koko a sitting duck against Ground-type Pokemon. Alternatively, Hidden Power Ice allows Tapu Koko to heavily damage Ground-types such as Landorus-T, Zygarde, and Gliscor but sacrifices the momentum provided by U-turn.

Set Details
========

Electrium Z in conjunction with Thunderbolt allows Tapu Koko to heavily cripple or outright KO some Stealth Rock users such as Clefable and Heatran that are otherwise somewhat troublesome to deal with. Leftovers can also be used over Electrium Z because the increased longevity allows Tapu Koko to remove hazards more consistently. Alternatively, Shuca Berry can be used in conjunction with Hidden Power Ice to allow Tapu Koko to more consistently remove Stealth Rock against Landorus-T as well as offensively check Zygarde if need be. 20 HP and 20 Special Defense EVs ensure that Mega Latios cannot OHKO Tapu Koko after Stealth Rock damage. 216 Speed EVs with a Timid nature allow Tapu Koko to outspeed Weavile and Greninja, and 252 Special Attack EVs ensure that Gigavolt Havoc will KO offensive Heatran and Thunderbolt will always 2HKO defensive Clefable.

Usage Tips
========

This Tapu Koko set is best used to proactively remove entry hazards in the early stages of the game, as it can still be quickly worn down in spite of its access to Roost due to its underwhelming bulk. However, if you're facing an entry hazard setter that Tapu Koko cannot Defog against, such as Ferrothorn, then it's best to remove the entry hazard setter before attempting to remove the hazards. This set is largely useful due to its ability to be a durable answer to Toxic Spikes, as Tapu Koko can consistently switch into and threaten Toxapex out while using Defog to remove Toxic Spikes. Be careful to not waste Tapu Koko's Z-Move too early on in the match because it can potentially be more useful when it's easier to guarantee a KO late-game. Finally, when facing a threat that Tapu Koko is necessary to check, such as Hawlucha or Mega Pinsir, ensure that Tapu Koko uses Roost often against targets that it threatens out such as Celesteela to guarantee that it will be able to survive boosted attacks from either target.

Team Options
========

This Tapu Koko set tends to fit onto more offensive teams that require role compression to remove entry hazards while checking key threats like Mega Pinsir and Hawlucha. Pokemon weak to Stealth Rock, such as Volcarona and Mega Pinsir, appreciate Tapu Koko's ability to remove punishing entry hazards that would otherwise be problematic to deal with. Pokemon that can remove or lure the bulky Grass-types that plague Tapu Koko, such as Gunk Shot Greninja or Choice Band Zygarde, make excellent teammates for this set. Magnezone is also a good partner due to its ability to trap Ferrothorn, which is arguably the most annoying entry hazard setter for this set to deal with.
 
Last edited:

Leo

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Slash lefties after elec z cause koko appreciates the extra longevity, unslash shuca and frontslash u-turn. Rest looks good

1/3
 

Finchinator

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OU Leader
Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
Timid Nature
- Thunderbolt
- U-turn
- Defog
- Roost

Use these EVs (do not need speed for other Koko really and this is optimal allocation for bulk to assure any Mega Latios attack cannot OHKO you after SR while maintaining max SAtk to maximize chance to 2HKO Clefable). Hawlucha is less common and never uses Stone Edge, so the 56 HP just isn't worthwhile.

In usage tips mention that the creation and popularity of this set has a large correlation to the fact that it becomes a durable Toxic Spikes answer as it can consistently switch-in on Toxapex and rid the field of Toxic Spikes while also forcing Toxapex out.

rest looks good -- write it up and 2/3!
 
short n sweet, nice writing man. my only general comment is that there were a couple times i felt you repeated a phrase multiple times in a sentence but overall i felt that the potential loss in clarity was not worth having variety in word choice (eg "However, if you're facing an entry hazard setter that Tapu Koko cannot Defog against, such as Ferrothorn, then it's best to remove the entry hazard setter before attempting to remove the hazards." arguably you could replace the second use of "entry hazard setter" with "it" but overall i felt i was ok with this because it did a good job of maintaining clarity and preventing confusion on what was being referred to.

