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Hi, I am Vicious Skittle. I am a Diamond tier player on EUW whom in Seasons 4/5 peaked at Diamond 4/2 respectively. I've been playing Draven since the end of season 2 and he helped me climb into mid Diamond from bronze during Season 3/4, he's been a staple ADC of mine since.
I've started to stream a lot more than I used to, and whilst my guides to tell you when I am streaming thanks to the prime embed, not all of you have my guides open 24/7. If you follow me on Twitch/Twitter you can see when I go live! When I am live, drop by and ask any questions.
Pros
+ Powerful Harass + Relatively Easy Farming + Global Ultimate + Stupidly High Snowball Potential + One of the Highest Potential ADC Damage
Cons
- Can be shut down with hard camping - Seriously, you'll get camped - Very Difficult to pickup - Even harder to truly master, One of the hardest in the whole game - No hard escapes (like Arcane Shift)
So overall Draven is a high risk, high reward all in ADC. You either win in a hail of gold and axes, or you lose with more deaths than your mid lane Yasuo. This shouldn't deter you however, as I personally feel like he's one of the most satisfying champions to play in the game. Nothing beats a smooth juggle of 2-3 Spinning Axes straight into an Ezreals face as you solo carry games on a champion everyone recognises as incredibly hard to play.
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Passive: League of Draven
League of Draven
When Draven catches a Spinning Axe, kills a minion or monster or destroys a turret, he gains a stack of Adoration. In addition, Draven generates 2 bonus Adoration stacks if he kills 6 minions in a row without dropping an axe. When Draven kills an enemy champion, he consumes all of his Adoration stacks and gains 50 + (2 × stacks) gold. Draven loses half of his Adoration stacks upon death.
Ok so this passive is what makes Draven so insanely snowbally. Every time you catch an axe, or kill anything that isn't a champion you gain 2 gold in a "bank", which is then "cashed in" and you receive all this gold at once as soon as you kill an enemy champion. However, when Draven is killed, he loses half of all that potential gold meaning if he dies then cashes in, he'll get a lot less than he would have. Try and keep catching Spinning Axes so that you'll sit on a pile of potential gold, and when you eventually kill someone you'll snowball harder than a Talon with first blood (probably).
Q: Spinning Axe
Spinning Axe
Draven starts spinning his axe, causing his next basic attack within 5.8 seconds to deal bonus physical damage of 35/40/45/50/55(+ 65/75/85/95/105% Bonus AD). The spinning axe ricochets off the target high up into the air, landing 2 seconds later at a location determined by Draven's current movement. If Draven catches an axe, Spinning Axe is applied for no additional cost on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once. Mana cost: 45 Cooldown: 12s/11s/10s/9s/8s
Ok so this is what makes Draven Draveeeeennnnnnn. This is what makes him hard to play, and this is what makes him hit like a freight train on steroids after attending euro training with Terry Crews. This thing HURTS. What makes this ability so hard to use is it's ricochet mechanic, repeatedly catching and throwing Spinning Axe is hard to do at any stage of the game and is mainly a skill acquired through time and practice.
A few points to note though, the bonus damage can't actually crit however it will apply lifesteal, this is why you rush ghostblade for the flat pen causing the bonus damage to skyrocket. Attacking a structure will refresh the 5.8s duration, but it will not be thrown or do bonus damage to them. You can guide where the axe will land based on which way Draven is moving. Moving forwards causes the Axe to fall slightly in front of Draven, standing still makes it fall directly on him or slightly to the sides, and if Draven is running away, it wall fall in his path again but in the way he's running. Proper axe location guidance is what separates good Dravens from bad ones. It's something you get a feel for rather than something that is taught/read up on.
You can hold only 2 at a time, but you can activate the ability again to be holding 2 whilst an axe is in the air, effectively 'juggling' 3 axes, the higher your attack speed the easier this becomes, you can technically have as many axes in the air as you want if you keep catching and throwing and re-activating but after 3 it becomes more of a show off thing than actually effective.
A cool trick when leashing for your jungler is to ready a Spinning Axe at 1:36 then auto attack with it twice (Waiting to catch the Axe before autoing a second time) then just as the axe is about to timeout, ready a second [Spinning Axe]] and enter lane with both of them spinning.
