Adc base stats

Adc base stats DEFAULT

Hecarim Win Rate and Stats

You will see him most often played in the jungle position. The best win rate position for Hecarim is jungle ([object Object]%). At this time, Hecarim's meta game is focused on dealing damage. Specifically, his kit should primarily be focused on physical damage. Moreover, he is an ok tank champ. Supporting others and crowd control are the least important part of Hecarim’s gameplay.

If you are not comfortable with his abilities and gameplay, you may find it difficult picking him up for the first time. Most competitors believe him to not be a difficult champ to pick up. Hecarim mostly deals physical damage (79% of his total damage). He doesn't deal much of other damage types and should not be played as hybrid damage dealer..

Hecarim deals a decent amount of damage in a typical match (16,204 damage). You could focus on building him as a damage dealing champion to crush your opponents.

Sours: https://www.mobachampion.com/champion/hecarim/

What is scaling?

You’ll often hear discussions about how “‘x’ champion scales hard” into the late game, or this “team comp scales well”. What does this mean? Scaling is sort of a tricky concept, especially for newer players. You have to be able to understand how the game’s dynamics change as time goes on, how the distribution of gold and experience can cause champion stats to inherently rise over others, and how champion move-sets and abilities enable them to have higher potential for late game effectiveness.

The goal of this article is to help you understand scaling, how to learn more about it, and how you can use this knowledge in playing as, or against a scaling champion. If you’re a veteran player who already knows the basics , feel free to skip ahead. If you don’t have a good grasp on scaling and how it works, stick around for a bit!

How it works

Scaling refers to the rate that a champion is able to get stronger as a match goes on. This is influenced by several things such as farm, items, and kit. Just as every champion has a unique batch of abilities, they also have their own unique starting stats and stat growth rates.

To best illustrate this, imagine that all ten players in the match had infinite gold at level 18 and the usual six slots for items. No matter how you arranged the ten builds, some champions would inherently have higher stats because of differences in their scaling. Likewise, when you start the game at level one, there will always be champions that have an early edge in stats in comparison to their peers.

The Stat Scaling Spectrum

Champion stats are impacted by their base numbers and their ratios of increase. Imagine base numbers as the floor, and the ratios as the potential for how high a ceiling can be. The way champions are designed, some are meant to be great in the early game, some spike in the mid game, and others become monsters the longer the game goes on.

The early game champs tend to have strong base stats – flat numbers that don’t scale well, but give them a head start over other champs. Champs that are powerful in the late game may start off weaker than others in the early game, but often have high ratio multipliers that cause them to grow exponentially as they gain experience and items.

Our analyst, prohibit, relates strong base stats versus highly scaling stats as such:

“It’s basically the Barbarian class versus the Wizard class in Dungeons and Dragons. The Barbarian gets a bunch of initial flat bonuses while the Wizard has low flat stats but highly multiplicative ratios. Barbarians get to start smashing from the get-go while the Wizard can’t very well protect himself in the beginning. Over time however, the Wizards learns powerful spells that can rip through armies while the Barbarian (although definitely improved) is still pretty much just hacking and slashing.”

Once you understand how scaling works, the next step is to learn how different champions and items scale. You can do this through the osmosis of simply playing more, or you can take the time to study (pace yourself, there’s a lot of info) through resources such as the LoL Wiki.

Two champs that demonstrate the two ends of the spectrum are Leona and Kassadin. They are both champions that can be terrifying in game, but at completely opposite times.

Leona

Leona is a massive threat in the early game laning phase – an especially dominant bully from levels 2-6. She has great base stats and quick access to high damaging abilities which synergize well with her passive in order to give her surprising burst damage. Her strong CC gives her a powerful all in and great set up for gank assists. Never underestimate Leona’s early game power or you may find yourself giving up First Blood.

As the game goes on however, Leona’s role becomes more dependent on her team. She’s still a potent engager and peeler, but she’ll likely struggle to duel/kill a champ solo and needs her team for follow up damage after she lands her CC.

