Monotype Infernape (Fighting) [QC: 3/3] [GP: 2/2] (Written)

[OVERVIEW]

Fighting
========
Infernape is Fighting's premier suicide lead, able to get up Stealth Rock effectively before going down, often either crippling or taking out a foe on the way. Thanks to its Fire typing, Infernape can be a huge help against Steel teams, which are surprisingly annoying to deal with at times. A combination of Fire Blast and Close Combat can at least 2HKO entire Steel teams. Thanks to its access to Taunt and its good Speed, Infernape can at least tie with Galvantula, which gives it a chance to Taunt it before Sticky Web can be set to cripple the team, as Fighting teams lack reliable entry hazard removal. With access to Endeavor and priority, Infernape can effectively trade at worst one-for-one in most circumstances, which solidifies its niche on the team as a very reliable suicide lead instead of a Steel counter. Unfortunately, Infernape faces competition from Cobalion, which is a far more reliable Stealth Rock setter in most cases for Fighting teams, as it brings better bulk and a Steel typing that makes it a switch-in for Psychic-, Dragon-, and Fairy-type attacks. In contrast, Infernape's Fire typing is almost never useful defensively, as even if it can take one Fairy-type attack, it has no way to hit back hard. Infernape also has little use outside of being a lead, as its poor bulk is irredeemable and even its offensive stats are rather unimpressive.

[SET]
name: Suicide Lead (Fighting)
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Vacuum Wave
move 4: Close Combat / Endeavor
item: Focus Sash
ability: Blaze
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Stealth Rock and Taunt are Infernape's core moves, allowing it to both set up entry hazards and prevent the opponent's hazards, giving the team an advantage from the beginning. Taunt is especially important for the Bug matchup, as if Infernape wins the Speed tie, it can prevent Galvantula from setting up the all-important Sticky Web that allows Mega Pinsir to rip through Fighting teams. It also helps against Flying, where Infernape outspeeds most common Defoggers. Fire Blast and Close Combat give Infernape offensive presence, as they are its strongest moves and give it mixed capabilities, being especially dangerous for Steel teams to handle. Alternatively, Endeavor can be used with Vacuum Wave to cripple and then KO one Pokemon if not two after Infernape has set Stealth Rock. However, Infernape will have little to no use outside of as a lead with this set.

Set Details
========
The EV spread maximizes Infernape's damage output and Speed, making it as effective of a lead as possible. The Naive nature reduces damage taken from priority moves while making sure Infernape can Speed tie with Galvantula. Focus Sash makes Infernape a reliable lead that can at least get up Stealth Rock and still either Taunt or fire off an attack after. Blaze is the only useful ability for this set, as once Infernape is knocked down to 1 HP, its Fire Blast can deal even more damage. If Infernape uses Endeavor, it should use 0 IVs in HP, Defense, and Special Defense, to get down to 1 HP as easily as possible.

Usage Tips
========
Infernape should be used as a lead in almost every scenario, as it doesn't have much use late-game. Be careful of anti-leads, though, and save Infernape for later if it would be matched against a faster Taunt user such as Aerodactyl or a Magic Bounce user like Mega Sableye. Because Fighting teams lack entry hazard removal, Infernape should usually prioritize Taunting opposing leads over getting up its own Stealth Rock. However, in matchups like Flying where Stealth Rock is most important, Stealth Rock should be set and kept up at all costs. Most of the time, Infernape should just attack until it gets KOed after it fulfills its role to give a teammate a free switch in. Against more defensive Pokemon like Mantine, Infernape should try to use Taunt the turn it is KOed, to support its teammates as much as possible. For example, against Steel teams, Infernape should typically spam its super effective STAB attacks, as very few Steel-types can switch into it. It is worth saving Infernape for later too, when it is threatened by a revenge killer, as it is important for this matchup. For Endeavor sets, usually Infernape should set Stealth Rock the turn it's being brought down to its Focus Sash, which can be followed with Endeavor afterwards to cripple almost any slower foe. Against certain types like Flying and Bug that are especially weak to Stealth Rock, however, preserving Infernape may be necessary to make sure it can set entry hazards multiple times throughout the battle.

