My first team: What is this I don't even--

I have always wondered how well one of my loony ideas for a team would work on shoddy, and eventually I decided to cook one up and test it. This team started with a custom built Blissey designed to stand against battle tower threats, (Yay Garchomp! Yay Latis!) but has since proved to be quite effective on Shoddy.

Team Building Process

Well, I said I started with this, Didn't I?

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Blissey does all kinds of mean things with the build described later, but is a most effective switch in VS. Weavile not banded into fighting and any LO variety Weavile, a great revenge to scarf Flygon Outraging, and has all kinds of fun with anything running Satk. If you're wondering how she manages to do all this, it's because she runs counter. But as all Blissey do, she has a major issue with stab fighting physicals, so I needed something to switch into those.

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Rotom was a clear pick, though W was determined upon later examination of my team. Specifically, I wanted a special attack that dealt with most fire types, and that left water as being the prime choice. Its bulky build fits in with my team's momentum perfectly, being designed to shift the tempo to my favor and cripple those physical fighting-types and Scizor. Now I needed a lead which could get the job done.


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I decided to build this in the most taboo way possible to counter other leads. Bulky and scarfed, Azelf turns what everyone sees as a standard suicide lead into a monstrosity that is designed to ruin the enemy lead while providing useful services to the later battle, its levitate and explosion are able to net useful switches and kills which would not be possible without the extra bulk. And since everything in this team has been bulky so far, I might actually need an offensive threat or two.

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DD 'nite makes a great theoretical addition to a team where bulk is king, and provides excellent coverage with its attacks, fire punch providing for an excellent way to alleviate lingering Scizor woes. He also makes delicious bait for my Blissey to have her way with once he falls. Unfortunately, his SR weakness makes it difficult to switch him in regularly and has since questioned his worth on this team.
Currently replaced with a scarf variant.

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Agility Lucario has a devastating effect on teams softened by rocks and can easily set up after some preliminary scouting. After 1 boost, he outruns everything but the now trick scarfed Aerodactyl leads, and can easily make fodder from switch ins that would most certainly counter SD Lucario. This synergy with other bulky whittling types allows me to toss in yet another defender and get away with it, so I picked the most annoying thing I could find.

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And Toxic Flinch was what I arrived at. Thank you Smog for what could quite possibly be the only thing more sinister than my Blissey.
Currently trying paraflinch.


The Details


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Azelf @ Choice Scarf
Levitate
Naive 64 HP/192 Def/252 Spe
Flamethrower
Explosion
Stealth Rocks
Trick

After the weird spread of Evs, common counter leads find they are now in a bizarre circumstance. Infernape fails to kill after fakeout and fireblast, Machamp fails to deliver with payback and loses its prized lum, Metagross is now useful for exploding and little else, Taunt leads love receiving a scarf, as do all of the other slower leads barring some Bronzong. Occa Scizor and lead 'night give this Azelf its only problems, forcing delicate predictions, and lead Dragonite is unpredictable as to blocking it, for eating a meteor with Rotom is surely no fun. Jirachi leads allow me to flame them, baiting out a Heatran to be met by Blissey, while lead 'trans often dislike being made merely into revenge killers. More often than not, this Azelf is able to set up rocks and explode during a match, crippling most other leads and often taking another Poke out with it. Perhaps most hilarious is surviving by stealing the focus sash off of another suicide lead who explodes. Trick can wreck almost any Pokemon, easily flipping the tide of battle into your favor, and at least one should be on a team to counter a wall, or anything relying on setup, period.



"La Muerte"

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Blissey @ Leftovers
Natural Cure
Bold 252 Def/132 SpD/124 Spe
Counter
Light Screen
Toxic
Softboiled

This creature is another bizarrely constructed war machine who feasts upon the tears of her foes. AgiliGross, Rock Polishers lacking superpower or hammer arm, scarfed revenge killers and banded ones alike are all slain without prejudice by this beast's counter. Light screen turns what would otherwise be an easy kill with focus blast into a no-go without special defense drops, and toxic brings down anything who tries to calm mind to +6 against it, which is surprisingly ineffective due to the light screen. Softboiled provides the immediate recovery needed to endure. Overall, this Blissey is often responsible for two KOs per match, one from slow death and one from counter, and honestly, who doesn't like a free light screen to allow a sweeper to set up with? A special mention: U-Turn. Enemy U-Turn scouting allows for me to counter the damage and immediately kill their counter selected to handle Blissey via counter.