AP scaling on Leona's Q

Scaling on Leona’s Q

This is because her scaling ratios are half of what a carry or assassin usually has. She has some scaling AP scaling sure, but Leonas want to build tanky so it really isn’t a practical or useful ratio. As the game goes on, her usefulness comes from her inherent CC disruption, and less so due to her damage presence. If you catch out a lone Leona in the late game, you can often out-duel her, even if she lands all her abilities.

Kassadin

On the other end of the spectrum, Kassadin is a champ that is built to have a weak early to mid game, but grows stronger as the match goes on. In terms of his base stats, he has decent early game damage, but it falls off quickly at later ranks. By the time his abilities are maxed, they have about 100 less base damage compared to other champs. The key is that ALL of Kassadin’s ratios are high so he scales incredibly well as he collects farm and builds his core items.

Before reaching his ultimate at level 6, Kassadin is immobile and prone to being shoved under tower due to weak waveclear, so he really isn’t a major threat during the lane phase. His kit eventually enables him to become a mobile monster that can roam the map much faster than most champions, making him a great roamer and a terrifying assassin that can take out most champs in 1v1.

Kass E

Scaling on Kassadin’s E

Kassadin scales very well with items because AP is a core stat of his builds and has a AP high scaling ratio (at 70% for Q,W, and E). At full strength, he has a 90% slow, a beefy shield, and a spammable maneuvering tool that gives him high outplay potential. If Kass is unable to complete his core items according to a timely schedule, his opponents may be able to build an insurmountable lead or straight-up win before he hits his stride.

Other types of scaling

Outside of stat ratio scaling, champions also scale through their abilities and itemization. These are all different in terms of mechanics and potential of scaling, but they all tend to grow over time and hit the prime of their effectiveness in the mid to late game.

Let’s go through a few examples:

Nasus

Siphoning Strike

Nasus’s Q allows him potentially infinitely scaling damage

Nasus’s Q, Siphoning Strike, builds damage stacks as long as you use it to kill a target. This mechanic doesn’t have a limit and allows Nasus to grow infinitely stronger – by the time late game rolls around, Nasus can often reach “raid boss” levels of power. Don’t let him farm easily!

Tristana

Tristana passive

Tristana’s passive increases her auto-attack range as she gains experience

Tristana’s passive makes her one of the most formidable AD carries as the game goes on because it increases her auto-attack range as she gains levels. This is extremely valuable because it makes it easier for her to be protected, improves her siege ability, and allows her to dish out more consistent damage due to safer positioning.

Our experts describe this type of scaling as “effective range”. Late game scalers such as Tristana, Kog’maw, and Twitch (through his ultimate) are able to safely output consistent damage because they outrange their counterparts.

Rod of Ages

Rod of Ages

RoA scales with time

Rod of Ages literally gets stronger with time. Players that choose to buy RoA do so as a long term investment, knowing that although it won’t be that great starting off, it pays off in value in the long run. If you’re using RoA, play patiently – if you’re against a RoA, try to take advantage of the window of opportunity by playing aggressively before the item hits its max.

Tear of the Goddess

Tear of the goddess

Tear scales with mana use

Tear is a stacking item that  increases your mana pool every time you spend mana. It builds into either Manamune (for AD) or Archangel’s Staff (for AP), which are both items that scale in power according to the amount of mana you have. The better you’re able to spend your mana and build your pool, the more powerful these items become. In the late game, these items hit like a truck and basically allow you to spam your abilities as much as you want.

Item combination synergies

ADC’s in general, tend to scale slower than other roles because the effectiveness of their core items rely on synergistic combinations to really be used to their full potential. For example, Infinity Edge is a nice item on its own, but has a huge impact when paired with a Zeal item such as Rapid Firecannon, Statikk Shiv, or Runaan’s Hurricane.

Infinity Edge stats

IE scales multiplicatively as it synergizes with other ADC items

With every additional synergistic item, ADC’s power levels increase multiplicatively because they compliment each other very well. This is because ADC’s have three stats that buff each other in order to increase their DPS output (Attack Damage, Attack Speed, and Crit Chance). Mages in comparison only have two stats that buff each other (Ability Power and Cooldown Reduction).