[SET]
name: Defog Pivot
move 1: Thunderbolt
move 2: Defog
move 3: Roost
move 4: U-Turn / Hidden Power Ice
item: Electrium Z / Leftovers
ability: Electric Surge
nature: Timid
evs: 20 HP / 252 SpA / 20 SpD / 216 Spe

[SET COMMENTS]
Moves
========

Thunderbolt provides Tapu Koko with a reliable Electric Terrain-boosted STAB move that' is the main method of dealing damage for this set. Defog clears away entry hazards for Tapu Koko's teammates and allows Tapu Koko to keep Spikes Greninja at bay. Roost is a necessary recovery move that allowkeeps Tapu Koko to stay healthy throughout the game, allowing it to more reliably checking Pokemon such as Mega Pinsir, Celesteela, and Hawlucha. U-turn allows Tapu Koko to maintregain some of the momentum that it loses when removing entry hazards and also eases prediction throughout the game, but comes with the downside of makesing not a necessary change, but I feel it flows better and doesn’t quite take away from the tone you’ve set Tapu Koko a sitting duck against Ground-type Pokemon. Alternatively, Hidden Power Ice allows Tapu Koko to heavily damage Ground-types such as Landorus-T, Zygarde, and Gliscor It’s not necessarily that they are ground types but that they are 4x weak to ice that makes HP an attractive option right? Perhaps it may be a good idea to clarify that (but I’m not a pokemon player so ur judgement) but sacrifices the momentum provided by U-turn.

Set Details
========

Electrium Z in conjunction with Thunderbolt allows Tapu Koko to heavily cripple or outright KO Stealth Rock users that are otherwise somewhat troublesome to deal with such as Clefable and Heatran. Leftovers can also be used over Electrium Z because the increased longevity allows Tapu Koko to remove hazards more consistently. Alternatively, Shuca Berry can be used in order to allow Tapu Koko to more consistently remove Stealth Rock against Landorus-T as well as offensively check Zygarde if need be. 20 HP in conjunction with 20 Special Defense EVs ensures that Mega Latios cannot OHKO Tapu Koko after Stealth Rock damage. 216 Speed EVs with a Timid Nnature ensure that Tapu Koko outspeeds Weavile and Greninja and 252 Special Attack EVs ensure that Z ThunderbGigavolt Havoc will KO offensive Heatran and Thunderbolt will always 2HKO defensive Clefable.

Usage Tips
========

This Tapu Koko set is best used to proactively remove entry hazards in the early stages of the game, as it can still be quickly worn down in spite of its access to Roost due to its underwhelming bulk. However, if you're facing an entry hazard setter that Tapu Koko cannot Defog against, such as Ferrothorn, then it's best to remove the entry hazard setter before attempting to remove the hazards. This set is largely useful due to its ability to be a durable answer to Toxic Spikes, as Tapu Koko can consistently switching into and threatening Toxapex out while using Defog to remove Toxic Spikes. Be careful to not waste Tapu Koko's Z-mMove too early on in the match because it can potentially be more useful in later stages of the game when it's easier to guarantee a KO. Finally, when facing a threat that Tapu Koko is necessary to check, such as Hawlucha or Mega Pinsir, ensure that you use Roost not clear when one should use roost, I added “often” as that clarifies somewhat, but you may want to better specify the scenarios in which this is advisable often to guarantee that Tapu Koko will be able to survive boosted attacks from either target.

Team Options
========

This Tapu Koko set tends to fit onto more offensive teams that require role compression from Tapu Koko to remove entry hazards while checking key threats like Mega Pinsir and Hawlucha. Pokemon weak to Stealth Rock, such as Volcarona and Mega Pinsir, appreciate Tapu Koko's ability to remove punishing entry hazards that would otherwise be problematic to deal with. Pokemon that can remove or lure the bulky Grass-types that plague Tapu Koko, such as Gunk Shot Greninja or Choice Band Zygarde, make excellent teammates for this set. Magnezone is also a good partner to this set due to its ability to trap Ferrothorn, which is arguably the most annoying entry hazard setter for this set to deal with.


please let me know if i failed to explain something or you would like further explanation on some of my edits, i would happy to provide more/discuss things. best of luck
 

autumn

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hi THE SCIATIC NERVE gonna go through this amcheck and if you need anything clarified or explained lmk. you can also ask on the gp discord. i'd also bear in mind that while this gp tool is useful, it doesmake some formatting awkward when it changes things inbetween words so make sure it's all clear when posting. it also doesn't give ac / rc comments for commas, which are useful so they can be seen more easily.

my colours are add remove comments
GP 1/2

[SET]
name: Defog Pivot
move 1: Thunderbolt
move 2: Defog
move 3: Roost
move 4: U-Turn U-turn / Hidden Power Ice
item: Electrium Z / Leftovers
ability: Electric Surge
nature: Timid
evs: 20 HP / 252 SpA / 20 SpD / 216 Spe

