Bot Lane (ADC) Guide for League of Legends (2026) — Trading, Support Synergy, Farming Under Tower, Two-Item Spikes
A complete guide to playing bot lane ADC in League of Legends in 2026. Learn how to trade in lane with your support, farm under tower without missing CS, and recognize your two-item power spike. Understand ADC champion archetypes, support synergy, kiting mechanics, attack move usage, and how to position in teamfights to carry from the bot lane.
Bot lane is the only lane in League of Legends where you share space with another player from minute one. Everything about the role — how you trade, when you push, whether you play aggressive or passive — depends not just on you but on your support, the enemy ADC, and the enemy support. Four players in one lane means more variables than any other position on the map.
The ADC role is also the most item-dependent role in the game. You are weak early, you scale with gold, and your power spikes are tied directly to item completions. An ADC with two completed items is a fundamentally different champion than an ADC with one item and components. Understanding when your champion becomes strong — and playing around those timings — is the difference between carrying teamfights and being irrelevant.
This guide covers the core skills that separate struggling ADCs from ones who consistently carry: trading in a 2v2 lane, working with your support, farming under tower, recognizing power spikes, kiting in fights, and positioning to stay alive while dealing maximum damage.
ADC Champion Archetypes
Before discussing lane mechanics, you need to understand the four major ADC archetypes. Your archetype determines your lane plan, your power curve, and how you approach every phase of the game.
Hypercarries
Champions like Jinx, Kog'Maw, Vayne, Twitch, and Aphelios. Hypercarries are weak in the early lane phase but scale into the strongest late-game damage dealers in the game. They need two or three items before they become threats, but once they hit those spikes, they can single-handedly win teamfights.
Lane plan: Survive. Farm safely, do not force trades unless your support creates a clear opportunity, and focus on reaching your item spikes without dying. A Jinx who is 0/0/0 with 180 CS at 20 minutes is winning. A Jinx who is 2/4/1 with 130 CS is losing, even though she has kills.
Lane Bullies
Champions like Draven, Lucian, Caitlyn, and Kalista. Lane bullies have strong early damage through abilities, passive effects, or range advantages. They want to dominate the laning phase, build a gold lead, and snowball that lead into mid-game objectives.
Lane plan: Push for dominance from level 1. Trade aggressively, pressure the enemy off CS, and look for kills during your early power spikes. If you go even in lane as a lane bully, you have effectively lost — your champion's advantage is the early game, and if you did not use it, the enemy hypercarry will outscale you.
Utility ADCs
Champions like Ashe, Jhin, Varus, and Senna. Utility ADCs provide crowd control, vision, or pick potential in addition to damage. They are less reliant on pure scaling because their utility remains valuable even if they are behind on items.
Lane plan: Use your crowd control and range to set up plays with your support. Ashe's Volley slow into an engage support's hook or stun is a kill pattern that works at every stage of the game. You do not need to hard win lane — you need to set up your team and provide consistent damage and utility throughout the game.
Caster ADCs
Champions like Ezreal, Corki, Kai'Sa, and Miss Fortune. Caster ADCs rely on abilities for a significant portion of their damage rather than purely auto-attacking. They often have safer laning phases due to range or mobility on their abilities.
Lane plan: Poke with abilities during laning phase, farm safely with your ranged spells, and look for burst trades when your cooldowns are up. Caster ADCs often spike harder at one item than auto-attack ADCs because their abilities scale with raw AD or AP rather than requiring attack speed and crit synergy.
Trading in Bot Lane
Trading in bot lane is fundamentally different from trading in a solo lane. In a solo lane, you only need to track one enemy's cooldowns and position. In bot lane, you must track four players — yourself, your support, the enemy ADC, and the enemy support — simultaneously. A trade that looks winning against the enemy ADC might be losing if their support lands a hook or stun on you mid-trade.
The ADC Trading Checklist
Before taking any trade in bot lane, run through this checklist:
1. Where is the enemy support? If the enemy Leona is hiding in a brush with her Zenith Blade ready, walking up to auto-attack the enemy ADC puts you in range for her engage. If the enemy Lulu is standing behind her ADC, she can polymorph you the moment you step forward. Know where the support is before you trade.
