Patches by Nima Nightmare

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Patches

By: Nima Nightmare
Last Updated: Sep 23, 2026
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Patches

The Marine

Not all marines are trained in the same Barracks. Sgt. Patches is an unlikely yet brave marine and an even better friend. Having taken the fight against the malicious Derpfestor alongside his best friend Crackhead, and forming an alliance with unlikely allies like Bob the Ragelot and Patchling, he is ready to continue his fight in the Nexus against other weird threats.

(100% based on CarbotAnimations's IdBeCoolIf, just being expanded upon and given numerical values)

Strengths

  • Baseline revive mechanic
  • Very mobile
  • Excellent poke
  • High range
  • Very good at kiting
  • Short cooldowns for all Abilities (except Plot Armor)
  • Pairs very well with Heroes with hard Crowd Control

Weaknesses

  • Extremely low Health pool
  • Requires continuously-updating precision for damage
  • All Abilities are skillshots (except for Plot Armor)
  • High Mana consumption
  • Vulnerable to most Crowd Control effects
  • Only one untalented damaging Basic Ability
  • Subpar baseline waveclear

Stats

  • Health: 980
  • Health Regen: 16.9 per second
  • Mana: 500
  • Mana Regen: 8.8 per second
  • Attack Damage: 84
  • Attack Range: 6
  • Attack Speed: 1.09 per second

Combat Trait

1
Plot Armor
While dead, activate to respawn at your death location with the past portion of your respawn timer being converted to your current Health and Mana.

Passive: Patches only awards 50% of a normal Hero's experience upon dying if Plot Armor's cooldown was available when he was alive.

Must be dead to use.

Cooldown: 90 seconds

For every 1% of Patches's respawn timer being passed, 1% of his Health and Mana are restored. This is shown as a greyed out Health bar above him in a similar manner to Leoric's Undying and this is only visible to Patches.
Patches will never respawn with full Health and Mana if he uses Plot Armor.
There is a 1 second cooldown for Plot Armor after Patches dies (if Plot Armor's cooldown is available). This is to ensure he doesn't revive with less than 1% Health or Mana.

Primary Abilities

1
Shoot
Toggle to remain stationary and fire an endless barrage of bullets at your cursor's location, each dealing 50 (+4% per level) damage to the first enemy hit.

Deals 50% less damage to Structures.

Mana: 60
Cooldown: 6 seconds

Max Range: 10
Missile Speed: 50
Firing Rate: 8 per second
Bullet Radius: 1
Arc: 360 degrees
Hitbox: 0.25 x 1.75

While channeling, Patches is unable to move. Issuing a move order ends the channel.
Similar to Triglav Protector's Gatling Cannon, the direction of the bullets change based on the cursor's current location.
Shoot does not have a set duration nor drains Mana after the initial cost while channeling, but any form of hard Crowd Control (such as Stuns) will end Shoot.
Reactivate the ability to stop firing.

2
Jump
Vector Targeting
Leap towards the targeted direction before rolling towards the target direction from the initial target point. Patches gains 50 Armor that decays over 2 seconds.

Mana: 50
Cooldown: 12 seconds


Cast Range (Initial Jump): 8
Cast Range (Roll): 5
Missile Speed (Patches): 12


Like Swift Strike, Jump has a set distance with no way of going below it.
The vector's starting point is created at the target direction of Jump.
The initial leap can go over impassable terrain, but the roll cannot.
3
Throw
After 0.25 seconds, Throw a piece of junk at the targeted direction, damaging the first enemy hit by 1 (+4% per level) and Slowing them by 40%, decaying over 1 second.

Upon hitting an enemy, the piece of junk bounces onto nearby ground, allowing Patches to restore a charge of Throw by walking over to it and refunding the expended Mana cost. The stationary pieces of junk last for 2.5 seconds before disappearing.

Stores 2 charges.

Charges: 2
Mana: 40
Charge Cooldown: 9 seconds

Max Range: 10
Missile Speed: 15
Radius: 2.5
Missile Speed (post-impact): 11
Radius (junk on ground): 3


The Slow effect cannot stack on itself.
The pieces of junk varies with each use of Throw. These variations are purely cosmetic.