Team Options
========
Setup sweepers like Kommo-o appreciate Infernape's Stealth Rock making it easier for them to sweep late-game. In addition, Pokemon like Mega Gallade can benefit from the foe being Taunted as Infernape goes down, possibly giving them a free turn to set up. Other late-game cleaners like Choice Scarf Buzzwole and Heracross that gain an Attack boost with every KO have a much better chance of pulling off a full sweep after Stealth Rock has been slowly wearing down the opposing team. Focus Sash users such as Breloom and Terrakion require Taunt's utility, as most Fighting teams have no other partially reliable way of preventing opposing entry hazards, so Infernape is often a good teammate for them. Against Bug teams, Choice Scarf Terrakion is typically an important revenge killer that can outspeed Choice Scarf Heracross and +1 Volcarona. Infernape's ability to Taunt Galvantula if it wins a Speed tie and prevent Sticky Web from slowing Terrakion down is essential for making sure it can continue to check those fast threats. Wallbreakers like Keldeo appreciate Stealth Rock helping net easier KOs; for example, Flying teams struggle to deal with Keldeo's powerful super effective attacks when Stealth Rock punishes every switch to a check.

[STRATEGY COMMENTS]
Other Options
=============

Fighting
--------
If Stealth Rock utility is already covered by a teammate, Infernape is one of the few Fighting-types that can run a mixed all-out attacker set, but it tends to be less effective than the other potential attackers that a hyper offensive type like Fighting can field like Kommo-o.

Checks and Counters
===================

Fighting
--------
**Anti-leads**: Infernape can be rendered useless by most anti-leads, as it is as generic of a lead as there is. Pokemon with Magic Bounce such as Mega Diancie and faster Taunt users such as Aerodactyl can completely prevent Infernape from properly doing its job.

**Faster Pokemon**: Faster Pokemon can force Endeavor Infernape to choose between setting Stealth Rock and using Endeavor. Sets without Endeavor are even more vulnerable, as they will be unable to do anything but set Stealth Rock.

**Hippowdon**: Hippowdon is a great check to Infernape, as Sand Stream always breaks Infernape's Focus Sash safely. In addition to this, Hippowdon also forces a 50/50, as it can Earthquake to KO Infernape after sand damage or set up its own Stealth Rock.

**Rapid Spin**: Rapid Spin can break Infernape's Focus Sash and remove Stealth Rock at the same time, making Torkoal and Armaldo reasonable answers to Infernape.

**Water-types**: Water-types like Mantine and Toxapex are good defensive counters to Infernape by virtue of their typing. While they cannot stop Stealth Rock from being set, they aren't threatened by Infernape in any other way and can force it out easily.

**Ghost-types**: If Infernape uses the Endeavor set, Ghost-types completely wall it, although most of them will not be able to prevent Stealth Rock.

[CREDITS]
- Written by: [[Eien, 100418]]
- Fighting analysis by: [[Eien, 100418]]
- Quality checked by: [[Moosical, 215618], [Havens, 391540], [KevinELF, 314540]]
- Grammar checked by: [[The Dutch Plumberjack,232216]]
 
Last edited:

Moosical

big yikes
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Overview
You mention its Fire-typing in a positive light, but then later talk about it negatively. Maybe specify in the second bullet that talks about its typing as "In contrast, Infernape's Fire-typing is almost never useful defensively"
Also, since you have endeavor + vacuum wave as the slash option, maybe have its description later on in the overview than the second sentence.

Set Details
Maybe mention why you run 252 SpA instead of 252 Atk.

Usage Tips
Examples of faster taunters/anti-leads in that sentence.
In the sentence of Taunt > SR maybe specify a matchup where that's not the case, i.e. flying.
Maybe a bullet talking about the Steel matchup, since you bring up its use in the overview.
Maybe a bullet about using Taunt later in the game so that a teammate can more effectively setup or take down defensive threats if they faint Infernape.