2. What cooldowns are down? If the enemy Blitzcrank just missed his hook, you have a 16-second window at rank 1 where he is not a threat. If the enemy Draven just used his Blood Rush to dodge your support's ability, his trading power is reduced for the next few seconds. Punish missing cooldowns immediately — these windows close fast.
3. Where is the minion wave? Trading into a large enemy minion wave means every enemy minion will target you when you auto-attack the enemy champion. At levels 1 through 5, minion damage is significant — taking six or seven minion autos during a trade can cost you more health than the trade itself was worth. Only trade when the wave is even or in your favor.
4. What is your support doing? If your Thresh is walking forward with Flay ready, he is looking to engage. Follow up. If your Soraka is standing far back, she is not in position to trade — forcing a fight without her will be a 1v2 at best. Match your support's aggression level. The worst outcome in bot lane is one player going in while the other hesitates.
Auto-Attack Trading
The most basic ADC trade is the auto-attack trade. Walk into auto-attack range, attack the enemy ADC once, then immediately walk back. This is called an "auto-space" or "poke auto." It works because most ADCs have a range advantage or can exploit moments when the enemy is locked in their last-hit animation.
When to auto-trade:
- When the enemy ADC is mid-auto-attack animation on a minion — they cannot cancel and retaliate instantly
- When you have a range advantage (Caitlyn vs Kai'Sa, for example, has 150 range difference)
- When the enemy support is out of position to punish you
- When you have more minions than the enemy, so minion aggro favors you
When NOT to auto-trade:
- When the enemy support has a hook or stun off cooldown and you would walk into range
- When you are standing in the enemy minion wave
- When the enemy ADC has a stronger trade-back pattern (do not auto-attack a Draven who has two spinning axes)
Ability Trading
Most ADCs have at least one ability that can be used to trade. Ezreal Q, Miss Fortune Q bounce, Caitlyn Q, Jhin W, Varus Q — these abilities let you trade from a safer distance than auto-attacks.
Rules for ability trading:
- Use abilities to poke when auto-attack trading would put you in danger
- Do not spam abilities on the wave if you are looking to trade — you need the cooldowns available
- Combine ability poke with auto-attacks for maximum damage: auto-attack, then immediately use an ability, then auto-attack again (this is called an "auto-weave" or "auto-reset" trade)
- Manage your mana. If you use every ability on cooldown for poke, you will have no mana for an all-in when your support lands a hook or stun
The Level 2 All-In
The single most important trading pattern in bot lane is the level 2 all-in. The first player to hit level 2 in bot lane gains access to a second ability while the enemy still has only one. This advantage is enormous — it effectively doubles your trading power for a brief window.
How to hit level 2 first: The first minion wave has 3 melee minions and 3 caster minions. The second wave also has 3 melee and 3 caster minions. You hit level 2 after killing the first wave plus one melee minion from the second wave — that is 7 minions total. Help your support push the wave by auto-attacking minions from the start.
How to execute the level 2 all-in:
- Push the first wave by auto-attacking all six minions aggressively
- Kill the first melee minion of the second wave
- The moment you hit level 2, immediately level your second ability and go aggressive
- Walk forward, use both abilities, and auto-attack the enemy ADC or support
- If the enemy is still level 1, they cannot match your damage output — commit to the fight
If the enemy hits level 2 first: Immediately back off. Do not stay in auto-attack range. Give up one or two CS if necessary. Getting killed at level 2 because you did not respect the enemy's level advantage is one of the most common bot lane deaths.
Trading with Your Support
In bot lane, trades are 2v2 by default. The most effective trades happen when you and your support act together.
With engage supports (Leona, Nautilus, Alistar, Thresh): Your support initiates the trade by landing crowd control on the enemy. Your job is to follow up immediately with maximum damage. When Leona hits Zenith Blade, you need to be in range to auto-attack the target before the stun wears off. Every second of crowd control that goes unpunished is wasted damage.
With enchanter supports (Lulu, Nami, Janna, Soraka): Your support enhances your trades rather than initiating them. Nami's E gives your auto-attacks bonus damage and a slow. Lulu's E shields you so you can trade more aggressively. With enchanter supports, you are often the one who steps forward first, and your support empowers your aggression from behind.