Heroic Abilities

1
Run From Gun
Throw your unstable rifle at the targeted location for 4 seconds. Upon landing, it starts dealing 175 (+4% per level) damage per second to all enemies around the rifle.

Patches gains 30% Movement Speed for the duration, but he will be unable to use Basic Attacks or Shoot.

Deals 50% less damage to Structures.

Cooldown: 30 seconds
Mana: 70


Cast Range: 10
Missile Speed (Airborne Rifle): 20
Radius: 6


Deals 10.9375 (+4% per level) damage every 0.0625 seconds.
2
Pull the Boys
Call down a Command Center that crash lands at the targeted location, dealing 150 (+4% per level) damage to all nearby enemies after 0.75 seconds and knocking them away.

After 1 second, the Command Center releases 1 SCV for each expended charge forward for 10 seconds. SCVs prioritize Heroes.

Upon expiring or dying, SCVs leave Minerals behind, each restoring 30% Patches's maximum Mana and reducing the cooldown of his Basic Abilities by 1.5 seconds.

Can store up to 5 charges, and all charges are used upon activation.

Charges: 5
Mana: 100
Charge Cooldown: 20 seconds

SCV Health: 600 (+4% per level)
SCV Attack Damage: 80 (+4% per level)
SCV Attack Speed: 0.67 per second
SCV Attack Range: 1.5
SCV unit radius: 1

Cast Range: 12
Command Center Radius: 6
Knockback Duration: 0.1875
Knockback Speed: 17
Mineral Collecting Radius: 2.5


The charges expended and the Mana cost are not interconnected. Meaning using Pull the Boys with any amount of charges will only cost 100 Mana.

Level 1 Talents

Magrail Munitions (Q)
Shoot deals 100% increased damage to Heroes above 50% Health and its cooldown is reduced by 1 second.

They See Me Rollin' (W)
Jump's roll deals 110 (+4% per level) damage to nearby enemies. While at or above 75% Health, Jump’s cooldown refreshes 100% faster.

Radius: 3

Get Some! (Passive)
Basic Attacks against Slowed Heroes deal 25% increased damage and increase Patches’s Attack Range by 1, decaying over 3 seconds.

Passive: Gain 0.5 Attack Range.

Level 4 Talents

Crackhead's Legacy (Q)
Shoot fires 2 additional bullets per second. Each time Shoot damages an enemy Hero, reduce the cooldown of Patches's Heroic Ability by 0.5%.

Stimpack (Active)
Activate to take 10% of your maximum Health as damage, but gain 30% Attack Speed and cause Shoot's cooldown to refresh 150% faster for 4 seconds. Hitting enemy Heroes with Shoot or Basic Attacks extends this duration by 0.5 seconds. Cannot be used if Patches is at or below 10% Health.

Current Health cost: 98 (+4% per level)
Cooldown: 30 seconds
Cooldown starts when Stimpack expires.


Rock and Throw (Passive)
After rolling with Jump, instantly restore 1 charge of Throw. Collecting a piece of junk created with Throw from the ground reduces Jump's cooldown by 2 seconds.

Level 7 Talents

Mercenary Munitions (Q)
Hitting enemy Heroes with Shoot grants 5% decaying Movement Speed for 4 seconds after Shoot ends. Stacks up to 8 times.
Faithless Leap (W)
If Patches loses 15% of his maximum Health at once, for the next 3 seconds, Jump's initial range is increased by 50%, but using Jump during this sets its next cooldown to 20 seconds.

This effect has a 15 second cooldown.

Passive: Increase the roll distance of Jump by 30%.

Current Health required: 147 (+4% per level)
Explosive Junks (E)
For every enemy Hero currently Slowed with Throw, gain 10% Movement Speed. Throw Slows enemies near its target by 25%.

Search Radius: 4

Level 13 Talents

Bio-Steel Junk (E)
Patches is healed for 40% of all the damage taken by enemy Heroes Slowed by Throw.

Passive: Increase Throw's Slow duration to 1.5 seconds.

Vanadium Plating (W)
Jump's initial leap makes Patches Protected for 0.5 seconds and restores 10% of his maximum Health over 1 second. The Armor duration of Jump is reduced by 1 second.

The Armor applies after the Protected status expires.
Desperate Flee (Trait)
While Plot Armor's cooldown is available, Patches gains up to 130 (+4% per level) Shields that rapidly regenerate when he takes damage.

