Welcome to LPL's Post-Game Review: a detailed analysis of team compositions in League of Legends. In this video, caster Remember looks at the Global composition Invictus Gaming ran recently with Taliyah, Shen and Rengar.
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Most classes in League of Legends have a default item that a majority of champions will purchase as part of their core build. For most mages that item is Morellonomicon and for AD Carries one could argue that currently, either Infinity Edge or Blade of the Ruined King are the class wide staples.
In the Support Role, this item is the recently introduced Redemption. The item gives important stats for any support champion, such as Health and Cooldown Reduction. But more importantly, it has a powerful active heal that can completely turn the tide of a fight, or allow a team to reset before going back into the fray.
The issue with Redemption is that ever since its release, the item has completely overshadowed any other purchase for supports, killing any chance of item diversity once again.
Redemption is at the point where almost everyone builds it first. The item is tailored towards enchanter supports such as Lulu, Nami and Janna that play around healing and shielding. However, especially in competitive play we’re seeing mage and tank supports such as Zyra, Alistar or Tahm Kench purchase it first as well because it’s that strong.
+125% base mana regeneration
+75% base health regeneration
+10% cooldown reduction|
UNIQUE Passive: +10% bonus healing and shielding power.
UNIQUE Active: Target an area within 5500 range. After 2.5 second, call down a beam of light to heal allies for 65 - 490 (based on target's level), deals 10% of maximum health true damage to enemy champions and 250 true damage to minions (120 second cooldown). Can be used while dead.
The 7.2 changes were a step in the right direction, decreasing the health and increasing the mana regen to make the item less attractive to tanks and more attractive to its intended main users: Enchanter Supports
Aside from that, Riot has been slowly buffing other support items. Ardent Censer and Knight’s Vow have been seeing more use as a result and there is currently more diversity than there was earlier into the season. But I don't think it's enough.
This problem isn’t new. Not long ago, most supports were rushing Aegis of the Legion and eventually completing Locket of the Iron Solari as the Magic Resistance Aura was quintessential to protect carries from getting bursted by mages going into the mid game. Aegis completely nullified the Sorcerer’s Shoes purchase from mages and games became very stale and repetitive in terms of support itemization.
The issue I have with the item is that the fact that it’s so accessible to any support combined with the fact that the active is very powerful can make teamfights very stale. It’s no longer unforgiving to botch an engage, in most cases that team can back off, regroup, get the Redemption heal and try again.
In this clip, UOL uses Redemption to reset and keep pressing, while G2 use their active to heal up and keep defending. The game stalls for a bit as both teams wasted some cooldowns but are too healthy to risk a fight
So should Redemption be changed? It’s a tricky question. But I do think certain aspects could be changed.
Increase the Item’s Cost
First off, let me preface by saying that supports need to have strong items with low gold costs or else they won’t be able to afford anything due to their lower gold income.
In an interview months ago, EU LCS caster Deficio stated:
“Giving support strong items is not a bad thing. Supports usually get one or two big items and they need to feel good to use.”
This is definitely very true. If the role isn’t satisfying to play with limited resources then nobody has incentives to play Support.
With that said, increasing its price could possibly work to help increase diversity. Support items can’t be too expensive or nobody will buy them, but the fact that an item with such a potent active only costs 2100g, which is the the same price or lower than other support items means it blows the competition right out of the water.
In my opinion, it should be one of the more expensive support items, the Infinity Edge or Deathcap of Support if you will. It would be a high investment for a powerful AoE heal.
Increasing its price to 2300-2400 gold would place the item at around 80% gold efficiency for its base stats, which would mean you’re actually paying 400-500 gold for the strong active (and to an extent the passive).
Other items with powerful passives/actives such as Thornmail, Guardian Angel or even the current Locket of the Iron Solari are not close to being gold efficient based on base stats alone but the tradeoff is that they have powerful actives or passives.
In essence you’re paying a premium to have access to those add ons.
Remove some of the active’s features
For the most part, you’re buying Redemption for its fantastic AoE heal, but it also has way too many extras on the side that make it too strong. It has a 5500 unit range, making it a semi global ability, you can use it while dead and it also does damage to enemies, 10% maximum health true damage no less.
“I don’t even know why it deals damage, I would just remove that.”