Tanks on the other hand, have many items, such as Dead Man’s Plate that work efficiently as standalone items. The stats they need (Health and resistances) are cheaper to buy, but their scaling tends to be more linear. Carries can eventually outscale these items due to penetration and damage multipliers.

Dead Man's Plate

Dead Man’s Plate is an efficient standalone item but scales in a linear fashion

How to play with a scaling champ

When you’re playing as a scaling champ or have one on your team, your mentality should change and adapt in order to properly enable a smooth transition to hitting that sweet, scaled power. Here are some tips from our experts.

Risk/reward mentality

Maintaining a cautious leaning risk/reward mentality will help you maintain a safe transition throughout the game. Our Challenger Coach, Morïarty, explains :

“In general, a scaling champ or team should adopt a “when ahead” style of decision making. This means that you DO NOT take high to medium risk plays – you should stick to low to medium-high risk plays, and avoid trading objectives or kills if you end up ahead.”

Be patient

If you know you’re a champion that becomes stronger as the match goes on, remember that you’re sacrificing early game strength in order to be a monster later. You are making a long term investment – think of the late game scaling champion as a ticking time-bomb, after a certain amount of time, they can explode and often carry the late game.

Be reluctant to surrender

If you fall a little behind, don’t panic – stay the course! You and your team should understand that your late scaling champ won’t really hit their stride until later on in the match. If you surrender early, you aren’t giving the champ a real chance to do their thing.

If your scaling carry falls behind schedule

So what happens if things don’t work out? Sometimes things just go poorly no matter what you do. Is there a point that that you should give up on farming and just group? Or should you always look to keep farming until you hit your items? Here are a few backup plans:

Head to mid lane

If the enemy team has a big threat that makes it scary for your hyper carry to farm solo, your hyper carry may have to be forced to change plans to leaching from from mid lane (with the rest of your team adjusting accordingly).

Send support

Another option to enable farm is by sending support to the sidelane. This option has your team babysitting until they hit their two/three item spikes. Use this one sparingly and when your carry isn’t super behind because you may be compromising map control by committing resources.

Group up

The hyper carry should consider grouping and fighting if the rest of their team is already way ahead and theycan win fights without big contributions from the carry.

In this case, the hyper carry is just around to help take down objectives pick up gold by KS’ing kills during the fight. This mentality holds true for any champ that is behind – if you are the only one who is behind and your team can win team fights just join and do what you can – forget the farm.

How to play against one

Now that you understand how you can enable a late scaler, you should be able to make life harder for them if you were against them. In general you’d want to end the game before they hit their power peaks, and starve them from farm as long as possible. Here are a few more techniques and mentalities from our experts.

Risk/reward mentality

If you’re against a harder scaling comp, your team should have stronger early/mid games. This allows you to play a bit riskier during the window of opportunity where your enemy hasn’t hit their full strength. Once the 25 minute mark hits, the lesser scaling comp better be making moves – otherwise, their window is about to close. Morïarty explains:

“While playing against a scaling comp, you need to increase your risk factor, but in a safe fashion. From early to mid game, stick to low to mid risk plays that yield medium to high reward. Once the 25 min mark hits, a lower scaling comp should adopt the “when behind” style of decision making. Basically this means that you look to make trades whenever possible and playing medium to high risk if it means medium to high reward.”

Pressure with split push

If the enemy team only has one major carry they’re investing in, you may be able to defeat them with split push. The carry can only be at one place at one time, so they won’t be able to react to pushes in multiple lanes.

Catch the help

Hyper carries need to be protected in order to farm, so you can predict that the team will have to invest personnel to group with them. If you establish enopugh vision control, you may be able to rotate to catch a stray opponent en route to supporting their carry.

When the enemy late scaler gets an early lead

Sometimes the enemy hyper carry will be able to get an early lead through First Blood or early kills. This sucks, but there’s no need to panic yet. Here’s a few contingency plans to shift to when this happens.

Create a monster of your own

If you see an enemy carry gaining momentum, your team should try to create a formidable threat who can rival that carry in mid game and stifle their growth. For example, if the enemy Kog’maw wins lane super early and creates a situation where your Jungler can’t gank bot, the Jungler should camp for your Zed Mid to make sure he gets ahead. The Zed can then focus on hunting down the Kog through the mid game and dilute the Kog’s momentum.