[SET COMMENTS]
Moves
========

Thunderbolt provides Tapu Koko with a reliable Electric Terrain-boosted STAB move that is the main method of dealing damage for this set for it to deal damage. Defog clears away entry hazards for Tapu Koko's teammates and allows Tapu Koko it to keep Spikes Greninja at bay. Roost is a necessary recovery move that allowkeeps Tapu Koko to stay healthy throughout the game, allowing it to more reliably checking Pokemon such as Mega Pinsir, Celesteela, (AC) and Hawlucha. U-turn allows Tapu Koko to maintregain some of the momentum that it loses when removing entry hazards and also eases prediction throughout the game, but comes with the downside of makesing not a necessary change, but I feel it flows better and doesn’t quite take away from the tone you’ve set Tapu Koko a sitting duck against Ground-type Pokemon. Alternatively, Hidden Power Ice allows Tapu Koko to heavily damage Ground-types such as Landorus-T, Zygarde, and Gliscor It’s not necessarily that they are ground types but that they are 4x weak to ice that makes HP an attractive option right? Perhaps it may be a good idea to clarify that (but I’m not a pokemon player so ur judgement) (if it's not a ground type tbolt hits it so keep the ground mention) but sacrifices the momentum provided by U-turn.

Set Details
========

Electrium Z in conjunction with Thunderbolt allows Tapu Koko to heavily cripple or outright KO some (you don't ko lando/glisc) Stealth Rock users such as Clefable and Heatran that are otherwise somewhat troublesome to deal with such as Clefable and Heatran. Leftovers can also be used over Electrium Z because the increased longevity allows Tapu Koko to remove hazards more consistently. Alternatively, Shuca Berry can be used in order to allow Tapu Koko to more consistently remove Stealth Rock against Landorus-T as well as offensively check Zygarde if need be. (probably mention with hp ice here to 100% clarify) 20 HP in conjunction with and 20 Special Defense EVs ensures ensure that Mega Latios cannot OHKO Tapu Koko after Stealth Rock damage. 216 Speed EVs with a Timid Nnature ensure that Tapu Koko outspeeds allow Tapu Koko to outspeed Weavile and Greninja, (AC) and 252 Special Attack EVs ensure that Z ThunderbGigavolt Havoc will KO offensive Heatran and Thunderbolt will always 2HKO defensive Clefable.

Usage Tips
========

This Tapu Koko set is best used to proactively remove entry hazards in the early stages of the game, as it can still be quickly worn down in spite of its access to Roost due to its underwhelming bulk. However, if you're facing an entry hazard setter that Tapu Koko cannot Defog against, such as Ferrothorn, then it's best to remove the entry hazard setter before attempting to remove the hazards. This set is largely useful due to its ability to be a durable answer to Toxic Spikes, as Tapu Koko can consistently switching into and threatening Toxapex out while using Defog to remove Toxic Spikes. Be careful to not waste Tapu Koko's Z-mMove too early on in the match because it can potentially be more useful in later stages of the game when it's easier to guarantee a KO late-game. Finally, when facing a threat that Tapu Koko is necessary to check, such as Hawlucha or Mega Pinsir, ensure that you use Tapu Koko uses Roost (not clear when one should use roost, I added “often” as that clarifies somewhat, but you may want to better specify the scenarios in which this is advisable) often to guarantee that Tapu Koko it will be able to survive boosted attacks from either target.

Team Options
========

This Tapu Koko set tends to fit onto more offensive teams that require role compression from Tapu Koko to remove entry hazards while checking key threats like Mega Pinsir and Hawlucha. Pokemon weak to Stealth Rock, (AC) such as Volcarona and Mega Pinsir, appreciate Tapu Koko's ability to remove punishing entry hazards that would otherwise be problematic to deal with. Pokemon that can remove or lure the bulky Grass-types that plague Tapu Koko, such as Gunk Shot Greninja or Choice Band Zygarde, make excellent teammates for this set. Magnezone is also a good partner to this set due to its ability to trap Ferrothorn, which is arguably the most annoying entry hazard setter for this set to deal with.
 