Even if it was just a heal with a smaller active range, people would still buy it, that’s how good it is. So removing some of its extras would be a good first step to remove some fringe cases where it’s too strong.
On the topic of fringe cases, double Redemption isn’t nearly punished enough. Summoner Spell Heal for example has a 35 second debuff. If you’re healed twice in a short window of time your second heal will have diminishing returns. For Redemption that limitation only lasts 12 seconds, which can make compositions with double Redemption incredibly frustrating to watch.
Reward good usage of the item
Another option could be to change the active so it rewards correct and precise usage of it without making the item useless or weak. The radius of the active could be reduced, to better reward good positioning. As it stands, the radius occupies such a big area that it’s very easy to move into it and have multiple team members get the heal.
Alternatively, Redemption’s active could work similarly to Ziggs ult, with an inner circle where the receiver would get 100% value of the heal and a reduced value (70-80% efficiency) for the outer circuit.
Roccat Support Sub 'Treatz' also suggested making the heal scale with % missing health, to make it less effective in situations where a team fumbles an engage and wants to heal up before going back in and more effective in clutch situations where the heal comes in right before a target dies.
To conclude, I feel like Redemption is an item that has a lot of room to be changed without straight up nerfing it to the ground. Its powerful active is too good to pass up and Redemption ends up overshadowing the competition, hurting the itemization diversity in the support role.
Swords drawn and horses at the ready, the finals are upon us. In the west coast of my resident country of Canada, four teams are preparing to give it their all for a shot at the title of North American Champions. Well, that being the well-known Esports mavericks TSM and C9. Both taking their respective semifinals series 3-0, will now face each other for the ninth time in NA LCS history.
With both teams stomping their semifinals opponents, Phoenix1 and FlyQuest, there’s no doubt that TSM and C9 both deserve their spots as top contenders, in this split and from their consistent dominance in past seasons. We can all agree that the finalists deserve their spot, but the question on everyone’s mind is who will take the Spring title this Sunday?
Using Manuel Martinez’ first blood analysis, which breaks down TSM, C9, P1 and FLY’s advantages with First Blood picked up. TSM and C9 have a similar style, both using to extend early game advantages. Out of the two teams, TSM does it better, sporting 700g-1k gold leads with First Blood under their belt, more than any other team in the League. On the flipside, TSM takes the least amount of losses in the early game, managing to close the gap when First Blood is drawn on them. From a theoretical perspective, if TSM and C9 still play their early-oriented styles in the finals, TSM is more likely to win, games and overall. But as we all know, one-trick ponies don’t make it to the top.
Both squads can easily switch up their game plan for the finals, either further accentuating their early game play styles, or try and cut potential losses with draft changes and different macro plans. From C9’s perspective, if TSM is consistently better in the early game than C9, then focusing on mid-game/late-game strategies would be more beneficial. From TSM’s perspective, strong arming the early game from C9 could lead to more success than handshaking during the draft phase. Overall, it’s up to both teams’ coaching staff to ultimately decide how they play this series, but I have an itchy feeling that neither team will play like they did last week in the semis.
From roster perspectives, Hauntzer’s resilience and low-econ playstyle gives him the edge in such an oppressive duo of Impact/Ray, while Jensen’s track record against Bjergsen isn’t exactly shining. As I’ve mentioned in my previous pieces, we’re looking at a mix of rookie fervor and tried and true skill on Cloud9.
Contractz has shown his ability to blow almost every jungler out of the water, but can he stand up to Svenskeren’s immaculate pathing and early playmaking over a Bo5? Will Sneaky and Smoothie be able to suppress the explosive laning of WildTurtle and BioFrost? Even if Contractz manages to get a strong start on Kha’Zix or Lee Sin, Cloud9 can't realistically expect to win a game off a single advantage.
With such early-oriented playstyles, extremely quick junglers, superstar supports and reliable, consistent carry threat laners, you could easily amount this matchup to draft picks and objective leads. Due to the statistical edge, and consistent showing across the split, I give the win to TSM, 3-2. I expect Cloud9 to battle it out to the very end, or TSM to come back in a reverse sweep. For you C9 fans out there, hope Hauntzer doesn't get the Camille pick.