Team Options
I'm kind of iffy on having the other focus sash Pokemon as teammates. Taunt Infernape as your only means of preventing hazards with 2 Sash Pokemon (Infernape + other) sounds like a big yikes. I'd sooner use one of those offensive Sash Pokemon with like Defog Hawlucha.
Free Keldeo.
I was also thinking about an offensive Cobalion with this set, but might be bad to promote in an analysis.

Checks and Counters
Defensive Water-types? Infernape really can't do much to Toxapex or Mantine for example except hope that they put Infernape into an okay Endeavor range (of which toxapex just gets its HP back when it switches).

QC 1/3
 
Implemented except focus sash stuff. Fighting uses sash because they’re just good sets overall. It helps that infernape can taunt hazard setters. Naturally, defog would be better, but fighting takes what it can get given its poor state in the metagame
 

Havens

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Usage Tips:
-"Against Bug teams, Choice Scarf Terrakion is typically an important revenge killer that can outspeed Choice Scarf Heracross and +1 Volcarona. Infernape's ability to Taunt Galvantula and potentially prevent Sticky Web from slowing Terrakion down is essential for making sure it can continue to check those fast threats." The fact that Infernape speed ties with Galvantula persuaded me to add the word here, since it's not a guarantee.

Checks and Counters:
-"**Ghost-types**: If Infernape uses the Endeavor set, Ghost-types completely wall it, although they most of them will not be able to prevent Stealth Rock." Added this because Mega Sableye is a staple on Ghost teams.

If Infernape's using Endeavor + Vacuum Wave, would it be plausible to run 252 Atk + Iron Fist + Mach Punch instead? Same idea, but you'd get more power out of Mach Punch and invest more into attack since you're not using Fire Blast, and could potentially help against foes with contact repercussions (Rocky Helmet users) that could look to remove Stealth Rock (could perhaps be an OO?)

QC 2/3
 
If Infernape's using Endeavor + Vacuum Wave, would it be plausible to run 252 Atk + Iron Fist + Mach Punch instead? Same idea, but you'd get more power out of Mach Punch and invest more into attack since you're not using Fire Blast, and could potentially help against foes with contact repercussions (Rocky Helmet users) that could look to remove Stealth Rock (could perhaps be an OO?)

QC 2/3
Endeavor drops them to 1, so I don't see the point in extra damage. If the foe has Rocky Helmet, Endeavor is contact, so Infernape will drop that way instead.

Written and ready for QC 3/3
 

Lumari

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TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Fighting
========
Infernape is Fighting's premier suicide lead, able to get up Stealth Rock effectively before going down, often either crippling or taking out a foe on the way. Thanks to its Fire typing, Infernape can be a huge help against Steel teams, which are surprisingly annoying to deal with at times. A combination of Fire Blast and Close Combat can 2HKO at worst the entire Steel team. Thanks to its access to Taunt and its good Speed, Infernape can at least tie with Galvantula, which gives it a chance to Taunt it before Sticky Web can be set to cripple the team, as Fighting teams lack reliable entry hazard removal. With access to Endeavor and priority, Infernape can effectively trade at worst one-for-one in most circumstances, which solidifies its niche on the team as a very reliable suicide lead instead of a Steel counter. Unfortunately, Infernape faces competition from Cobalion, which is a far more reliable Stealth Rock setter in most cases for Fighting teams, as it brings better bulk and a Steel typing (RC) making that makes it a switch-in for Psychic-, Dragon-, and Fairy-type attacks. In contrast, Infernape's Fire typing is almost never useful defensively, as even if it can take one Fairy-type attack, it has no way to hit back hard. Infernape also has little use outside of being a lead, as its poor bulk is irredeemable and even its offensive stats are rather unimpressive.

[SET]
name: Suicide Lead (Fighting)
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Vacuum Wave
move 4: Close Combat / Endeavor
item: Focus Sash
ability: Blaze
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Stealth Rock and Taunt are Infernape's core moves, allowing it to both set up entry hazards and prevent the opponent's hazards, giving the team an advantage from the beginning. Taunt is especially important for the Bug matchup, as if Infernape wins the Speed tie, it can prevent Galvantula from setting up the all-important Sticky Web that allows Mega Pinsir to rip through Fighting teams. It also helps against Flying, where Infernape outspeeds most common Defoggers. Fire Blast and Close Combat give Infernape offensive presence, as they are its strongest moves and give it mixed capabilities, being especially dangerous for Steel teams to handle. Alternatively, Endeavor can be used with Vacuum Wave to cripple and then KO one Pokemon if not two after Infernape has set Stealth Rock. However, Infernape will have little to no use outside of as a lead with this set.