This is incredibly minor but wouldn't 16 HP / 24 SpD be better? 20 HP leaves you with an even HP stat, meaning you take more from hazards, and 16 HP / 24 SpD still lets you take Mega Latios's Earthquake / Psychic after Rocks.

edit @ below: TIL
 
Last edited:

GMars

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This is incredibly minor but wouldn't 16 HP / 24 SpD be better? 20 HP leaves you with an even HP stat, meaning you take more from hazards, and 16 HP / 24 SpD still lets you take Mega Latios's Earthquake / Psychic after Rocks.
286 hp isn’t divisible by 8, 6, or 4 so it doesn’t take more from rocks or spikes
 
hi THE SCIATIC NERVE gonna go through this amcheck and if you need anything clarified or explained lmk. you can also ask on the gp discord. i'd also bear in mind that while this gp tool is useful, it doesmake some formatting awkward when it changes things inbetween words so make sure it's all clear when posting. it also doesn't give ac / rc comments for commas, which are useful so they can be seen more easily.

my colours are add remove comments
GP 1/2

[SET]
name: Defog Pivot
move 1: Thunderbolt
move 2: Defog
move 3: Roost
move 4: U-Turn U-turn / Hidden Power Ice
item: Electrium Z / Leftovers
ability: Electric Surge
nature: Timid
evs: 20 HP / 252 SpA / 20 SpD / 216 Spe

[SET COMMENTS]
Moves
========

Thunderbolt provides Tapu Koko with a reliable Electric Terrain-boosted STAB move that is the main method of dealing damage for this set for it to deal damage. Defog clears away entry hazards for Tapu Koko's teammates and allows Tapu Koko it to keep Spikes Greninja at bay. Roost is a necessary recovery move that allowkeeps Tapu Koko to stay healthy throughout the game, allowing it to more reliably checking Pokemon such as Mega Pinsir, Celesteela, (AC) and Hawlucha. U-turn allows Tapu Koko to maintregain some of the momentum that it loses when removing entry hazards and also eases prediction throughout the game, but comes with the downside of makesing not a necessary change, but I feel it flows better and doesn’t quite take away from the tone you’ve set Tapu Koko a sitting duck against Ground-type Pokemon. Alternatively, Hidden Power Ice allows Tapu Koko to heavily damage Ground-types such as Landorus-T, Zygarde, and Gliscor It’s not necessarily that they are ground types but that they are 4x weak to ice that makes HP an attractive option right? Perhaps it may be a good idea to clarify that (but I’m not a pokemon player so ur judgement) (if it's not a ground type tbolt hits it so keep the ground mention) but sacrifices the momentum provided by U-turn.

Set Details
========

Electrium Z in conjunction with Thunderbolt allows Tapu Koko to heavily cripple or outright KO some (you don't ko lando/glisc) Stealth Rock users such as Clefable and Heatran that are otherwise somewhat troublesome to deal with such as Clefable and Heatran. Leftovers can also be used over Electrium Z because the increased longevity allows Tapu Koko to remove hazards more consistently. Alternatively, Shuca Berry can be used in order to allow Tapu Koko to more consistently remove Stealth Rock against Landorus-T as well as offensively check Zygarde if need be. (probably mention with hp ice here to 100% clarify) 20 HP in conjunction with and 20 Special Defense EVs ensures ensure that Mega Latios cannot OHKO Tapu Koko after Stealth Rock damage. 216 Speed EVs with a Timid Nnature ensure that Tapu Koko outspeeds allow Tapu Koko to outspeed Weavile and Greninja, (AC) and 252 Special Attack EVs ensure that Z ThunderbGigavolt Havoc will KO offensive Heatran and Thunderbolt will always 2HKO defensive Clefable.

Usage Tips
========

This Tapu Koko set is best used to proactively remove entry hazards in the early stages of the game, as it can still be quickly worn down in spite of its access to Roost due to its underwhelming bulk. However, if you're facing an entry hazard setter that Tapu Koko cannot Defog against, such as Ferrothorn, then it's best to remove the entry hazard setter before attempting to remove the hazards. This set is largely useful due to its ability to be a durable answer to Toxic Spikes, as Tapu Koko can consistently switching into and threatening Toxapex out while using Defog to remove Toxic Spikes. Be careful to not waste Tapu Koko's Z-mMove too early on in the match because it can potentially be more useful in later stages of the game when it's easier to guarantee a KO late-game. Finally, when facing a threat that Tapu Koko is necessary to check, such as Hawlucha or Mega Pinsir, ensure that you use Tapu Koko uses Roost (not clear when one should use roost, I added “often” as that clarifies somewhat, but you may want to better specify the scenarios in which this is advisable) often to guarantee that Tapu Koko it will be able to survive boosted attacks from either target.

Team Options
========

This Tapu Koko set tends to fit onto more offensive teams that require role compression from Tapu Koko to remove entry hazards while checking key threats like Mega Pinsir and Hawlucha. Pokemon weak to Stealth Rock, (AC) such as Volcarona and Mega Pinsir, appreciate Tapu Koko's ability to remove punishing entry hazards that would otherwise be problematic to deal with. Pokemon that can remove or lure the bulky Grass-types that plague Tapu Koko, such as Gunk Shot Greninja or Choice Band Zygarde, make excellent teammates for this set. Magnezone is also a good partner to this set due to its ability to trap Ferrothorn, which is arguably the most annoying entry hazard setter for this set to deal with.
thanks for the feedback, i pretty much agree with/understand all the changes you made so no questions on that front.