Photo Credit: Riot Esports Flickr
Preview written by Aidan Adams
You can follow him on Twitter by clicking here
On Saturday, 4PM Berlin time, EU LCS watchers will witness one of the greatest games in the league’s history. And the winner will be an unexpected one.
Ah, finally, the conclusion to the 2017 EU LCS Spring Split. With Misfits fighting for third against Fnatic and G2 taking on the Unicorns of Love once more, we are bound to have some superb matches on our hands. Will Rekkles be able to get more silverware under his belt? Will the Misfits be able to become Europe’s third best team in their very first split? And will a single hit onto the Nexus decide the fate of the Unicorns once more? Find out by reading our preview!
Fnatic against Misfits, the old kings of Europe against the newcomers to the region. Ironically, both Fnatic’s and Misfits’ sister teams made it to the LCS as well, so this match might be an indicator on which organisation is the greater one within the European League of Legends scene as well.
Despite all of Misfits’ efforts though, it will be Fnatic who will come out victorious. Not only did they terminate H2K’s hopes and dreams, but they also almost led the series against G2 by 2-0 if it hadn’t been for minor mistakes costing them big time in the second game. Misfits on the other hand barely scraped a victory over Splyce, and even though they managed to take one game off of the Unicorns of Love, they seemed completely out of control in each of their losses. The rabbids are, at the moment, simply too inconsistent to be a match for the former champions of Europe and their leader Rekkles.
This is it folks, the grand final. The match that every avid EU LCS watcher has been waiting for: The reigning champions of Europe, G2, against the team that got so close in pretty much every tournament they competed in, but were only able to succeed in those where they didn’t have to fight another European team, the Unicorns of Love. It will be a match that will be remembered for a long time, that is for certain. And it won’t be G2 who will carry home the trophy once more.
But before I elaborate further as to why I think that the Unicorns of Love will become the new champions of Europe, let’s take a look at each of the roles individually:
In the Toplane we have the Korean wonderkid Expect going up against the European Veteran Vizicsacsi. The latter managed to get voted into the EU LCS dream team of the split, for good reason as well: The Hungarian consistently makes calculated but risky plays, priding himself with both the highest Kills per Game and second highest Deaths per Game stat for all European Top Laners. He’s also a very consistent farmer as he has the highest farm at ten minutes out of all his European lane opponents and due to smart communication is able to make teleport ganks happen all the time.
For Expect on the other side, communication might be an issue. Other than this, the G2 Toplaner finds himself to be rather average when comparing almost every relevant stat of his to all European Top Laners. This matchup is an easy win for the Unicorns.
Here we have the two-time MVP of the Split-Award winner Trick vs the Rookie of the Split Xerxe, and oh my, what a joy this will be to watch. Xerxe managed to successfully prove himself when he was put to the test against Jungle legend KaKAO and even managed to draw specific bans onto him. Whether it’s Warwick, Ivern or Graves, Xerxe excels at almost every Jungle Champion, and his champion pool is what might become an issue for G2: Trick is predominantly known for one Champion, Graves, but Xerxe has at least a handful of successful picks in his arsenal. If the Unicorns decide to ban out Graves, they’ll force Trick onto a sub-par champion for his own liking, and this is where Xerxes will be able to bola strike if needed.
Even though this is a tough call to make, if the Unicorns make the correct decisions during Champion Select, Xerxe will take home the honor of being Europe’s best Jungler once this series concluded.
The way this matchup will go, will entirely depend on three factors:
- G2’s ability to ban out Exileh
- How much pressure Xerxe will be able to exert unto Midlane
- Whether Perkz will be inting or not
In terms of individual skill, this matchup is pretty one-sided. I’m a huge fan of Exileh, he’s a fantastic talent slowly proving his worth, but as of now he’s too inconsistent and dies randomly. This was also shown in the series against Misfits, when the only way that Misfits were able to pressure the Unicorns came through the Midlane. This matchup isn’t decided by strength on paper however, so maybe Exileh will be able to have a miracle performance due to the pressure of the situation.
Bot lane is the lane that G2 should heavily focus on, it’s the basket that they need to put their eggs into. Despite Mithy’s very inconsistent performance, it’s Hylissang that has been dieing too many times in recent matches. As for ADCs we have the second best ADC of the region, Zven, going up against someone who is practically a Rookie still, Samux. Even though Samux has shown that he is able to stand up against many carries within the region, the almost Korean-like consistency of Zven might be his nightmare.