Set Details
========
The EV spread maximizes Infernape's damage output and Speed, making it as effective of a lead as possible. The Naive nature reduces damage taken from priority moves while making sure Infernape can Speed tie with Galvantula. Focus Sash makes Infernape a reliable lead that can at least get up Stealth Rock and still either Taunt or fire off an attack after. Blaze is the only useful ability for this set, as once Infernape is knocked down to 1 HP, its Fire Blast can deal even more damage. If Infernape uses Endeavor, it should use 0 IVs in HP, Defense, and Special Defense, to get down to 1 HP as easily as possible.

Usage Tips
========
Infernape should be used as a lead in almost every scenario, as it doesn't have much use late-game. Be careful of anti-leads, though, and save Infernape for later if it would be matched against a faster Taunter Taunt user such as Aerodactyl or a Magic Bounce user like Mega Sableye. Because Fighting teams lack entry hazard removal, Infernape should usually prioritize Taunting opposing leads before over getting up its own Stealth Rock. However, in matchups like Flying where Stealth Rock is most important, Stealth Rock should be set and kept up at all costs. Most of the time, Infernape should just attack until it gets KOed after it fulfills its role to give a teammate a free switch in. Against more defensive Pokemon like Mantine, Infernape should try to use Taunt the turn it is KOed, to support its teammates as much as possible. For example, against Steel teams, Infernape should typically spam its super effective STAB attacks, as very few Steel-types can switch into Infernape it. It is worth saving Infernape for later too, when it is threatened by a revenge killer, as it is important for this matchup. For Endeavor sets, usually Infernape should set Stealth Rock the turn it's being brought down to its Focus Sash, which can be followed with Endeavor afterwards to cripple almost any slower foe. Against certain types like Flying or and Bug that are especially weak to Stealth Rock, however, preserving Infernape may be necessary to make sure it can set rocks entry hazards multiple times throughout the battle.

Team Options
========
Setup sweepers like Kommo-o appreciate Infernape's being able to set Stealth Rock to make making it easier for them to sweep late-game. In addition, Pokemon like Mega Gallade can benefit from the foe being Taunted as Infernape goes down, possibly giving them a free turn to set up. Other late-game cleaners like Choice Scarf Buzzwole and Heracross that gain an Attack boost with every KO have a much better chance of pulling off a full sweep after Stealth Rock has been slowly wearing down the opposing team. Focus Sash users such as Breloom and Terrakion require Taunt's utility, as most Fighting teams have no other partially reliable way of preventing opposing entry hazards, so Infernape is often a good teammate for them. Against Bug teams, Choice Scarf Terrakion is typically an important revenge killer that can outspeed Choice Scarf Heracross and +1 Volcarona. Infernape's ability to Taunt Galvantula if it wins a Speed tie and prevent Sticky Web from slowing Terrakion down is essential for making sure it can continue to check those fast threats. Wallbreakers like Keldeo appreciate Stealth Rock helping net easier KOs; for example, Flying teams struggle to deal with Keldeo’s Keldeo's powerful super effective attacks when Stealth Rock punishes every switch to a check.

[STRATEGY COMMENTS]
Other Options
=============

Fighting
--------
If Stealth Rock utility is already covered by a teammate, Infernape is one of the few Fighting types that can run a mixed all-out attacker set, but it tends to be less effective than the other potential attackers that a hyper offensive type like Fighting can field like Kommo-o.

Checks and Counters
===================

Fighting
--------
**Anti-leads**: Infernape can be rendered useless by most anti-leads, as it is as generic of a lead as there is. Pokemon with Magic Bounce such as Mega Diancie and faster Taunters Taunt users such as Aerodactyl can completely prevent Infernape from properly doing its job.