After reviving with Plot Armor, nearby enemies are knocked back and Slowed by 50% for 1 seconds.

Radius: 5
Knockback Duration: 0.1875 seconds
Knockback Speed: 12
Grants 8.125 (+4% per level) Shields every 0.0625 seconds, stacking up to 16 times. This Shield regenerates every 0.0625 seconds when Patches takes damage.

Level 16 Talents

Laser Targeting System (Q)
Every 6th bullet of Shoot that hits an enemy Hero increases the damage of subsequent bullets by 50% and Shoot's maximum range by 25%. These bonuses stack up to 4 times and are reset when Shoot ends.
Ultra Capacitors (Trait)
After reviving with Plot Armor, gain 150% increased Attack Speed, decaying over 3 seconds.
Missile (Passive)
Damaging a Slowed Hero fires a missile at their last location, dealing 150 (+4% per level) damage to all enemies in that area, increased by 200% against Minions, Mercenaries and Monsters.

Missiles have a 1 second cooldown per Hero.

Passive: Throw gains 1 additional charge.

Missile Radius: 3
Missile Speed: 15
Missiles are fired from Patches's current location. This has no range limit.

Level 20 Talents

Throw Gun Again (Heroic R)
Walking over to your unstable rifle allows for Run From Gun to be thrown again within 3 seconds at a separate location for free and increasing its damage by 25%.

This damage increase stacks up to 3 times and is reset when Run From Gun expires.

Pick Up Radius: 2
All In (Heroic R)
SCVs released from Pull the Boys's Command Center are mounted by Marines, increasing their Attack Damage by 60 (+4% per level) and their Attack Range by 5, but they no longer drop Minerals.

Passive: Pull the Boys's initial cast is now global.

The Marines are not separate units. They and their respective SCVs are one singular unit.
Spray n' Pray (Q)
On top of its regular bullets, Shoot unleashes 8 non-redirectable bullets in random locations in front of Patches every second.

Passive: Casting Shoot grants Unstoppable for 0.25 seconds.

Arc: 180 degrees
Radius: 1
Missile Speed: 25
Firing Rate: 8
Hitbox (Shoot): 0.25 x 1.75

The non-redirectable Shoot bullets are separate from the ones controlled by Patches and their target locations are random within the arc.
Despite the arc, Patches can still turn around and the arc of the controllable Shoot is unchanged.


Give Me a Brick! (E)
Throw now uses bricks instead of junk, dealing 90 (+4% per level) increased damage, Stunning the affected enemies by 0.25 seconds and knocking them slightly back, but each charge now has 3 seconds increased cooldown.

Knockback Speed: 10
Knockback Duration: 0.1875 seconds
The Slow effect of Throw is retained.

Plot Twist (Trait)
Plot Armor's cooldown refreshes 150% faster if Patches has been alive for at least 30 seconds after reviving with Plot Armor, but his respawn timer is increased by 25%.

Passive: Reduce Plot Armor's cooldown by 30 seconds.

Changelog

23/09/2026


General

  • Patches's talent tree has been reworked to make each tier more specialized towards a certain aspect of him:
  • Level 1: Damage
  • Level 4: Cooldown reduction
  • Level 7: Mobility
  • Level 13: Survivability
  • Level 16: Damage
  • Level 20: Storm (Damage + Survivability + Cooldown reduction)

Abilities


Shoot (Q)

  • Redirection delay removed.

Talents


Level 1


Magrail Munitions (ADJUSTED)

  • No longer causes Shoot to persist.
  • Adjusted Functionality: Reduce Shoot's cooldown by 1 second.

They See Me Rollin' (ADJUSTED)

  • No longer increases Jump's roll distance.
  • Adjusted Functionality: Jump's roll deals 110 (+4% per level) damage to nearby enemies (radius: 3).

Get Some! (REWORKED)

  • Basic Attacks against Slowed Heroes deal 25% increased damage and increase Patches’s Attack Range by 1, decaying over 3 seconds.
  • Passive: Gain 0.5 Attack Range.

Level 4


Crackhead's Legacy (NEW)

  • Shoot fires 2 additional bullets per second. Each time Shoot damages an enemy Hero, reduce the cooldown of Patches's Heroic Ability by 0.5%.