W: Blood Rush
Blood Rush
Draven gains bonus attack speed (20/25/30/35/40%) for 3 seconds and bonus movespeed (40/45/50/55/60%) which decays over 1.5 seconds. Catching a Spinning Axe resets Blood Rush's cooldown. Mana Cost: 40/35/30/25/20 Cooldown: 12s
This is Dravens steroid. It makes him attack faster and move quicker, both of which an ADC loves. The downside is it's really low duration, in comparison to something like Rapid Fire it doesn't even hold a candle to its power and duration plus the movement speed is so short lived it's more like a 'Oh ****, I need to move 100 units really quick to dodge this ability' rather than an actual movement ability. So why is it still an incredible ability? Catching a Spinning Axe totally refreshes its cooldown, and as it takes 2 seconds for an axe to ricochet you can permanently have his attack speed buff and have only 0.5s of movement speed down time.
DO NOT SPAM THIS ABILITY. Whilst it's fun to run fast whilst juggling, you will go OOM super quickly if you don't be careful when using it. You should however use it when you're about to drop an Axe as you save 5 mana and the cooldown refreshes. You will want to space it (use once every 3 seconds or so) when going all in.
Pretty simple, catch an axe get stats. Don't spam to keep a pool of mana for your other abilities. Oh, and you ignore unit collision whilst the movement speed bonus is active, which is super nice to dodge abilities and catch a stray axe, not many people know about this as it's not in the ability description so abuse it!
E: Stand Aside
Stand Aside
Draven throws his axes in a line, knocking aside enemies hit, slowing them for (20/25/30/35/40%) for 2 seconds and dealing physical damage (75/110/145/180/215 + 50% BONUS AD). Mana Cost: 70 Cooldown: 18s/17s/16s/15s/14s
Simple utility spell. Does a small amount of damage, knocks an enemy aside (makes them airborne which is useful for Yasuo) and slows them for 2s. Not much to it, great for all inning at level 2 as it slows the enemy and makes them stop for a moment. Other than that, it's only used for chasing down a target, or escaping.
NEVER use it just for the damage, as it's base damage and bonus AD scaling is pretty small. This is PURE utility and should be used as such. You can actually interrupt a lot of abilities with this. Specifically, any dash ( Irelias Bladesurge for example) and of course anything that is a channel ( Katarinas Death Lotus as example). So use accordingly. Going the "Omega" build will give this ability 5% spellvamp, which isn't much but it's the difference of a tick of ignite.
R: Whirling Death
Whirling Death
Draven hurls two massive axes in the target direction, dealing physical damage(175/275/375 +110% BONUS AD) to enemies struck. Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes slowly come to a stop before changing direction and returning to Draven, dealing the same physical damage to every enemy struck on the way back. A total of (350/550/750 +220% BONUS AD) if no unit aside from the target is hit. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40% damage. This damage reduction resets when the axes reverse direction. Mana Cost: 100 Cooldown: 120s/100s/80s
A relatively simple global ultimate. What makes this unique is the reverse mechanic, which if you master the exact point of reverse you can potentially do its full damage instantly.
Use it whenever you're in an all in fight, or if you're feeling lucky to cross map snipe someone. However make sure to only hit the target champion, because as soon as it hits an enemy champion they begin to reverse.
Tapping your ult key a second time will start the reverse early, which means if you time it right it will double tap an enemy, it will also reset its damage reduction from hitting multiple targets.
Flash
+
Heal
This section covers the summoner spells you'll usually see in bot lane, you'll only really be taking Heal and Flash but the supports will also be taking either Exhaust or Ignite so you need to know what they do as they will be directly affecting you in the game.
Flash
The bread and butter, the summoner spell you should always take and the one you'll pretty much always see. Flash has a billion and one uses, from flashing in to get a kill, from flashing away from danger, flashing over walls and flashing over abilities. This is something you should be very familiar with by now and it's something you should ALWAYS have.
One small trick that a lot of people don't seem to know about is that you can queue an action and then flash into the range of said action, and then immediately do the action. So if you right click a target to auto attack, then flash into auto range, you will instantly auto attack. This works with ANY targeted ability, such as Spear Shot or Parrrley. You can also redirect your ability after beginning to cast it, most famously, the InSec kick where you begin to cast Dragon's Rage then flash behind the target during the animation to instantly finish the animation behind them, giving the target less time to react. Draven has no abilities to do this with, but the auto attack queue is doable on everyone and is something you should keep in mind.