The Problem: Due to the unique style of this Blissey, I thought I'd provide specific details on its breaking points. TTar forces a difficult choice between switching out and potentially eating a powerful pursuit or letting it get a free dance, which when combined with the second dance on my switch is most assuredly game over. Breloom almost always finds its way in against Blissey as well, forcing me to choose who to eat the spore with, often who to die with breaking the sub, and who to remove the Breloom with. All other threats are survivable so long as Rotom can provide a switch Vs. fighting, and in cyclical switch-out and switch-in patterns, mixing up counters when the aggressor expects Rotom to reappear provides for an excellent answer.

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Rotom-W @ Leftovers
Levitate
Timid 252 HP/168 Def/88 Spe
Discharge
Hydro Pump
Will o' Wisp
Shadow Ball
A prime partner to switch into anything too scary for Blissey to handle, barring DD Tar. Will o' Wisp turns a Banded Scizor into being unable to 3-KO with pursuit, and shows similar effects on many other physical attackers. Discharge provides for the always-fun Paralyze hax, and Hydro Pump is always good for scouting out switches, as many times Heatran will try to nom a Will o' Wisp only to catch pain and suffering. Gengar scares this thing out directly into Blissey, who lovingly caresses 'gar into death by Struggle. DD Tar will be baked, and then there will be cake unless it is holding a Lum, in which case problems arise. Water types are handled, most by discharge and Swampert by Will o' Wisp.

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Lucario @ Life Orb
Inner Focus
Adamant 252 Atk/216 Spe/40 SpD
Agility
Close Combat
Crunch
Ice Punch
Making his appearance on forced switches, this Luke packs a nasty surprise for common SD counters. After a single boost, the only thing likely capable of outrunning this monster is a scarfed jolly Aerodactyl, providing an ironic counter to all the beauty that my lead accomplished. Metagross which has not been weakened, Gyarados, and Milotic are able to effectively halt Luke's progress, but anything does that is able to survive one hit and attack back after the defense drops. Zapdos could potentially give it problems, but usually after being forced out once already the stealth rocks on the second round bring it easily into range. Luke's purpose is to end the match, so insufficient scouting should not be a problem. Unfortunately, trick room teams nullify the profound effect it has on battle, though he no longer requires the agility to outrun anything.

(?)
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Dragonite @ Choice Scarf
Jolly 252 Atk/176 Spe/80 Def

Thunderpunch
Dragon Claw
Fire Punch
Earthquake

This thing was designed to follow a light screen, set up, and sweep. Its bulk allows it to soak a hit from Flash fire boosted specs Heatran and OHKO back with quake. Unfortunately, it is preyed upon too often by lucky statuses, crits, and other unforeseen problems for me to get an accurate bead on its overall effectiveness. The speed is necessary for a few pokemon, notably Breloom with +0 and no scarf Starmie after +1. In theory, it is an evil creature stopped only by Gyarados, Weavile, Ice shard, and scarfed revenge killers, and in practice it baits those wonderfully, the Gyarados being dealt with by Rotom, the rest by Jirachi or Blissey. After baiting once though, its 50% health from the second rocking lets most anything handle it.

This brings in the concern of placing roost over dance, and in that case, Flygon would be a better choice as he provides an electric immunity that I am missing, while Gyarados' intimidate and typing would work well to stop potential sweeps in their tracks.

Edit:
Currently, this spread gives him a touch of physical bulk while still preserving enough speed to outrun base 130s, which is handy for slapping Jolteon and Aerodactyl threats, CS Heatran, and non-jolly +1 Gyara variants. It also provides an elegant answer to my Infernape problems.