If Trick does decide to roam down Bot and get a few early kills, that might be the end for the Unicorns. Safe picks like Ezreal could be needed.
G2 is a dominant force within the European region but falters during international competitions due to one reason: Consistency. They are, by far, the most consistent team in Europe, almost every game that G2 plays in is decided at ten minutes in - even when they lose! They try to gain small advantages in the early game, only make safe calls and then slowly but steadily snowball this lead into the late game. But this is a tactic that only works against most teams, not all of them. And the Unicorns will give them a run for their money.
The Unicorn’s playing style is essentially the key opposite to G2’s: Forcing fights very early on in the game, having a heavy focus on ganks and risky plays. This disruption is not something that G2 is used to, and given that this might be the first time in any European competition that they’re unable to outshine their opponents with pure individual class, this will mean their inevitable downfall. I’m not saying that it will be a sweep, far from it, but on this Saturday, the Unicorns were born to make history.
Winner: Unicorns of Love
Photo Credit: Riot Esports Flickr
Preview written by Darius Matuschak
You can follow him on Twitter by clicking here
As Roccat delivered the best performance of its history, denying G2 the perfect split, everyone’s eyes turned to Fnatic. As a struggling lineup from a brand that had seen better days, they were in need of a decisive response if they aimed to get a shadow of redemption from their split performance.
That response was Animal Style.
Characterized by a skirmish heavy game plan with split push components, Fnatic increases the strength in these two fronts by drafting off meta AD carries. Where the meta would have you restricted to less mobile choices that have a hard time split pushing, Fnatic chooses to step all over it, electing to play the likes of Twitch or Kennen.
To make those picks work, they completely forfeit all hopes of scaling, committing to an all in early to midgame, shown by Rekkles build path.
While early game oriented teams are nothing new, the deviation from the current supportive ADC meta and the decision with which they bet everything on it is far from the usual. Combining these weird build paths, wonky picks and resource funneling onto the bot laner, Fnatic end up having a sort of fighter in place of the usual marksman.
All these choices end up netting Fnatic a much stronger mid game skirmish unlike any that a meta draft can achieve. The early peaking threat of Rekkles’ damage is no match for the likes of Caitlyn or Ashe and, even when their top laner is relegated to a more supportive role, they still are much better suited for mid game trading.
Going as far as taking unfavorable lane swaps to get Rekkles through hard laning phases, the team is absolutely aware that their composition is on a clock. This is primarily showcased by their relentless rotations and constant willingness to take a fight.
It’s undoubtedly hard to assess how much of this style bases its success on the merits of the idea and what portion of the advantages is derived from people being unfamiliar with how to play against it.
G2 presented a more solid gameplan against the animal style than H2K did, and it played a considerable role in their success. This advantage was mainly available because of additional time to prepare and the extra sample of games they were able to observe.
With their focus on bottom river control during the early game, they ended up forcing Fnatic into strange lane swap shenanigans, netting more problems than they did solutions. Fnatic let themselves get pushed in to facilitate ganks for their jungler in the H2K match, G2 learned from their mistakes and adapted accordingly.
Nevertheless, we can’t completely assume Fnatic’s choices to swap were due to G2’s better game plan . The big difference in skill among the bot laners of their playoff opponents played a big role on their approach to laning. It’s much easier to get away with off meta choices when you are not laning against Zven and Mithy, who can exert a pressure purely based on individual skill.
"The strong bot side river control from G2 forces Fnatic to look
for creative paths in order to secure number advantages"
One of the bigger impairments for H2K was the misunderstanding of Fnatic’s win conditions and overall approach to the game. It is not the point of the article, nor should the reader fall into the temptation to bash H2K’s approach to the series. It’s pretty hard to play against something new you don’t understand, especially something as oppressive and snowball heavy as Animal Style is.
Regardless, in hindsight, we can still pinpoint the problems in H2K’s draft choices, and there were quite a few.
Every draft featured strong assassination elements, that were looking to pick Rekkles off and put pressure on Fnatic whenever they were looking to split push. While this definitely works on paper, even more so if one follows the earlier narrative that Fnatic were constantly looking to play an open map, it plays exactly into the jaws of their now fight hungry game plan.