**Faster Pokemon**: Faster Pokemon can force Endeavor Infernape to choose between setting Stealth Rock and using Endeavor. Sets without Endeavor are even more vulnerable, as they will be unable to do anything but set Stealth Rock.

**Hippowdon**: Hippowdon is a great check to Infernape, as Sand Stream always breaks Infernape's Focus Sash safely. In addition to this, Hippowdon also forces a 50/50, as it can Earthquake to KO Infernape after sand damage or set up its own Stealth Rock.

**Rapid Spin**: Rapid Spin can break Infernape's Focus Sash and remove Stealth Rock at the same time, making Torkoal and Armaldo reasonable answers to Infernape.

**Water-types**: Water-types like Mantine and Toxapex are good defensive counters to Infernape by virtue of their typing. While they cannot stop Stealth Rock from being set, they aren’t aren't threatened by Infernape in any other way and can force it out easily.

**Ghost-types**: If Infernape uses the Endeavor set, Ghost-types completely wall it, although most of them will not be able to prevent Stealth Rock.

[CREDITS]
- Written by: [[Eien, 100418]]
- Fighting analysis by: [[Eien, 100418]]
- Quality checked by: [[Moosical, 215618], [Havens, 391540]]
- Grammar checked by: [[,]]
 

Electrolyte

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add remove (comments)
[OVERVIEW]

Fighting
========
Infernape is Fighting's premier suicide lead, able to get up Stealth Rock effectively before going down, often either crippling or taking out a foe on the way. Thanks to its Fire typing, Infernape can be a huge help against Steel teams, which are surprisingly annoying to deal with at times. A combination of Fire Blast and Close Combat can at worst 2HKO at worst the entire Steel teams. Thanks to its access to Taunt and its good Speed, Infernape can at least tie with Galvantula, which gives it a chance to Taunt it before Sticky Web can be set to cripple the team, as Fighting teams lack reliable entry hazard removal. With access to Endeavor and priority, Infernape can effectively trade at worst one-for-one in most circumstances, which solidifies its niche on the team as a very reliable suicide lead instead of a Steel counter. Unfortunately, Infernape faces competition from Cobalion, which is a far more reliable Stealth Rock setter in most cases for Fighting teams, as it brings better bulk and a Steel typing that makes it a switch-in for Psychic-, Dragon-, and Fairy-type attacks. In contrast, Infernape's Fire typing is almost never useful defensively, as even if it can take one Fairy-type attack, it has no way to hit back hard. Infernape also has little use outside of being a lead, as its poor bulk is irredeemable and even its offensive stats are rather unimpressive.

[SET]
name: Suicide Lead (Fighting)
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Vacuum Wave
move 4: Close Combat / Endeavor
item: Focus Sash
ability: Blaze
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Stealth Rock and Taunt are Infernape's core moves, allowing it to both set up entry hazards and prevent the opponent's hazards, giving the team an advantage from the beginning. Taunt is especially important for the Bug matchup, as if Infernape wins the Speed tie, it can prevent Galvantula from setting up the all-important Sticky Web that allows Mega Pinsir to rip through Fighting teams. It also helps against Flying, where Infernape outspeeds most common Defoggers. Fire Blast and Close Combat give Infernape offensive presence, as they are its strongest moves and give it mixed capabilities, being especially dangerous for Steel teams to handle. Alternatively, Endeavor can be used with Vacuum Wave to cripple and then KO one Pokemon if not two after Infernape has set Stealth Rock. However, Infernape will have little to no use outside of as a lead with this set.

Set Details
========
The EV spread maximizes Infernape's damage output and Speed, making it as effective of a lead as possible. The Naive nature reduces damage taken from priority moves while making sure Infernape can Speed tie with Galvantula. Focus Sash makes Infernape a reliable lead that can at least get up Stealth Rock and still either Taunt or fire off an attack after. Blaze is the only useful ability for this set, as once Infernape is knocked down to 1 HP, its Fire Blast can deal even more damage. If Infernape uses Endeavor, it should use 0 IVs in HP, Defense, and Special Defense, to get down to 1 HP as easily as possible.