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Jirachi @ Leftovers
Jolly 164 HP/168 Atk/176 Spe
Iron Head
Fire Punch
Substitute
Body Slam

Stolen from Smog #11's OU RMT is Reyscarface's Jirachi build, though the EVs are tooled to provide for a faster, balanced pixie. With the nature of this team being to hand out pestilence to chip away at defenders, toxic and flinch provide too excellent of means to pass up. Sorry for being unoriginal here, but what this thing does with this team can be described as nothing short of dirty. It deals with Breloom in a superior way to the scenario mentioned with Blissey and puts an expiration date on all sweepers who would find themselves setting up, while flinching away at most any other Pokemon. Backed by a light screen, it also is particularly effective at removing calm mind sweepers should Blissey receive a trick, while setting up with substitute to scout the Pokemon to follow.

Edit:
Testing Paraflinch currently. Current insight into it is paralyze on switch often wrecks many revenge killers, and luck hacking can really break apart sweepers. Unfortunately, I can no longer toxic flinch threats like CM Suicune, and Iron Head lacks the power to really stop bulky waters alone, even with 70% chance for them to go nowhere. I also lose the ability to kill Zapdos switches, barring more hax than should be relied upon, where only a handfull of flinch + subbing would break them down with toxic.

Comments and Other Stuff

I would imagine that anyone could find something to comment about concerning this set, but it should be noted that it flows against the common metagame's and anti-metagame's tempo, pulling common threats onto my territory. With everything it is seemingly missing, such as a bulky water, revenge killer, spinner, or a status-eater, it could be argued that it is gimmicky, but it still works surprisingly well in repeat matches. I am considering switching out the DDnite for something more effective also, though into what I cannot say, and will at least consider changes to the other setup

As to specific threats, nothing specifically counters my team more than luck. Individual threats need to switch in at precise moments with a team who has systematically removed my counters. Skarmory hurts, though once it whirlwinds out the wrong Pokemon it is forcibly removed, and if anyone lets anything get two free dances up their team will have problems with it. Special defense drops in conjunction with crits while light screen is down are about all that are allowed to kill Blissey, as even +1 offensive Gyarados is countered rougly 79% of the time factoring in stealth rocks damage (requires lucky max damage or flinch), and usually they will not stick around dancing while they have a toxic timer ticking. Scarfing a Machamp lead can backfire later if Rotom drops, forcing me to stop hitting myself to get around it. Agility Lucario would do terrible naughty things to my team, which is ironic considering I utilize one. Highly offensive leads, like Scizor and Dragonite, also made me have to predict dangerously.

Welp, I think that's that. What do you y'all think?
 
You lack Spikes, which Agility Luke needs so it can sweep, for that, i suggest switching Jirachi, since i don't see it doing anything to this team, to Spikes Skarmory.

Skarmory @ Leftovers
Impish
252 HP / 234 Def / 24 Spe
- Spikes
- Roost
- Brave Bird
- Whirlwind / Roar

The given EVs will outspeed opposing Skarmories with 16 Spe so you can Whirlwind / Roar before they do.

However, this will open up an Infernape weakness, especially ones with Mach Punch since they can revenge your Lucario, have you ever considered changing your Dragonite into Bulky Gyarados to check/counter Infernape ? It's 2HKO'd by Infernape with a -1 LO max attack Stone Edge, 3HKO'd if Stealth Rock isn't in play and assuming Gyarados has Leftovers.

Gyarados @ Life Orb / Leftovers
156 HP / 72 Atk / 96 Def / 184 Spe
Adamant
- Dragon Dance
- Taunt / Earthquake
- Waterfall
- Stone Edge / Bounce / Ice Fang

Offensive Gyarados can also work, but it's your decision.

Also, your Blissey is a little gimmicky, you only need to run 92 Spe to outrun 8 Spe Scizor, and yet you don't even have Flamethrower.

What is it supposed to do ? Counter ? I suggest changing it to Wish Bliss or a Cleric or somethin'.

