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Old 08-21-2015, 12:48 PM   #1
Ironthunder
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UPN PASBL: Goose v E2H

Quote:
Goose (c) vs ETH (a)
3 v 3
Slapstick
Singles
Equiall 1
Switch = KO
72 HR DQ
And one order of the ref's special arena choice of the day, hold the pickles
So, welcome to this arena I have selected purposely for you both.
Quote:
Creek: A small, flowing creek hidden in the back woods, which flows at a fairly swift pace. Most Pokemon will be able to traverse the current with ease, though particularly light or small combatants may have some issue. The creek is about fifteen feet across at most points, differing by only a few feet here and there, and is consistently about five feet deep at the center. A small makeshift bridge stretches across the creek at the center, where the battle will typically begin, and though it is fairly sturdy and able to hold the average combatants with ease, it can be broken with enough force. The creek's left bank is largely flat with the odd vegetation and a good amount of trees for climbing and cover, while the right bank quickly shifts into a steep hill, rising about twenty feet before flattening out again, and lacks any real form of vegetation whatsoever. This arena is outdoors only.
Good luck to both of you, and it's Goose to squad up.
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Squad summary here.
TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

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Old 08-21-2015, 07:09 PM   #2
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*Inhales deeply* Smells like home

Lord Goomy-lvl 1 Male Goomy
Hidden Power: Fairy

Lt. Kipperz- lvl 1 Male Mudkip
Special Ability: For Whom the Bell Tolls
If Lt. Kipperz is sent out after one of my other pokemon are unable to battle, weither it being losing all their health or having no energy, he will give a small salute as if he is trying to avenge his fallen comrades. This salute gives him a slight boost for his water and ice typed attacks, about 1.2%, his defences get risen a bit, about 15%, and he fights more ethuestacally no matter the arena. If he is the first pokemon sent out, his water and ice type attacks get a slight decrease in power, his defences decreases slightly, and he fights less enthuesacally then a normal Mudkip.
Hidden Power: Ground

Roxy- lvl 1 Female Flabčbč

Gideon- lvl 1 Genderless (preferred pronouns: Male) Porygon
Hidden Power: Flying

Slime Ball- lvl 1 Male Grimer
Special Training: Why don't I get this normally?
Slime Ball may now use Earthquake once per battle as a Grimer. When he becomes a Muk, he will be able to use it twice per battle.
Hidden Power: Ice

Anubis-lvl 2 Shiny Male Riolu (Uplevel)
Special Training: Aura Link
Due to the link we have, he will never disobey me even when he megas as Lucario. However, he is more likely to be confused.

Glhf EtH and thanks for reffing IT
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Old 08-21-2015, 11:04 PM   #3
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No that's just my Stunky. Thanks both for taking though~


(lv 2 Uplevel) Stunfisk M Angel
SC:
Spoiler: show
Despite being a Ground-type, Stunfisk dwell primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, they are somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but prefer to lie and await foes in mud or other similar substrate. They can also levitate. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They have a low flight ceiling. Stunfisk are familiar with the Water type.

Sig:
HP - Steel

(lv 1) Stunky M Ol' Tooters
SC:
Spoiler: show
Stunky smell absolutely horrible. Any Pokémon within three feet of them have a 10% chance of flinching and Pokémon within a foot will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.

Bio:
Sig:
HP - Ground

(lv 1) Elekid F Boogaloo
SC:
Spoiler: show
Elekid are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Bio:
Sig:
HP - Ground

(lv 1) Pink Joltik F Lovebug
SC:
Spoiler: show
Joltik's extremely small size make them difficult to spot. This makes them somewhat weaker to physical attacks and makes their physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers that can climb sheer surfaces, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.

Bio:
Sig:
HP - None

(lv 1) Aipom F Yogurt
SC:
Spoiler: show
Aipom are nimble, particularly with their tails, and are excellent climbers. They can anchor themselves to something with their tails, leaving their limbs free to do other things, though they prefer to use their tails for attacks traditionally used with the arms. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.

Bio:
Sig:
HP - Flying

(lv 1) Froakie M Ribbitsu
SC:
Spoiler: show
Froakie are relatively agile and quick, moving with ninja-like skills. The bubbles around their neck give them slight protection against attacks and allow them to quickly produce bubble-related attacks. Using a move they can throw a clump of bubbles from their cape, which can stun a target or stick to them to hinder their movement using mild energy. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.

Bio:
Sig:
HP - Fighting

Boogaloo, lets rock.
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Old 08-21-2015, 11:21 PM   #4
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The lord of all things gross, Slime Ball, lets go
Curse then lets cause some trouble with a Toxic
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Old 08-21-2015, 11:34 PM   #5
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Lock him up with Thunder Wave, then use a Volt Switch concurrently to switch with Angel.
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Old 08-22-2015, 03:58 PM   #6
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Round 1: Here we go again...