Usage Tips
========
Infernape should be used as a lead in almost every scenario, as it doesn't have much use late-game. Be careful of anti-leads, though, and save Infernape for later if it would be matched against a faster Taunt user such as Aerodactyl or a Magic Bounce user like Mega Sableye. Because Fighting teams lack entry hazard removal, Infernape should usually prioritize Taunting opposing leads over getting up its own Stealth Rock. However, in matchups like Flying where Stealth Rock is most important, Stealth Rock should be set and kept up at all costs. Most of the time, Infernape should just attack until it gets KOed after it fulfills its role to give a teammate a free switch in. Against more defensive Pokemon like Mantine, Infernape should try to use Taunt the turn it is KOed, to support its teammates as much as possible. For example, against Steel teams, Infernape should typically spam its super effective STAB attacks, as very few Steel-types can switch into it. It is worth saving Infernape for later too, when it is threatened by a revenge killer, as it is important for this matchup. For Endeavor sets, usually Infernape should set Stealth Rock the turn it's being brought down to its Focus Sash, which can be followed with Endeavor afterwards to cripple almost any slower foe. Against certain types like Flying and Bug that are especially weak to Stealth Rock, however, preserving Infernape may be necessary to make sure it can set entry hazards multiple times throughout the battle.

Team Options
========
Setup sweepers like Kommo-o appreciate Infernape's Stealth Rock making it easier for them to sweep late-game. In addition, Pokemon like Mega Gallade can benefit from the foe being Taunted as Infernape goes down, possibly giving them a free turn to set up. Other late-game cleaners like Choice Scarf Buzzwole and Heracross that gain an Attack boost with every KO have a much better chance of pulling off a full sweep after Stealth Rock has been slowly wearing down the opposing team. Focus Sash users such as Breloom and Terrakion require Taunt's utility, as most Fighting teams have no other partially reliable way of preventing opposing entry hazards, so Infernape is often a good teammate for them. Against Bug teams, Choice Scarf Terrakion is typically an important revenge killer that can outspeed Choice Scarf Heracross and +1 Volcarona. Infernape's ability to Taunt Galvantula if it wins a Speed tie and prevent Sticky Web from slowing Terrakion down is essential for making sure it can continue to check those fast threats. Wallbreakers like Keldeo appreciate Stealth Rock helping net easier KOs; for example, Flying teams struggle to deal with Keldeo's powerful super effective attacks when Stealth Rock punishes every switch to a check.

[STRATEGY COMMENTS]
Other Options
=============

Fighting
--------
If Stealth Rock utility is already covered by a teammate, Infernape is one of the few Fighting-(add hyphen)types that can run a mixed all-out attacker set, but it tends to be less effective than the other potential attackers that a hyper offensive type like Fighting can field like Kommo-o.

Checks and Counters
===================

Fighting
--------
**Anti-leads**: Infernape can be rendered useless by most anti-leads, as it is as generic of a lead as there is. Pokemon with Magic Bounce such as Mega Diancie and faster Taunt users such as Aerodactyl can completely prevent Infernape from properly doing its job.

**Faster Pokemon**: Faster Pokemon can force Endeavor Infernape to choose between setting Stealth Rock and using Endeavor. Sets without Endeavor are even more vulnerable, as they will be unable to do anything but set Stealth Rock.

**Hippowdon**: Hippowdon is a great check to Infernape, as Sand Stream always breaks Infernape's Focus Sash safely. In addition to this, Hippowdon also forces a 50/50, as it can Earthquake to KO Infernape after sand damage or set up its own Stealth Rock.

**Rapid Spin**: Rapid Spin can break Infernape's Focus Sash and remove Stealth Rock at the same time, making Torkoal and Armaldo reasonable answers to Infernape.

**Water-types**: Water-types like Mantine and Toxapex are good defensive counters to Infernape by virtue of their typing. While they cannot stop Stealth Rock from being set, they aren't threatened by Infernape in any other way and can force it out easily.

**Ghost-types**: If Infernape uses the Endeavor set, Ghost-types completely wall it, although most of them will not be able to prevent Stealth Rock.

GP 2/2
 

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