Blissey @ Leftovers
192 HP / 240 Def / 92 Spe / 16 SpA
Bold / Calm
- Flamethrower
- Seismic Toss
- Softboiled
- Thunder Wave / Toxic

The given EVs aim to outspeed 8 Spe Scizor while dealing 91% - 107.3% to it using Flamethrower which is almost a guaranteed KO after Stealth Rock.

your Azelf set is a bit gimmicky as well, why would you need to run defensive EVs ? I suggest changing it to LO Azelf or Colbur Azelf to help take down Machamps better.

Azelf @ Life Orb
252 SpA / 4 Def / 252 Spe
Naive
- Psychic
- Explosion
- Stealth Rock
- Fire Blast

This thing will always KO Machamp while dealing a nice amount of damage to other leads, you can also use Colbur Azelf if you think LO Azelf isn't working for you.
 
Considerations

Hm, I hadn't thought of a Spiker, but currently Infernape would have no less of a field day with or without it. Death by luck is quite potent, and Jirachi often lures in and kills both Zapdos and Magnezone, who are otherwise able to devour Skarmory with little say by my team currently, as I lack a swap into Electric. I'd need Flygon with that, I'd wager. Agility Lucario only rears up once his problem children are dealt with anyway, so I'm not sure how different it would be than spreading liquid death and flinch needling first.

Changing the Blissey for Scizor alone seems a tad weak, considering that there are already 4/6 Pokemon quite able to deal with it and Rotom has proved himself wonderful bait for it. Yes, superpower can wreck her, and she needs out vs Swords Dance anyway, however as a trade she deals with many potent threats with ease. For your consideration: AgiliGross +0 with rock damage never kills Blissey with Meteor Mash, and in turn receives counter. This means that many Pokemon who would naturally feel safe against it are immediately removed. The bulk is so extreme that even with rocks, Any dragon scarfed into outrage is terminated with extreme prejudice. It's just a waste to let the untapped potential slip away, considering that a speed tie or a lucky crit can be the only thing that would have normally stopped a rampage of kills. Not saying that Blissey survives crits, but when more likely than not it is a general purpose stop to one, it fixes many things. It effectively provides an efficient secondary check to roughly 80% of the metagame should the primary one fail.

And yes, I thought I mentioned I considered both Gyara and Flygon as replacements for Dragonite, and both would help the Infernape issue. I was also hoping for a secondary opinion over anything I may have missed which would fill that same niche. The initial nod was towards Gyara though.

LO Azelf is worth consideration, though, I'd need to play with the damage calculator to know how to spread the EVs around. Just my nature to believe that a bit of change can provide a profound effect on the metagame, Lucario is an example of it because it does not need to be any faster than it is to get the job done post Agility. I think I'll experiment, thanks.

Edit: Also, looking at the speed EVs, it was initially to beat 4 Spe Skarmory and low speed Vappy sets, as healing is often of critical need after countering and I want no chance of being a freebie to just anything.
 
No current changes have been made as an acute lightning weakness would result from either as I'd lack a good switch, which would lead to a nasty problem with nothing specifically to replace for something like Flygon. Considered a bulky CM Claydol or CM Cress over DD Nite for decent resists on switch and a better special attacker than Azelf, who is prone to Exploding at some point. Any thoughts concerning this choice or something else again overlooked?

Currently stuck at around 1450 on the Team Uber server, for whatever that's worth. Hopefully someone knows a bit about whats more common above here to deal with as again I'm fairly new. Thanks for any information!
 
Cool Team.

Threats

  • SubSplit Gengar
  • Dragon Dance Gyarados
  • LO Heatran
  • Offensive Shaymin
  • Dragon Dance Tyranitar
  • Slight Problem with Bulky Waters
Although you have a great team, your team is quite vulnerable to some very common Pokemon which can easily inflict major amounts of damage if given the chance to set up. SubSplit Gengar can easily defeat almost all of your Pokemon through Shadow Ball and Focus Blast; even Blissey must is slowly worn down by a combination of Pain Split and Focus Blast. Dragon dancers like Gyarados and Tyranitar can quite easily take down most of your team if they find an opportunity to set up; in a similar vein, LO Heatran and Shaymin cause this team major problems although Blissey can be used as a check, although it must watch out for Heatran's Explosion. Finally, your team is slightly vulnerable to bulky waters, namely offensive Suicune, LO Starmie and to an extent, Vaporeon as all of these mentioned Pokemon can quite easily, plow through half your team.