Take advantage of overconfidence

If a hyper carry gets early momentum, they may be overconfident and overestimate the real impact of their unexpected lead. Look for chances to kill them if they’re over aggressive in lane or out of position in skirmishes.

Make sure the other lanes win

Taking turrets in other lanes will allow your team to better help keep the scaling champ under control by allowing your allies to roam down and kill them. If other parts of the map are under control, your team can lean their presence toward the hyper carry.
Thanks for reading! We hope you learned a few things about scaling that can help improve your game now. If you have any questions about scaling, pop into our Discord for discussions with our coaches and our community.

WRITTEN BY

Agilio Macabasco

Agilio Macabasco

A gamer since birth (Dad was a hardcore 80's arcade-goer). Here to tell the stories of gamers by gamers, as we take the next step towards pushing the evolution of esports.


Sours: https://mobalytics.gg/blog/understanding-scaling-use-advantage-league-legends/
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League of Legends Patch 10.11 Breakdown: ADCs receive a HUGE buff

League of Legends Patch 10.11 delivers huge base stat buffs for ADCs

The official League of Legends Patch 10.11 notes have arrived. In this patch, ADCs are receiving a big boost intended to increase their power on the Rift and how much they can affect games. Alongside the marksman update, there are no fewer than 8 champion changes to breakdown as well as the introduction of reworked Volibear!

However, let’s start off with the biggest change of Patch 10.11: The marksman role. Every ADC champion, with the exception of Senna, has received a buff on Patch 10.11.

14 bot lane champions will see their base health increased by 30 and their health growth increased by 2 in an attempt to improve their survivability through all stages of the game, particularly the laning phase. 4 AD Carries (Kalista, Lucian, Tristana, Vayne) will miss out on those buffs and will instead receive scaling improvements as they’re already in a good spot across solo lanes.

As a result of these changes, the marksman role will be much stronger on Patch 10.11 and beyond as bot lane carries will find it far easier to survive and farm through the laning phase, purchasing key items, and roaming around the map safely.

Due to the fact that every ADC champion is receiving the same buff, keep an eye out for the bot laners with the highest win rate in the current meta to potentially take over games during the next few weeks.

Here’s the full Patch 10.11 breakdown:

Champions

Fiddlesticks

Passive – A Harmless Scarecrow
Time Before Effigy Posing: 1 second -> 2 seconds

Q – Terrify
[New] Fiddlesticks’ abilities will now Terrify enemies if cast while he is posing as an effigy.

W – Bountiful Harvest
Minion Damage Reduction: 60% -> 40%

Fiddlesticks’ 51.95% win rate in solo queue is clearly not high enough as the balance team look to further improve one of the strongest junglers of the current meta. From Patch 10.11 on, Fiddlesticks will take 2 seconds to pose as an effigy and can then Terrify enemies with abilities from that stance, a nice QoL buff.

Bountiful Harvest’s minion damage reduction has also been buffed meaning the Scarecrow can clear out waves and tax laners with more ease, improving his gold income and experience gain. This also aids solo lane Fiddle players who will have no doubt been finding it hard to farm with 60% minion damage reduction prior to this patch.

 

Gangplank

Base Stats
Attack Speed: 0.658 -> 0.690

Gangplank is receiving a small increase in his base attack speed which should allow him to farm waves slightly faster and work his Powder Kegs into trades with more ease. Due to the percentage AS increase of Trinity Force and Zeal items, this will substantially improve Gangplank’s item spikes and late game damage.

 

Graves

Q – End of the Line
First Shot Damage Ratio: 1.0 bonus AD -> 0.8 bonus AD

With a 51.37% win rate and 37.6% ban rate, it’s no surprise that the balance team have taken aim at Graves in Patch 10.11. The jungler will see his End of the Line first shot damage ratio reduced from 1.0 bonus AD to 0.8 bonus AD which will decrease Graves’ overall damage output significantly and see him fall below a 51% win rate.