Level 7


Mercenary Munitions (REWORKED)

  • No longer increases Shoot's bullet travel speed.
  • No longer increases Shoot's bullet redirection speed.
  • No longer makes Shoot have a set duration.
  • Reworked Functionality: Hitting enemy Heroes with Shoot grants 5% decaying Movement Speed for 4 seconds after Shoot ends. Stacks up to 8 times.

Faithless Leap

  • Now passively increases Jump's rolling distance by 30%.

Explosive Junks (ADJUSTED)

  • Added Functionality: For every enemy Hero currently Slowed with Throw, gain 10% Movement Speed.

Level 13


Bio-Steel Junk (Moved from Level 4) (ADJUSTED)

  • No longer removes the decay of Throw's Slow.
  • Adjusted Functionality: Now passively increases Throw's Slow duration to 1.5 seconds.

Vanadium Plating (REWORKED)

  • No longer grants Movement Speed.
  • Adjusted Functionality: Jump's initial leap heals Patches for 10% of his maximum Health over 1 second.

Desperate Flee (Moved from Level 16) (REWORKED)

  • No longer reveals Patches when reviving with Plot Armor.
  • Slow duration of nearby enemies after reviving with Plot Armor reduced from 1.25 to 1 second.
  • Added Functionality: While Plot Armor's cooldown is available, Patches gains up to 130 (+4% per level) Shields that rapidly regenerate when he takes damage.

Level 16


Laser Targeting System (Moved from Level 13)

  • Damage increase of Shoot increased from 25% to 50%.
  • Max stack count increased from 3 to 4.

Ultra Capacitors (Moved from Level 13) (ADJUSTED)

  • Attack Speed increased from 75% to 150%.
  • Attack Speed duration is no longer extended when Basic Attacking enemy Heroes.

Level 20


Spray n' Pray (ADJUSTED)

  • No longer causes Jump to deal damage or reduce Armor.
  • Unstoppable duration reduced from 0.75 seconds to 0.25 seconds.

Removed Talents

  • Reroll (Level 16)

19/09/2026


Abilities


Throw (E)

  • Now has a 0.25 second cast time.

Pull the Boys (R)

  • SCV damage increased from 60 to 80.

Talents


Level 13


Vanadium Plating

  • Now reduces the Armor gained from Jump by 1 second.

Level 20


Spray n' Pray

  • Unstoppable duration with Shoot reduced from 1.5 to 0.75 seconds.
  • Bullet count reduced from 15 to 8 per second.

18/09/2026 (Hotfix)


Abilities


Trait: Plot Armor (D)

  • Patches's experience upon death changed from 50% by default and 25% with Plot Armor available to 100% by default and 50% with Plot Armor available.

Shoot (Q)

  • Added hitbox.

Jump (W)

  • Clarified that the initial leap can go over terrain, but the roll cannot.

Run From Gun (R)

  • Damage reduced from 450 to 175 per second.

Pull the Boys (R)

  • Command Center damage reduced from 225 to 125.
  • The number of SCVs released for each of the Ability's charges reduced from 2 to 1. Effectively, max SCV count reduced from 10 to 5.
  • SCV Health reduced from 700 to 600.

Talents


Level 1


Magrail Munitions

  • Clarified how the persisting effect works.

Get Some!

  • Passive Attack Range bonus decreased from 1 to 0.5.
  • Bonus Attack Range now requires Patches to damage a Hero below 50% Health.

Level 4


Stimpack

  • Cannot be used if Patches is at or below 10% Health.

Level 7


Faithless Leap

  • Bonus Jump range decreased from 75% to 50%.

Level 13


Vanadium Plating (ADJUSTED)

  • Instead of Invulnerability, Jump's initial leap makes Patches Protected for 0.5 seconds.

Level 16


Desperate Flee

  • Added Knockback properties.

Missile

  • Damage reduced from 190 to 150.
  • Radius reduced from 4 to 2.5.

Level 20


Throw Gun Again

  • Added pick up radius.

All In

  • Damage increase of the SCVs reduced from 100 to 60.

Give Me a Brick!

  • Stun duration reduced from 0.35 to 0.25 seconds.
  • Clarified that Throw's Slow duration is retained.