Heal
Heal is your other summoner that you should pick 99% of the time. Gives you a chunk of health and it gives you a chunk of movement speed that lasts 1 second. Probably the best defencive summoner spell in the game right now, it also heals someone else nearby! Which makes it perfect for duo bot. Use it before an enemy ignite so the effect isn't reduced, and use it at low HP to bait your opponents into a fight.
Ignite
This is usually taken by supports who want to kill the enemy lane. This is pretty good in conjunction with Draven as it gives a lot of kill pressure, it's perfect on supports like Blitzcrank or Leona. Talk to your support in champ select to discuss witch summoner they will take, so that you can play accordingly.
Exhaust
Exhaust is an incredibly strong 'shut down' summoner spell, reducing movement speed and damage for a couple seconds. It's great late game to shut down assassins like Talon or Zed and hyper carries like Vayne or Jinx. However, what it does in the lategame isn't translated in the early game as the damage from Ignite is stronger early. You'll usually want your support to take Exhaust against lanes you can't really win ( Caitlyn) or against a hyper carry that you auto win early against anyway Vayne. Even then, Ignite is still super strong against them. As I said before, talk to your team/support about their summoner spells and plan accordingly.
Precision & Sorcery
Conqueror
The Conqueror rework has changed the way Draven uses it. It's now used in a similar way to Fervor of Battle but is more powerful when it's up however it only lasts 2 seconds instead of 8 which is a huge downside. You pretty much don't need to focus on this rune at all and just respect the fact you deal more damage the more you auto attack and when it triggers at 5 stacks you'll start to heal for a large amount of damage and do some true damage to boot.
Triumph
Triumph: This is the best rune if you have don't have a healing support. If you do have a healing support then take Overheal. As you're the constant and your support can change, I suggest Triumph by default.
Coup de Grace: Is the only rune you should consider in this tier. Whilst Cut Down can potentially do a lot more damage for you, you won't actually make use of the rune for a long time in games. Coup de Grace will always be useful against any type of enemy.
Sorcery
Absolute Focus
Gathering Storm
Absolute Focus: As you'll usually be max health thanks to being the lane bully and having lifesteal early on, the extra attack damage this rune can give will nearly always be turned on. You could consider Nullifying Orb against super heavy magic damage teams
Gathering Storm: More AD = good. After 20 minutes you'll be sitting on a free longsword and a half. As time goes on you'll be picking up so much free AD you'll be unstoppable.
Offence: Attack Speed +10%
Flex: Adaptive Force +9
Defense: Armour +6
As an ADC Draven takes the same runes as every other bottom lane carry except Jhin. 10% attack speed is great for early laning and is now even more powerful thanks to Conqueror giving you attack damage for multiple auto attacks. Adaptive force secondary is a must and because it's unlikely you'll ever gain many levels above other players you'll want the base armour to trade better. MR can be situationally good against lines like Zyra or Brand but they're not the most common supports right now.
Item Sequence
Berserker's Greaves
Infinity Edge
Rapid Firecannon
The Bloodthirster
Statikk Shiv
Lord Dominik's Regards
1100g
3400g
2600g
3500g
2600g
2800g
Doran's Blade
Start with this and 1 Health Potion every game without exception. Lifesteal is affected by Spinning Axe so it double dips on that value.
Berserker's Greaves
After the tabi nerf I nearly never buy them unless I'm against something like Yas/Riven/Rengar on the same team. I would just default to zerks now. Buy these after you finish your first item.
Infinity Edge
The current best rush item is an Infinity Edge. The large amount of attack damage combined with critical strike chance and a critical strike damage multiplier make it the best all around option. You can get a Vampiric Scepter as your first item if you're against a poke heavy bot lane such as Caitlyn or Zyra but you no longer get Bloodthirster until your third item at the earliest.
Rapid Firecannon
As your second item, you'll want a Zeal based item to gain more critical strike chance to supplement your Infinity Edge. The best zeal item for Draven is without a doubt the Rapid Firecannon as it increases your basic attack range by 150 allowing you to poke pretty damn effectively with just a single Spinning Axe. Reliably getting the first basic attack off in most fights is very powerful for an ADC.