 

Hecarim

Q – Rampage
Base Damage: 55/95/135/175/215 -> 60/102/144/186/228
Minion Damage Reduction: 33.3% -> 40%

Any increase in damage for such a spam-able ability like Hecarim’s Rampage is going to have a big impact, and this buff is no different. Although his wave clear has taken a hit, the Shadow of War will have vastly improved DPS during the early stages as a result of this change and he could be ready to re-establish himself in the jungle meta.

Here is an article with a full breakdown of the potential impact of this change: Hecarim is set to dominate after Patch 10.11 buff.

 

Janna

W – Zephyr
Base Damage: 55/90/125/160/195 -> 55/85/115/145/175

Following the rise of enchanter supports over the last few weeks, Janna has found herself comfortably in the S tier with a remarkable 52.25% win rate. The Storm’s Fury offers excellent peel, shields, and buffs for her carry, while also dealing strong poke damage during the laning phase.

On Patch 10.11, that poke damage is going to take a small hit as Zephyr will lose 20 base damage at max rank, forcing Janna to rely on her bot lane partner for poke more often. While this is certainly a positive change, a 20 damage reduction won’t be the end of the world for Janna players and she should remain a viable option following the change.

 

Kai’Sa

Q – Icathian Rain
Damage Ratio: 0.35 bonus AD -> 0.4 bonus AD

R – Killer Instinct
Range: 1500/2000/2500 -> 1500/2250/3000

Many would argue that Kai’Sa doesn’t necessarily need heavy buffs just months after she finally left the S tier of bot lane, but her player base suffering from a dismal 47.25% win rate would beg to differ. After Patch 10.11, the Daughter of the Void will benefit from increased damage output on Icathian Rain and a greater gap closer from Killer Instinct.

Here is an article with a full breakdown of the potential impact of these changes: Kai’Sa will be Supercharged after Patch 10.11 buffs.

 

Lux

E – Lucent Singularity
Slow Linger: 0.25 seconds -> 1 second

Often players will completely disregard Lux’s mini, 0.25 second slow, and worry more about the incoming damage from Lucent Singularity. They’ll have to be more vigilant from here on though as the slow duration has increased to 1 second and could become a key crowd control/zoning tool in the near future.

Here is an article with a full breakdown of the potential impact of this change: Lux will be an S tier mid laner after Patch 10.11 buff.

 

Syndra

E – Scatter the Weak
Cooldown: 16/15/14/13/12 seconds -> 18/17/16/15/14 seconds

Whether it be in the mid lane or bot lane, Syndra is an incredibly safe pick thanks to her low cooldown disengage tool, Scatter the Weak. However, she’ll be a tad more vulnerable once Patch 10.11 hits live servers as her E cooldown is increased by 2 seconds early on, opening up opportunities to gank/all-in the champion.

 

Talon

Q – Noxian Diplomacy
Cost: 30 mana -> 40 mana
Heal: 20-71 (based on level) -> 10-70 (based on level)

Talon continues to dominate the mid lane meta in solo queue boasting an incredible 52.84% win rate on Patch 10.10. To remedy this, the balance team are cutting his early game sustain down and forcing him to play safer during the laning phase before picking up key items.

Therefore, the Blade’s Shadow will be much more vulnerable in the first fifteen minutes and could be an easy target for ganks after being whittled down by poke from his mid lane opponent. Don’t expect him to disappear, but don’t expect him to maintain a 52%+ win rate either.

 

Volibear

The reworked Volibear will be added to League of Legends live servers at some point during Patch 10.11. Here’s why we think the Relentless Storm will be a menace in pro play during the Summer Split.

 

Marksman Changes

Aphelios, League of Legends.

League of Legends. Photo courtesy of Riot Games.