Spray n' Pray

  • Clarified that Shoot fires 15 non-redirectable bullets per second.
  • Bullet targeting changed from direction-based to location-based.
  • Clarified that Patches can still turn around during Shoot.

18/09/2026

  • Created.

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1
[-]
SMILE (1) | September 23, 2026 11:31am
Since this concept has been quite changed, I think there is a new problem:
If my calculations are correct, [Shoot] with [Magrail Munitions] deals 800 damage (50 damage per bullet x 8 bullets x doubled damage) per second to Heroes above 50% Health. That cannot be avoided because of how fast the bullets are. From range that is almost equal to Sgt. Hammer in Siege Mode. And this is at the start of the match.
1
[-]
SMILE (1) | September 18, 2026 4:51pm
Maybe I am overestimating it, but [Plot Armor] sounds like the most toxic thing imaginable for both sides. Enemies get basically no EXP from killing Patches, yet he can rival D.Va when it comes to feeding Alarak and The Butcher.

Does [Shoot] fire projectiles or not? It sounds like it does, but then there is no "hitbox" for said projectiles, only the impact radius.
Also, how does the redirection delay work? Can you not just ignore it by never stopping your mouse cursor?

Can [Jumр] travel over terrain? Can its roll?

[Run From Gun] is really funny, but the damage is way over the top. It deals 2 [Pyroblasts] worth of damage in a decent area every 30 seconds.
Also, can the game even handle such a high tickrate?

[Pull the Boys] is [Wave of Force] on stimpacks, but I am way more concerned about the spawned SCVs having 700 Health. It would not be as questionable if he could not spawn 10 of them at once.

I hate to be negative towards this goober, but this concept simply cannot work. This is basically a ranged Murky with mobility, not to mention some of the talents.
Speaking of talents.

How does [Shoot] persists with [Magrail Munitions]? Does Patches just keep shooting while moving?

I am not sure if [Get Some!] is healthy for the game. It makes it basically impossible for most Bruisers to lane against Patches.

Does [Bio-Steel Junk] heal if its Slow gets removed?

Can [Stimpack] kill Patches? It sounds like it can, but this is not specified.

[Faithless Leap] makes prime Genji jealous. It should probably be on Level 13.

[Vanadium Plating] is broken, in fact, I think it would be broken even at Level 20.

[Missile] should have its radius reduced. It already deals a lot of damage.

What is the "pick up" range of [Throw Gun Again]?

Does [All In] at full charges not just win you the game on the spot? Its bonuses definitely make [Pull the Boys] the highest DPS button in the game.

How many bullets does [Spray n' Pray] add? Or am I misunderstanding something and this talent just takes away your ability to turn?
1
[-]
Nima Nightmare (2) | September 18, 2026 8:30pm
Quoted:
[Plot Armor] sounds like the most toxic thing imaginable for both sides. Enemies get basically no EXP from killing Patches, yet he can rival D.Va when it comes to feeding Alarak and The Butcher.

I've changed it so that without Plot Armor, he gives 100% XP and only 50% with it. That initial version was cause his low Health makes him really prone to dying a lot if caught.
Quoted:
Does [Shoot] fire projectiles or not? It sounds like it does, but then there is no "hitbox" for said projectiles, only the impact radius.

I had to check the HotS wiki for this. I initially thought radius is the same as hitbox, but turns out it's not. Added hitbox now.
Quoted:
Also, how does the redirection delay work? Can you not just ignore it by never stopping your mouse cursor?

So the idea for it is to have there be a tiny bit of delay whenever the cursor direction changes. I don't think there is any effect like that in the game right now that isn't instant. So this is more or less made up out of thin air and I hoped it'd make sense.
Quoted:
Can [Jumр] travel over terrain? Can its roll?

I hadn't considered it at the time I made this. Changed it so that the initial leap can go over terrain, but the roll cannot.
Quoted:
[Run From Gun] is really funny, but the damage is way over the top. It deals 2 [Pyroblasts] worth of damage in a decent area every 30 seconds.

Was hesitant on the damage numbers. It's reduced now and should be a lot more tolerable.
Quoted:
Also, can the game even handle such a high tickrate?