Solutions

  • Choice Scarf Flygon
  • Lead Spiker (Suggestion)
[box]
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Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd,-SpAtk)
- Earthquake
- Outrage
- Thunderpunch
- U-turn[/box]
First of all, I recommend removing your current Jirachi variant and replacing it with the standard Choice Scarf Flygon variant. The set is shown above for easy reference. I suggest trying out this change because the Flygon variant I have suggested can quite easily revenge kill all of the mentioned threats with ease. Gengar is easily revenge killed (granted it doesn't have a substitute up) with Outrage, while the two Dragon dancers are dealt massive amounts of damage through Outrage/Earthquake or Thunderbolt. The two LO sweepers can be easily dealt with the appropriate move while the remaining bulky waters which give your team problems are dealt with by Thunderpunch. Moving on, I would like to suggest replacing your current Rotom lead with a lead that can set up spikes, which is very useful for Agility Lucario. I recommend trying out a Spiker Roserade or a Spiker Skarmory in Azelf's place, as this, in my view, will greatly help Lucario sweep, much more effectively. I hope this helped, and good luck!
 
Subsplit Gengar gets no foothold on this team currently. Yes, it hurts Blissey, but once light screen goes up his damage becomes negligible to everything not named Azelf. Offensive Shaymin I have yet to run into, so I honestly couldn't say experience wise how to handle them. Bulky waters, barring Sleep Talk CM Suicune catch the plague. The others, however, are valid. I do have more of a problem with a late game Mix-ape, which would be remedied by the Flygon.

Earlier I mentioned I felt like I overlooked something. I did not know Flygon could learn Thunderpunch.

As for a Spiker lead, Roserade and Skarmory both roll into the same vein as weak to 'ape, as well as Forretress, which was my natural inclination as to a spike lead. After a cursory inspection, Froslass, Cloyster, and Omastar, the other spikers, are weak to it aswell. Would it be more beneficial to follow up with a spiker rather than lead? In which case, DD nite, as he was on the chopping block already and I'd rather have less dragon/ice weaknesses than more, and Jirachi, as that seems to be the general concensus, would be the ones to go. For the Skarm, the set Arikado mentioned with a substitution of shed shell would be tempting, as I'd no longer have the epic Subrachi bait. Thoughts?
 
AgiliLuke is often used as a partner to a sweeper, and weaken their common counters. By itself, it can only late game sweep, and that's still quite hard without boosted moves. Agiligross is a better sweeper than Dragonite in that sense, that you can weaken or remove its counters (Rotom-A and Zapdos) with AgiliLuke. Dragonite and AgiliLuke don't really share a counter, thus they do not have great synergy.

Toxic on Jirachi does you no good; its main counter is Heatran, and it's immune to poison and will easily kill you. Jirachi needs to run Thunder Wave/Body Slam to paralyze enemy pokemon to truly wreak havoc with haxx: you can't outspeed and KO other pokemon with flinching otherwise.

Tricking Lead Machamp really doesn't accomplish much, other than the fact that your Azelf is nearly dead, your opponent can later switch in a slightly faster Machamp to wreck you, and you just barely got SR up. Lum won't do you much good on Azelf either. Modest nature with Psychic will probably be better on Azelf, since nothing much will outrun you, and you gain extra power to KO other leads (Jirachi and Machamp are nearly KOd, Metagross is 2HKO after Occa if you use Fire Blast over Flamethrower and run modest Psychic). It's a tough choice to choose which move to drop, but Stealth Rock isn't necessary on this team: a counter-oriented team to take out most used pokemon instead of opting for a sweep means you'll be able to counter anyways.