Base Health Buffs

Aphelios

Base Stats
Health: 500 -> 530
Health Growth: 86 -> 88

 

Ashe

Base Stats
Health: 539 -> 570
Health Growth: 85 -> 87

 

Caitlyn

Base Stats
Health: 481 -> 510
Health Growth: 91 -> 93

 

Draven

Base Stats
Health: 574 -> 605
Health Growth: 88 -> 90

 

Ezreal

Base Stats
Health: 500 -> 530
Health Growth: 86 -> 88

 

Jhin

Base Stats
Health: 556 -> 585
Health Growth: 91 -> 93

 

Jinx

Base Stats
Health: 581 -> 611
Health Growth: 84 -> 86

 

Kai’Sa

Base Stats
Health: 571 -> 601
Health Growth: 86 -> 88

 

Kog’Maw

Base Stats
Health: 534 -> 564
Health Growth: 88 -> 90

 

Miss Fortune

Base Stats
Health: 541 -> 571
Health Growth: 91 -> 93

 

Sivir

Base Stats
Health: 532 -> 562
Health Growth: 88 -> 90

 

Twitch

Base Stats
Health: 582 -> 612
Health Growth: 84 -> 86

 

Varus

Base Stats
Health: 500 -> 530
Health Growth: 89 -> 91

 

Xayah

Base Stats
Health: 561 -> 591
Health Growth: 86 -> 88

 

Scaling Buffs

Kalista

W – Sentinel
Cost: 20 mana -> 0 mana
Soul-Marked Damage: 10/12/14/16/18% target’s max health -> 14/15/16/17/18% target’s max health

Although the sub-heading says “scaling buffs”, this is less of a late game targeted change and more of an all-round change as Kalista will benefit from increased Sentinel max health damage through all stages of the game (until level 18).

Now, when Kalista and her bonded ally proc the Sentinel Soul-Mark, they’ll deal 14% of the target’s maximum health in damage, rather than the previous 10%, a huge increase. As a result, we can expect to see Kalista and her bot lane partner dominate some 2v2 matchups with aggressive fighting during the laning phase on Patch 10.11 and beyond.

 

Lucian

Passive – Lightslinger
Second Shot Critical Strike Damage: 75% -> 100%

Considering how often Lucian triggers Lightslinger, especially in late game team fights, this buff has the potential to be huge for the ADC. Rather than just dealing 75% damage on a second shot crit, Lucian will now deal the full 100%, greatly increasing his overall DPS and offering a route back into the bot lane meta for the Purifier.

 

Tristana

Base Stats
Attack Speed: 0.656 -> 0.679

It may look small, but this base attack speed buff could have huge implications for Tristana’s damage output, particularly after adding two Zeal items to her inventory.

Despite the fact that the Yordle Gunner is supposed to be one of the strongest scaling champions in League of Legends, she’s currently struggling to have an impact on games with a below-par 49.98% win rate on Patch 10.10. That may be set to change though as she can now output huge damage in late game team fights and could once again become a reliable win condition for her solo queue teams.

 

Vayne

Q – Tumble
Damage Ratio: 50/55/60/65/70% total AD -> 60/65/70/75/80% total AD

Scaling ADCs have taken a hit as a result of the shortening of average game times and the increased focus on early objectives, so Vayne players will undoubtedly welcome this small compensation buff.

Tumble’s damage ratio has been increased by 10% at all ranks up to a maximum of 80% which will massively improve Vayne’s late game scaling. As the Night Hunter adds attack damage items to her inventory, her DPS from Tumble auto attacks will see a huge increase from Patch 10.11 onwards, possibly allowing her to further increase an already solid 51.17% win rate.

 

Item Buffs

Zeal
Movement Speed: 5% -> 7%

Rapid Firecannon, Phantom Dancer, Statikk Shiv
Movement Speed: 5% – 7%

Runaan’s Hurricane
Movement Speed: 7% -> 9%

To give the marksman update some extra “oomph”, the balance team have increased Zeal’s movement speed from 5% to 7% (as well as the completed items stemming from Zeal). With this increased mobility, vulnerable AD Carries will have a touch more mobility in order to escape from oncoming assassins and bruisers or dodge key crowd control abilities.

This also ties in well with Gangplank’s Patch 10.11 buff which could see the top laner climb up the tier list over the next few weeks.

Patch 10.11 will be added to League of Legends live servers on the morning of Thursday, 28 May. Check out the League of Legends server status page for maintenance times and updates.

Sours: https://blogoflegends.com/2020/05/27/league-of-legends-patch-10-11-breakdown/
Pokémon Base Stats Explained

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Pokémon Base Stats Explained

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Now discussing:

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