The Bloodthirster
Bloodthirster is one of Draven's best items because Spinning Axe's bonus damage can lifesteal. This makes the attack damage stat and lifesteal stat increase in value to a staggering degree. With League of Draven you can afford to spend an extra 900g on your third item as you should be cashing in for extra gold and being ahead of your enemy means you can farm more easily with just your threat to kill them alone. It also doubles as a defence item as with the huge amount of lifesteal you get the enemy team absolutely needs grievous wounds to shut you down.
Statikk Shiv
After you finish Bloodthirster you'll want to then start getting more critical strike chance and damage. If the enemy team is getting tanky you can buy a Last Whisper for the 20% penetration and sit on it until you finish your Statikk Shiv. The reason we go Shiv now is that it offers the most damage by far and Phantom Dancer is a niche buy at best.
You can get this item after your first 3 items if your opponents are very tanky. It gives next to no AD for the cost, but 30% pen is a good amount of pen before you upgrade into an LDR or MR. With Conqueror you're uniquely able to, as an ADC, worry slightly less about armour penetration thanks to the 10% true damage. That being said, you still need APen in a lot of games so you can't just rely on the true damage all the time.
Death's Dance
I'd buy this item instead of BT if I'm against assassins. Lots of AD and a huge delay on incoming damage (30% of all damage you taken is done as a DoT instead of upfront, great for dueling) with a solid 15% lifesteal. In combination with Tabi you'll be very hard to kill.
Duskblade of Draktharr
I'll cover Edge of Night/ Youmuu's Ghostblade here as well. Lethality stacking is pretty dead on Draven right now because of the damage the other builds give. I would never build lethality in a serious game, but it can be absurdly fun to deal 700+ damage an auto attack without critting. Still, it's not good.
Stormrazor
You can only ever buy this after you have both Rapid Firecannon and a Statikk Shiv. You deal extra damage with the shiv to more targets and have extra range from the RFC. You then slow all targets hit by the energize damage making it fairly good overall. However it's just not that good on Draven because the only slot you have for it is your very last slot and other items are more valuable there.
Phantom Dancer
This zeal item is one I'd buy if I need 100% crit most of the time. However as said in the shiv section that isn't very common. I also buy this instead of a Rapid Firecannon if the extra range won't do much to help me (which isn't very often).
Now that this item gives AD it's actually a lot better. Sure the lack of MR can suck, but AD/Armour + a revive passive means a lot as an ADC. I'd not get it earlier than 4th, but it's a solid item in the mid/late game now as it gives you a fair chunk of damage ontop of the incredibly powerful revive passive.
Mercurial Scimitar
Sometimes instead of a LDR/GA/Crit you need some Magic resistance and usually if you need MR they also have some incredibly important debuff ( Dark Binding, Charm, Event Horizon and Pick A Card for example) Quicksilver Sash can be bought as early as your third item if you need the cleanse and you'll simply upgrade it to this late game.
Kiting is what makes good ADC's great, and bad ADC's dead. To kite, you should begin your auto attack animation and the moment the attack is registered to deal damage, start to run away, then once your auto attack cooldown is back up (this is lower with more attack speed) attack again and repeat. It's next to impossible to describe the exact way to kite as it's something you need to practice. Get used to Draven's animations and get used to knowing when to cancel the auto attack. In patch 6.20, this was actually changed slightly to make it easier for newer players or players on higher ping to do. So, yay!
When last hitting / harassing you want to throw the Spinning Axe at the target and while your attack is in mid air you want to turn around and start running back. This will cause the axe to land behind where you stood, usually avoiding the reaction poke from the enemy or safely getting the last hit with poke sustained on yourself.
Another thing to mention about Spinning Axe is whatever you do when you use the axe, DO NOT MAKE IT YOUR GOAL TO ALWAYS CATCH. Doing this will make you positioned badly or more open for attack, similar if you're poking and then your support gets them but your axe is behind you, just auto attack the poor enemy and leave the axe to fall.
You do not want this to happen:
The thing with an AD carry is that you need a lane partner, you'll be most likely running bot lane with a support. There are a few supports that are good with Draven and some that are not so hot.