This was at the time a very reasonable interpretation to make, yet critically fatal for H2K. To achieve pick potential from the pool of meta champions, H2K drafted Syndra and Zyra in games one and three.
Because we now know Fnatic’s plan, we can quickly asses the risks of one such composition. Even when the first game was featuring only two squishy immobile mages, one could argue that Fnatic needs no more to achieve success. In a context where they are looking to peak early and constantly look for fights, these draft choices have a heavily impaired influence over the game.
Compare this to G2’s identical draft in games one and two of their series. While they were featured reasonable pick potential aimed to deal with Fnatic’s backup split push plan, they drafted so in a much safer manner.
Because of the Karma, they were able to exert a much stronger bot lane pressure. Combined with Orianna they achieved higher protection from Fnatic’s pack. The combination of haste buffs and shields, paired with two mobile ADC type champions, guaranteed much safer scaling that can still punish split push, thanks to Graves’ burst and Camille’s ability to quickly close distances and lock down a target with Hextech Ultimatum.
Their good balance between scaling and pressure with enough pick potential to keep Fnatic from rolling all over them map wise, gives G2 a solid game plan at every stage in the game.
In contrast, H2K show neither shields nor mobility in their composition. With their draft, they lock themselves into a composition that is much easier to trap and one that dies faster. Even if they manage to avoid getting killed by Fnatic, the nature of their draft would have them renouncing much more pressure than G2’s. This gives the animals room to either get safer split push options or heavier control over Dragons and Baron, which unavoidably lead to an easier win condition.
Even when H2K chose Tahm Kench and Ezreal in game two, the approach hardly seems justifiable with the knowledge we now have. While these choices make sense in the context given, the pairing with Leblanc and Kha’Zix hardly looks justifiable.
As exposed before, Fnatic directs a humongous amount of their resources into peaking at mid game skirmishes. Any attempt to outperform them in what they have deemed to be their ideal gameplan with and inferior composition to do so is, at the very least, a risky choice.
Note that G2 have similar problems on their approach on game one. Even when the draft might be considered perfect to deal with Animal Style, they still overextend into fights, completely ignoring the same factors that H2K’s draft did.
We can conclude that the approach of avoiding all confrontation, while drafting enough threat so that the revitalized team can’t run amok on map objectives, might very well be what can keep Fnatic at bay.
Paired with heavy control over the bottom side, one can more efficiently starve Rekkles from the additional gold needed to be relevant in skirmishes. As seen in the later games of the G2 series, Fnatic hardly have another plan if this primary strategy is disrupted, they have little to fall back onto.
However, even if we have a deeper understanding of proper counterplay, we shouldn’t mistake it for solvability.
'Animal Style' has a lot of merits, and the biggest flaw might actually be Fnatic’s inability to play anything too different from it. Remember that the arising of resource and counterplay does not mean that the style is figured out, or that it can even be nullified.
Their inability to build other composition they can play from a disrupted draft is now the key element to work on if they aim to make this into something more than a short rebirth.
With one additional week to work on the now exposed flaws of the style, we are yet to if they can bring a crisper iteration of the style into the Rift.
And whether or not Misfits can do something against it.
Article Written by Manuel 'Cabramaravilla' Martínez
You can check him out on Twitter by clicking here
The Midseason Changes hit next patch so we decided to extensively cover the changes to the three tanks, including number comparisons between the live versions and upcoming ones.
Make sure to also check out our post about the itemization changes, including the introduction of two new items, Adaptive Helm and Gargoyle Stoneplate.
Passive: Fury of the North
Frost Armor: After not taking damage from champions or large monsters for 9 seconds Sejuani becomes immune to slows and gains (100 + 100% total) Armor and (100 + 100% total) Magic Resist. Frost Armor persists for 1/2/3 seconds (at levels 1/7/14) after taking damage from champions or large monsters.
Icebreaker: Enemies stunned by Sejuani are frozen, causing Sejuani's first attack or spell against them to deal 10/15/20% of their maximum Health as magic damage (400 vs monsters).What's New:
Q: Arctic Assault
Sejuani charges, dealing 60/90/120/150/180 (+40% AP) magic damage to enemies and knocking them up for 0.5 seconds. The charge ends after hitting an enemy champion.