OK, so, two battlers, each with six mons, an abandoned creek and a referee. We all know what this means... Pancake party! Wait, no, a battle. Damn, I wanted pancakes. Anyway, let's see what the hell you're waging war with this time!
Spoiler: show
Grimer (Poison): Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
[Poison]: Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Elekid (Electric): Elekid are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
[Electric]: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don't bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.

Anyway, let's see them go! And it's Slimeball who starts us off today, with a rather nasty Cursing gesture that appears to be bulking it up somewhat... and slowing it down. Ah well, we can't have nice things with no drawback can we? That'd be boring. Anyway, the generikid doesn't like the look of this, and fires off a Thunder Wave to lock that simeball up with a severe dose of paralysis. How a pile of toxic goo can be paralyzed is beyond me, but hey ho. Anyway, as generikid summons lightning in prepartion to pull off a Volt Switch, the Grimer hacks up a lump of Toxic slime and spits it onto the Electric type, irritating it majorly as it is recalled by the effects of the switch, the electric strike hitting the grimer because it can't really dodge, only for it to be replaced by the form of Angel the Stunfisk.
Spoiler: show
Stunfisk (Ground/Electric): Despite being a Ground-type, Stunfisk dwell primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, they are somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but prefer to lie and await foes in mud or other similar substrate. They can also levitate. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They have a low flight ceiling. Stunfisk are familiar with the Water type.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
[Electric]: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don't bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.

Summary
Slime Ball's doing well for health, just dipping into the first third, while both Angel and Generikid are untouched, although Generikid's packing some Toxic poisoning that'll set in when its sent out again. Both Generikid and Slime Ball are dipping slightly into their first thirds energywise, while Angel's done nothing yet. Generikid's in its Pokeball. Slime Ball's still paralyzed somewhat. E2H, you're up.

btw guys, spoilers are the SCs, I assume 6/9?
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TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

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Old 08-23-2015, 01:39 AM   #7
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You assume correctly

Anyways my Angel, use Earthquake and follow it with Bulldoze to interrupt one of his moves~ If he finds a way off the ground, Mud Bomb him back down instead
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Old 08-23-2015, 07:39 AM   #8
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Yep 6/9 scales

DC Earthquake then Sludge Wave
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Old 08-23-2015, 11:34 AM   #9
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Round 2: We can make an Earthquake up in here

And this time, Angel, fresh out the ball, begins to make their impression with a devastating Earthquake, the very earth shuddering as its terrible force transmits its devastating energy into the pile of slimy goo. Slime Ball disapproves of this turn of events, responding by charging ground energies into its fist and slamming that into the mudfish, with the force of the Earthquake that just hit! The Stunfisk is sent reeling, and is rather annoyed that his natural typing has been used against him. Following on this, the pile of Sludge tries to send a Wave of toxic goo over his opponent, but is disturbed from the attack by Angel slamming the ground repeatedly, simulating a Bulldozer doing donuts around the battlers. Ouch.

Summary
Slime Ball did not appreciate this round, slididing out of the first third of its health, while Angel holds a slight lead. As for their energies, Angel holds a huge lead, while the Poison type's sliding down towards the second third. Slime Ball's on about half Ground and three-quarters Water. Goose, you're up.
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Squad summary here.
TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

FB stuff here.
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Old 08-23-2015, 11:54 AM   #10
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Toxic then Hidden Power
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Old 08-23-2015, 06:31 PM   #11
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Blast his gross poison loogey with Scald to wash it right back over him, then follow up with Earth Power
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Old 08-24-2015, 06:04 PM   #12
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Round 3: One TO debate later...

Slime Ball starts off by hacking up yet more Toxic sludge, before firing it at his opponent, only for it to be blasted back at him by a high-pressured Scald! Not enjoying the drenching, the Grimer decides that his opponent's hidden Water prowess needs matching with his own chilling Hidden Power! The icy projectiles fly across the distance separating the two of them, slamming into the pancake fakefish for devilish damage, causing Angel to yell in pain before sending a blast of Earth energy into the floor, only for it to erupt in a column of sheer Power beneath the slimeball! The Poison type screams in agony, before facing its flattened foe, determination in its eyes.

Summary
Slime Ball bombed down into the final third healthwise, while Angel sits well above the midpoint. As for energy, Angel is still in its first third, while Slime Ball's heading towards its midpoint. Slime Ball has one round left on its boosts, and has more than half its Ice offtype left. E2H,, rock and roll.
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TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

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Old 08-24-2015, 09:53 PM   #13
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Try and finish it with Earthquake followed by Mud Shot. If he tries to Explode or Self Destruct, interrupt with Foul Play instead.
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Old 08-25-2015, 03:59 AM   #14
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Screech it out of EQ then leave your mark with Momento
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Old 08-25-2015, 08:47 AM   #15
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Seeing the pained expression on the face of the Poison type, Angel decides to let loose a devastating Earthquake, but is sent reeling by a terrifying Screech loosened by the sludge pile, loud and grating enough to send chills down your back, set your teeth on edge, and dull your hearing for a few hours. Turning back to face Slime Ball, seeing it do some weird dance-like motions, before collapsing, unconscious. Then the pancake fish really feels the full force of the Memento left by the Poison type: A rather large drop to all attacks.