I had to check the wiki again and yeah, turns out it can. Li-Ming's Disintegrate has a tickrate of 16, which occurs every 0.0625 seconds.
Quoted:
[Pull the Boys] is [Wave of Force] on stimpacks, but I am way more concerned about the spawned SCVs having 700 Health. It would not be as questionable if he could not spawn 10 of them at once.

Somewhat of a leftover before I've moved stuff from a personal document to this concept page. Initially the SCVs had significantly less Health (50 I believe), that's why I wanted it to initially summon 2 SCVs per charge, but now with this health amount, I think 1 per charge is enough. Also reduced the damage of the Command Center so it's less than Wave Of Force's.
Quoted:
I hate to be negative towards this goober, but this concept simply cannot work. This is basically a ranged Murky with mobility, not to mention some of the talents.

All good, but I wouldn't really say it wouldn't work at all. Yeah there are elements inspired from Murky, but Murky has stuff that Patches doesn't (i.e. better waveclear, hard CC at 10). I'm not expecting this exact concept to make it to the game, this is all for fun, but it'd be nice to see even a version of it in the game.
Quoted:
How does [Shoot] persists with [Magrail Munitions]? Does Patches just keep shooting while moving?

Wrote some clarifications: when ending, Patches continues to fire Shoot bullets for 1 second at the last location of the player's cursor when Shoot was active. This persistence has no range limit.
Quoted:
I am not sure if [Get Some!] is healthy for the game. It makes it basically impossible for most Bruisers to lane against Patches.

Reduced the passive range increase and made the bonus one only apply when damaging a Hero below 50% Health.
Quoted:
Can [Stimpack] kill Patches? It sounds like it can, but this is not specified.

It cannot since it has a Health cost. Clarified that it cannot be used while at or below 10% Health.
Quoted:
Does [Bio-Steel Junk] heal if its Slow gets removed?

Since Throw only Slows (unless [Give Me a Brick!] is picked (which is only 0.25 seconds of Stun)), no, removing the Slow doesn't allow Patches to heal from that target unless they are affected with Throw again.
Quoted:
[Faithless Leap] makes prime Genji jealous. It should probably be on Level 13.

I don't know what to replace it with, but I've reduced the range increase. Should be more manageable now.
Quoted:
[Vanadium Plating] is broken, in fact, I think it would be broken even at Level 20.

Yeah I didn't account for how powerful Invulnerability is. Changed it to Protected and reduced its duration to 0.5 seconds.
Quoted:
What is the "pick up" range of [Throw Gun Again]?

Added; 2.
Quoted:
Does [All In] at full charges not just win you the game on the spot? Its bonuses definitely make [Pull the Boys] the highest DPS button in the game.

Yeah good call. Reduced the damage increase, and since it's only a max of 5 SCVs now, it's a lot more manageable.
Quoted:
How many bullets does [Spray n' Pray] add? Or am I misunderstanding something and this talent just takes away your ability to turn?

It's like Mei's Cascade. It fires 15 non-redirectable bullets per second at random locations in a 180-degrees arc in front of Patches (since Shoot's initial cast is targeted, the direction that was selected for casting is the selected arc for these randomized bullets). The original Shoot is unaffected and the cursor can still target 360 degrees around Patches, but the bullets from Spray n' Pray cannot change directions based on the cursor.
1
[-]
SMILE (1) | September 19, 2026 11:59am
Quoted:
Since Throw only Slows (unless [Give Me a Brick!] is picked (which is only 0.25 seconds of Stun)), no, removing the Slow doesn't allow Patches to heal from that target unless they are affected with Throw again

I suggest changing the description to:
Patches is healed for 40% of all damage taken by enemy Heroes Slowed by Throw.
Passive: Throw's Slow no longer decays.

Quoted:
Changed it to Protected and reduced its duration to 0.5 seconds

Does Protected actually override Armor?

Quoted:
Reduced the damage increase, and since it's only a max of 5 SCVs now, it's a lot more manageable

Sorry for the inconvenience, but now I think it would be fine to increase the damage of SCVs themselves from 65 to 80.

Quoted:
It fires 15 non-redirectable bullets per second at random locations in a 180-degrees arc in front of Patches

That sounds like a lot of visual clutter, but okay. However, now I am not sure if having 1.5 seconds of Unstoppable on top of this effect is fair.
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