W: Winter's Wrath
Sejuani swings her flail, dealing 30/35/40/45/50 (+2% maximum health) physical damage and applying Frost to enemies hit and knocking minions and monsters back.
She then lashes out with her flail dealing 40/80/120/160/200 (+5% maximum health) physical damage applying Frost and slowing enemies hit briefly.
Active: Target enemy with 4 stacks of Frost takes 40/60/80/100/120 (+30% AP) magic damage and is stunned for 1/1.25/1.5/1.75/2 second(s).
An enemy that has been stunned by Sejuani cannot gain Frost stacks for x seconds.
R: Glacial Prison
Sejuani throws her True Ice bola that deals 100/125/150 (+40% AP) magic damage to the first enemy champion hit and stuns them for 1 second.
The bola becomes more powerful as it travels, doubling the damage and stun duration and creating a storm that slows other enemies by 30%. After 2 seconds, the storm deals 150/250/350 (+80% AP) magic damage and slows by 80% for 3 seconds.
Passive: Cell Division
Each time Zac hits an enemy with an ability, he sheds a chunk of Goo that can be reabsorbed to restore 4% of his maximum health.
Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain after 8/7/6/5/4 seconds (at levels 1/6/10/14/17), he will revive with 10-50% maximum health depending on the health of the surviving bloblets. Each bloblet has 12% of Zac's maximum health, and 50% of his Armor and Magic Resistance. This ability has a 300 second cooldown.
Q: Stretching Strikes
Zac's arm stretches and grabs the first enemy it hits, dealing 50/70/90/110/130 (+30% AP) magic damage and briefly slowing them. Zac's next basic attack is replaced with a long range smack that repeats the initial magic damage and slow effect.
If Zac grabs a different enemy with each attack he'll throw them towards each other, dealing 50/70/90/110/130 (+30% AP) magic damage in an area if they collide.
This ability was completely reworked.
W: Unstable Matter
Zac's body erupts, dealing 40/55/70/85/100 magic damage +4/5/6/7/8(+2 AP)% of the enemy's maximum health as magic damage to all nearby enemies.
Absorbing Goo reduces Unstable Matter's cooldown by 1 second.
Maximum health damage is capped at 200 versus minions and monsters.
E: Elastic Slingshot
First cast: Zac faces the cursor and charges up over 0.9/1/1.1/1.2/1.3 seconds.
Second cast: Launches Zac towards the target location, knocking up nearby enemies and dealing 80/120/160/200/240 (+70% AP) magic damage. Zac spawns extra chunks of Goo for each enemy champion hit.
Can be cancelled by moving, refunding half of the ability's cooldown and cost.
R: Let's Bounce
First cast: Zac squishes himself down, making him immune to Crowd Control for up to 2.5 seconds. Any enemies standing on top of him are slowed by 30/40/50%.
Second cast: Charging for at least 1 second before recasting causes Zac to scoop up enemies on top of him, carrying them towards the target location. While flying through the air Zac is Unstoppable. Upon landing nearby enemies take 150/250/350 (+70% AP) magic damage and are briefly slowed.
Reactivating before Zac charges up knocks back nearby enemies instead.What's New:
This ability was completely reworked.
Passive: Sap Magic
Maokai gathers magical energy from the nature around him. Every 45-20 seconds, his next attack uses that energy to heal him for 15-165 (at levels 1/6/9/11/13/15/17) + (6/7/8/9/10/11/12% of his maximum health at levels 1/6/9/11/13/15/17).
Each time Maokai casts a spell or if struck by an enemy's spell, Sap Magic's cooldown is reduced by 2.5 seconds.
Q: Bramble Smash
W: Twisted Advance
Upon arrival, he deals 50/75/100/125/150 (+40% AP) magic damage and roots the target for 1/1.1/1.2/1.3/1.4 seconds.
E: Sapling Toss
Saplings placed in brush last for 30/40/50/60/70 seconds and deal double damage over 2 seconds to all enemies hit.
Maximum 300 Damage to non-Champions, doubled for brush.
R: Nature's Grasp
Maokai summons a colossal wall of brambles and thorns that slowly advances forwards, dealing 150/225/300 (+75% AP) magic damage and rooting any enemies struck for 0.6-2.4 seconds, increasing with distance traveled.
Total Distance Traveled: 2500 units
This ability was completely reworked.
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