What exactly of the formatting should I be looking out for? I'm guessing it's something like "Z ThunderbGigavolt Havoc" where the editor only removes the letters if they aren't a part of the new word, or is there something else I should be looking out for? I like the editor I'm currently using because it lets me focus on the actual writing instead of having to haggle over colors and whatever, but I'm willing to just use the smogon text editor if that maximizes the clarity of the edit.

The ac/rc comment thing I think is just something that I don't do as I felt that it wasn't necessary. I will try and remember to throw those in however from now on. thx
 

P Squared

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GP 2/2
[SET]
name: Defog Pivot
move 1: Thunderbolt
move 2: Defog
move 3: Roost
move 4: U-turn / Hidden Power Ice
item: Electrium Z / Leftovers
ability: Electric Surge
nature: Timid
evs: 20 HP / 252 SpA / 20 SpD / 216 Spe

[SET COMMENTS]
Moves
========

Thunderbolt provides Tapu Koko with a reliable Electric Terrain-boosted STAB move that is the main method for it to deal damage. Defog clears away entry hazards for Tapu Koko's teammates and allows it to keep Spikes Greninja at bay. Roost is a necessary recovery move that keeps Tapu Koko healthy throughout the game, allowing it to more reliably check Pokemon such as Mega Pinsir, Celesteela, and Hawlucha. U-turn allows Tapu Koko to regain some of the momentum that it loses when removing entry hazards and also eases prediction throughout the game, but it comes with the downside of making Tapu Koko a sitting duck against Ground-type Pokemon. Alternatively, Hidden Power Ice allows Tapu Koko to heavily damage Ground-types such as Landorus-T, Zygarde, and Gliscor but sacrifices the momentum provided by U-turn.

Set Details
========

Electrium Z in conjunction with Thunderbolt allows Tapu Koko to heavily cripple or outright KO some Stealth Rock users such as Clefable and Heatran that are otherwise somewhat troublesome to deal with. Leftovers can also be used over Electrium Z because the increased longevity allows Tapu Koko to remove hazards more consistently. Alternatively, Shuca Berry can be used in conjunction with Hidden Power Ice to allow Tapu Koko to more consistently remove Stealth Rock against Landorus-T as well as offensively check Zygarde if need be. 20 HP in conjunction and 20 Special Defense EVs ensure that Mega Latios cannot OHKO Tapu Koko after Stealth Rock damage. 216 Speed EVs with a Timid nature allow Tapu Koko to outspeed Weavile and Greninja, and 252 Special Attack EVs ensure that Gigavolt Havoc will KO offensive Heatran and Thunderbolt will always 2HKO defensive Clefable.

Usage Tips
========

This Tapu Koko set is best used to proactively remove entry hazards in the early stages of the game, as it can still be quickly worn down in spite of its access to Roost due to its underwhelming bulk. However, if you're facing an entry hazard setter that Tapu Koko cannot Defog against, such as Ferrothorn, then it's best to remove the entry hazard setter before attempting to remove the hazards. This set is largely useful due to its ability to be a durable answer to Toxic Spikes, as Tapu Koko can consistently switch into and threaten Toxapex out while using Defog to remove Toxic Spikes. Be careful to not waste Tapu Koko's Z-Move too early on in the match because it can potentially be more useful when it's easier to guarantee a KO late-game. Finally, when facing a threat that Tapu Koko is necessary to check, such as Hawlucha or Mega Pinsir, ensure that Tapu Koko uses Roost often against targets that it threatens out such as Celesteela to guarantee that it will be able to survive boosted attacks from either target.

Team Options
========

This Tapu Koko set tends to fit onto more offensive teams that require role compression to remove entry hazards while checking key threats like Mega Pinsir and Hawlucha. Pokemon weak to Stealth Rock, such as Volcarona and Mega Pinsir, appreciate Tapu Koko's ability to remove punishing entry hazards that would otherwise be problematic to deal with. Pokemon that can remove or lure the bulky Grass-types that plague Tapu Koko, such as Gunk Shot Greninja or Choice Band Zygarde, make excellent teammates for this set. Magnezone is also a good partner due to its ability to trap Ferrothorn, which is arguably the most annoying entry hazard setter for this set to deal with.
 

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