Thresh, The Chain Warden
Thresh is one of the best supports in the game period. He excels however in aggressive lanes so he's a perfect fit with Draven. Let him pick the all in fights for you and once he lands a hook don't be scared to blood rush in to all in (So long as the lane is even/you're winning). He can also get you out of sticky situations with his Dark Passage which is also super nice. Overall he's one of the best supports Draven can have thanks to his raw kill pressure.
Janna, The Storm's Fury
Janna is a buff support, and is great with every ADC. She can be played fairly aggressively, proactively trading with her Eye of the Storm and can disengage with her Howling Gale and post 6 her Monsoon. Getting an Eye of the Storm shield gives Draven a tonne of damage and you should look for an aggressive trade whenever it's on you. She's fairly easy to pick up and play, but a good Janna is so much more obvious than a mediocre one, with reactive shielding and great plays from Monsoon. Overall she's a great support on Draven, giving him a lot of bonus damage and a lot of peel that he doesn't have himself.
Alistar, The Minotaur
Alistar is either a super aggressive all in support, or a peeling bodyguard. He can't do both at the same time. His combo of Headbutt into Pulverize gives a great amount of CC and is perfect for aggressively picking a fight in bot lane. The same combo can be done in reverse if Alistar is close enough to knock the target back, usually done at level 2 as an all in along with his Flash. He can also peel incredibly well for the same reasons, knockups and knockbacks aren't affected by tenacity so he can keep people off of you/himself very easily. His other ability is Triumphant Roar which is basically a little bit of extra sustain, it's nothing special but it's definitely noticeable. Lastly, he can tank for days with Unbreakable Will meaning he's one of the few supports that can tower dive easily.
Blitzcrank, The Great Steam Golem
Blitzcrank is one of those supports that doesn't actually support you, but more or less gives you a free pick every 20 seconds if he can land his Rocket Grab which is absurdly useful. He's all about abusing enemy position, which is also why he's tough to play against as Draven thanks to Spinning Axe, so a good Blitzcrank will grab an enemy the second they overstep their bounds. This is all he can do however, as he has no heal, no aura or any real peel as he can pull an enemy in, but he can't get rid of them. Overall a good Blitzcrank can single handedly (lol) net you a lot of kills in lane, making you snowball stupidly hard, but a bad one will just be a ward bot that can't even CC the enemy without being in melee range.
Leona, The Radiant Dawn
Leona is a tank through and through that's played as a support because of her passive, Sunlight, and lack of waveclear making her bad in top/jungle. She's similar to Blitz as in she's incredibly all in. But rather than abuse a positional mistake by pulling the target away, she does the same by throwing herself into them. She's also a ball of stats thanks to her Eclipse making her able to towerdive easily similar to Ali. When she picks a fight, make sure to follow up with her as she can't escape and her passive makes you deal a lot more damage than you will probably expect.
Soraka, The Starchild
Sigh, I hate laning against Soraka and playing with her isn't that much more fun. She's basically a second health pool for the enemy team thanks to her Astral Infusion. She also has good sustain thanks to her Starcall and Infusion passive making her pretty hard to force out of lane, and even harder to force the enemy ADC out. Playing with her basically means you can take bad trades and walk away the victor which is pretty nice, but she lacks consistent hard CC or a defencive aura. She'll keep you at 100% life most of the time meaning the enemy team will have to 100-0 you in one go which early game isn't easy. Don't go overboard on trading though as her heal does cost her HP which is why she's a 'second health pool' and not a 'heal bot'. Overall, she's incredibly strong if you can pick fights regularly and can dodge CC yourself.
Braum, The Heart of the Freljord
Braum is one of leagues best bodyguards. He's incredibly good at keeping you safe thanks to Unbreakable and Stand Behind Me. He's also not very hard to play making it so a bad Braum isn't nearly as detrimental as a bad blitz for example. When he lands his Winter's Bite you can easily pick a fight that will either result in a kill or a large chunk of damage, as you can proc it yourself with autos. He can also disengage really well with his Glacial Fissure so a 4 man gank is less likely to be your death. This also doubles up as some 'alright' engage as the first champion it directly hits, or champions right next to him upon casting are knocked up pretty high. However it's not reliable because it's fairly slow and has a long cooldown. Overall, he's perfect if your team has some hard engage and the enemy team has some hardcore assassination potential that requires some heavy duty peeling. Also he's super motivational, which is always a plus.