Slime Ball is unable to battle! Goose, your next Pokemon please!

Angel is undamaged, and is currently rocking some huge drops to both attacks. Energy's barely in the first third still, she's good for two.
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TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

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Old 08-25-2015, 09:09 AM   #16
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Lord Goomy, lets go

Curse then Dragon Breath
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Old 08-25-2015, 05:21 PM   #17
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Toxic while he curses, then go for Pain Split after he roasts you.
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Old 08-26-2015, 11:38 AM   #18
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Round 5: Praise the Lord!

Recalling the Grimer, Goose responds to the threat by summoning the great master of all things, Lord Goomy, to the field.
Spoiler: show
Goomy (Dragon): Goomy are slow and slimy, but also rather soft and squishy, taking 90% damage from physical attacks. Their body is amorphous, allowing them to move across the ground by oozing or slithering, as well as making them hard to grasp. Being natural swamp dwellers, they are more comfortable in wet environments.
[Dragon]: Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.

And it is the brand-new Lord Goomy who starts off, by firing out a Curse, to buff his useful stuff up a bit while slowing himself down somewhat. However, this leaves him exposed and vulnerable to Angel's dastardly tricks, as she launches a vicious Toxic, poisoning the adorable slimeball! Lord Goomy decides to retaliate, a fiery burst of his Dragon Breath escaping his mouth and slamming into the Electric type, who recoils, before trying to perform the Pain Split, but unfortunately for Angel, the Dragon Breath paralyzed her, rendering her unable to attack!

Summary
Lord Goomy is untouched, although Toxic'll be setting in next round, and is barely into his first third for energy. Also, he happens to be rocking some good attack and defense boosts, as well as a speed drop. Angel, however, is paralyzed, into the second third for energy, and closing in on the health midpoint, with half her Poison reserves left, and the large attack drops still active for another turn or two. E2H, you're up.
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TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

FB stuff here.
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Old 08-26-2015, 05:25 PM   #19
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Wait for him to knock the paralysis out of you, then dish out a double dose of Earth Power. Replace one with Thunder Wave if he goes for buffs instead.
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Old 08-26-2015, 05:34 PM   #20
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Glomp 'em down with a Body Slam then "repay" the toxic with one of your own
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Old 08-27-2015, 05:11 PM   #21
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Round 6: Where all the conditionals backfire.

Angel, paralyzed as all hell, sits there and waits to see if Lord Goomy does anything, which it does, as it slides slowly forwards before lunging onto the Stunfisl in a Body Slam, which, given the hilarious size and mass difference between the two, causes very little other than some small damage quantity to occur. As Angel's orders revolve around paralysis breaking and it doesn't, Angel just sits there, as the miniature slime ball stuck to it hurls a glob of Toxic into its face, the fish wincing as the poisons set in, before Lord Goomy winces as the toxins in his system kick in...

Summary
Lord Goomy was unharmed in the round except for Toxic damage, whereas Angel took a very slight hit, knocking it just below the midpoint, and is now badly poisoned, as well as being paralyzed. Energywise, both are good for two, with Goomster holding the obvious lead.
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TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

FB stuff here.
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Old 08-27-2015, 05:48 PM   #22
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Lets use you god powers to summon Rain by Dancing on its face then fire off a Round
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Old 08-27-2015, 07:09 PM   #23
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Ew try and get that booger off of your beautiful face. Mud Bomb x2.
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Old 08-28-2015, 06:28 PM   #24
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Round 7: ...Wow. Just... Wow.

Adding insult to a somewhat-minor injury, Lord Goomy decides to rub salt... well, slime in the wound by sliding on down and Dancing on its face, summoning Rain for the foreseeable future! However, this brings it into the vision of Angel, who proceeds to fire off a Mud Bomb at the critter, slamming both the Goomy and the Stunfisk with the earthen blast, as well as launching the Goomy off the Stunfisk's face! Realising that Angel disliked that more than Lord Goomy did, the Dragon type starts singing a Round, the awful noise echoing into the Stunfisk's audial sensors. Stunfisk responds with another volley of Mud Bombs. As the battlers recover from the ordeal, both are racked by the toxins flowing through their systems. The clock's ticking on this matchup...

Summary
Lord Goomy takes his first real hit of the match, sliding into his first third, while Angel slides into its final third because it dealt itself as much damage as it dealt the opponent. As for energy, they're both on opposite sides of the start of the second third, with Angel the worse off. Lord Goomy has copious Water energy left, and rain will set in properly next round. Both parties are badly poisoned, and Angel is still slightly paralyzed, although that'll fade into insignificance next round. E2H, you're up.
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TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

FB stuff here.
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Old 08-28-2015, 07:31 PM   #25
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Never use mud projectiles as a tissue kids.

Try to hold him in place with Thunder Wave, then use Pain Split. Should it fail and you get interrupted, make it a three mover and go for an Earthquake as well to get some kind of damage in.
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