I have serious doubts about CounterBliss. It worked back in GSC, but with powerful attackers and more set-up users, it can't do the job. Chesto Rest Kingdra literally rips through your team, minding little from your attacks (bar Lucario, who is outsped easily), and set up until it has to rest, then proceed to sweep. Blissey is a comfortable KO at +3 (which I've pulled off many times).

This team's real weakness is weak power output for a balanced team. Dragonite has many counters, even with Light Screen up, you will need a back-up to get another sweep going. That's why I suggested Agiligross earlier (which works well with Luke). Another pokemon you can use to replace Lucario (to use with Dragonite) is Mixape. It easily lures in what would be a Dragonite counter (Gyarados, Vaporeon, Suicune) and severly dent them while outspeeding (Gyarados must be predicted into Stone Edge/ThunderPunch, since it has enough bulk to take other hits).

Hope this helped.
 
A lot of people have mentioned replacements for nite. So I'm going to be different.
I don't really see what your trying to accomplish with your nite set. Hes actually slower than the standard DD nite and even if you have light screen up stone edge will still make him sad along with STAB ice moves.
Try out the Standard Bulky DDnite or the Offensive DDnite before just removing him completely.

Bulky:
Adamant @ Leftovers/Life Orb/Lum Berry
252Hp/52Atk/204Spe
Dragon Dance
Dragon Claw
Earthquake
Roost

Offensive:
Jolly @ Life Orb
252Atk/252Spe/4Hp
Dragon Dance
Outrage/Dragon Claw
Fire Punch
Earthquake/Aqua Tail (Waterfall for accuracy)
 
The ev spread was initially to allow it to eat an ice beam from a bulky water and attack back twice at +1 on a switch. With light screen support, it made a zero investment Vaporeon/Suicune be unable to 2KO, including stealth rocks. Theoretically, anyway. In practice, the life orb muddled all of my numbers and made me maim myself.

Currently testing the Flygon, but I'll be sure to take a look at the other 'nites. Basically he became a switch that could scare away other problems while dancing, but only failed due to residual damage chipping away his otherwise wondrous bulk. The Lum berry was also a consideration that I hadn't gotten around to testing yet, since it seems other bulky creatures like to burn him. Thanks.
 
The Blissey isn't designed to stop physical setup users, barring a few agility and rock polish sets. It needs to switch out on anything that would have potential to dance, unless I have discovered they are a scarf user beforehand. It has the potential to wreck almost any scarf revenge killer, who if they are physical users almost always stay in to smack around Blissey. I discovered it can almost always take a scarf TTar's superpower after rocks damage, which while killing off my Blissey, prevents me from calling a switch wrong, betting on stone edge or crunch, and switching Luke in for an easy agility.
I have serious doubts about CounterBliss.
Honestly, nobody expects them anymore. They can get opportunities to do many mean, dirty things with that hit, though your mileage may vary. I just find that while this is a seemingly hodgepodge of moves, almost nobody has been prepared to correctly deal with it as long as the sides are even. (Brelooms are the best bet, with a special mention to leftovers holders predicting Toxic.)

Most Machamp leads will either expect a switch of a steel type to eat the dark move and punch, or try to kill with payback. This Azelf set can easily eat a dynamicpunch if it chooses that route, Lum the confusion, and can bet on getting out free rocks. On the payback alternative, it almost always has enough health after eating a shot to switch back in to rocks later on a quake and set up its own rocks before exploding in fiery death, or stealing the item off of a switch, which is almost never appreciated.

As long as we're discussing the inert points of Blissey, it is countered rather well by clerics. Body Slam/ Thunder Wave does give an interesting note of consideration on Jirachi, because even though it lures out Heatran and scouts their item choice, paraflinch death would be within the realm of possibility on variants without leftovers, as finding time to break the sub becomes irritable. As much as I find death by fully paralyzed for numerous turns, I do wonder if it is almost too mean. (Which is perfect and delicious, don't get me wrong.) I suppose body slam is for Jolteon/Electivire/Ground while wave hits ghosts. Nothing quite like paralyzing a revenge killer Flygon on the switch and neutering it I suppose, I'd fit the category of finding Slam more to my vein. Would you recommend a different EV spread with that then?
 
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