Brand, The Burning Vengeance
Brand is a botlane mage, among the likes of Annie or Karma. He deals a tonne of damage and has some decent CC too, although that's not reliable, so he's mainly all about them deeps. He's a combo mage meaning he has to hit his abilities in a specigic order if you want to all in. When looking for an all in, wait for him to land his Sear after he sets a target on fire with Blaze, only then should you go all in, otherwise just poke. Once he gets an item or 2, he becomes as strong as a second mid, making him a great support if your team is all AD (I'm looking at you Riven 4th pick, after we already have a Zed and a jungle Lee Sin.) But he's not that helpful as a true support because he has no auras, healing or reliable peel. He can however carry the game with his damage meaning if early game you get a few kills with him as the assister, you can kick back and relax as that Rengar will probably be jumping him instead of you.
Morgana, Fallen Angel
Morgana is a mage support, but can actually support you. She has an incredibly long cc in the form of her Dark Binding and she has decent damage with her Tormented Shadow. Mid game, she can make picks super easily thanks to her Q into Soul Shackles combo. On top of all this, she has a unique shield that she can target herself or you with. Black Shield absorbs only MAGIC damage and blocks ALL cc whilst the shield holds. A good Morgana can make up for any mistake you make with a well timed Black Shield. Overall she's a super strong pseudo peeling pick support that can set up great fights bot lane thanks to Dark Binding
Tahm Kench, The River King
The Kench is a support that can peel you (literally) away from danger with his Devour. He can also CC a target super easily thanks to his passive An Acquired Taste and his Q Tongue Lash. He can also eat an enemy with Devour after stacking his passive giving him a chunk of burst damage and some more CC. So he can do a lot of damage, peel for you for days and can CC an enemy easily, so what's the catch? He need to get into melee range to stack his passive and he needs to hit them 3 times ( Tongue Lash stacks 1 tick and slows them so that helps him a lot) and he's slow as hell. On top of this, because the Devour mechanic isn't very fun to play against he's usually banned. Worse still a bad Tahm Kench will get you killed by eating you at the wrong times, or by simply trolling you by eating you then running into the enemy team, thankfully this isn't that common in solo queue.
Bard, The Wandering Caretaker
*Trumpet Noises* Bard is a roaming support, that glides around the map collecting chimes from Traveler's Call and throwing around stuns with Cosmic Binding and overall being fun as hell to play as/with. He's got some sustain with his Caretaker's Shrine and he's got really good mobility thanks to Magical Journey. In lane, he's all about landing his Q, and if he can't land it he's not that useful. He's like Morgana but less damage and more utility in this regard. Post 6 he becomes a pick god, if he's good, with his Tempered Fate. This can save an ally, catch an enemy, catch an ally, or save an enemy, it does it all! A good Bard will roam properly, land his Q's, keep you healthy and make great picks, however bard is hard to play so more often than not he'll be an occasional stun bot that sometimes is bot lane.
Nami, The Tidecaller
Nami is a buff pick support, she can heal you with Ebb and Flow and can give your auto attacks bonus magic damage and a slow for 3 hits. She can also make picks with her Aqua Prison which is nice to trade into. Post 6 she can peel incredibly well with her Tidal Wave which can also make picks if she's sneaky with it. She's simple to play with, attack when she lands her Q or when you have her E on you (the blue orbs floating around you is the easiest indicator to tell). Other than that, don't go all in unless its free within her Aqua Prison range.
So in closing, Draven is an early game lane bully who has a kit designed around total dominance and snowballing. He's incredibly difficult to play and master, but mastering a champion like Draven allows you to transcend metas (mostly) and become a god tier ADC player. Without a doubt he is one of the hardest champions in the game, and everyone knows it.
Proper use of Spinning Axe is hard, and it'll take a lot of time to master. Being a good Draven will bring nothing but awe from your friends and rivals alike.
Enjoy the game, it is your league after all.
Credit:
~Hopper: For recoding my guide to make it so much better looking.
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