With poke supports (Xerath, Zyra, Brand, Vel'Koz): Your support deals damage from range while you farm and add auto-attacks when safe. The goal is to whittle the enemy down until they are low enough for an all-in. Follow up your support's poke with your own damage when the enemy is slowed or cc'd by the support's abilities.
Farming Under Tower
Every ADC will be forced to farm under tower at some point in every game. Whether your support roams, you get zoned off the wave, or the enemy simply pushes faster than you, tower farming is an essential skill.
The Basic Rules
Melee minions: Tower hits a melee minion twice, then you auto-attack once to kill it. At level 1 with Doran's Blade, most ADCs can one-shot a melee minion after two tower hits.
Caster minions: Tower hits a caster minion once, then you auto-attack once to kill it — but only if your AD is high enough. At very early levels, your AD may not be enough to one-shot a caster after one tower hit. In that case, auto-attack the caster once before the tower hits it, then auto-attack again after the tower hit. This is called "prepping" the minion.
Cannon minions: Cannon minions are tanky and take many tower hits. Count the tower hits and last-hit when the cannon is low. This gets easier with practice — the rhythm changes as cannon minion health scales with game time.
Advanced Tower Farming
Prep casters with abilities. If a wave crashes into your tower and you know you cannot last-hit every caster minion with auto-attacks alone, use an ability (like Jinx W, Miss Fortune E, or Caitlyn Q) to prep the casters before the tower hits them. One tick of ability damage plus one auto after the tower hit usually kills them.
Watch for support interference. If your support auto-attacks minions under tower at the wrong time, it throws off your last-hitting rhythm. Communicate — ping the wave or type "don't hit minions" — so your support knows to let you last-hit cleanly.
Prioritize cannons. If you must choose between a caster minion and a cannon minion, always take the cannon. Cannon minions are worth roughly double the gold of a regular minion. Missing one caster is acceptable. Missing a cannon is painful.
Support Synergy
Your support matchup determines your entire lane plan. The difference between a Draven-Leona lane and a Draven-Soraka lane is massive — same ADC, completely different playstyle.
Matching Lane Identities
Kill lanes (engage support + lane bully ADC): Draven-Leona, Lucian-Nautilus, Kalista-Thresh. These lanes want to fight constantly. You win through kills and pressure, not through scaling. If you are in a kill lane and you play passively, you are wasting both champions' strengths.
Sustain lanes (enchanter + hypercarry): Jinx-Lulu, Kog'Maw-Soraka, Vayne-Janna. These lanes want to survive the early game, heal through poke, and reach the two-item spike where the ADC becomes a monster. Do not force trades unless the enemy makes a clear mistake.
Poke lanes (poke support + caster ADC): Ezreal-Xerath, Varus-Zyra, Jhin-Brand. These lanes win through attrition. You chip the enemy's health down over two or three waves, then all-in when they are at 40% HP. Patience is key — you do not need to kill them on the first trade.
When Your Support Roams
In 2026, supports roam frequently — sometimes as early as level 3 or 4. When your support leaves lane, your priorities change completely:
- Do not push the wave. Let the wave push toward your tower where you are safe. If the wave is in the middle of the lane and you are alone, you are vulnerable to a dive or a 1v2 from the enemy bot lane.
- Do not die. This is the single most important rule when your support roams. Your support is trying to help another lane. If you die 1v2 while they are gone, the roam is a net loss no matter what they accomplish.
- Farm what you can safely reach. If minions are under your tower, last-hit them. If minions are in the middle of the lane and the enemy is zoning you, give up the CS. Three missed minions is better than a death.
- Ward the river and lane brushes. If your support left, you have no vision. Place your ward in the tri-brush or river entrance to see ganks coming.
Power Spikes
ADC power spikes are tied to item completions, not to levels. Unlike a mid lane assassin who transforms at level 6, an ADC transforms when they complete their first or second item. Understanding these spikes tells you when to play aggressive and when to farm.
The First Item Spike
Your first completed item (excluding boots) is your first major power spike. For most ADCs, this happens around 10 to 13 minutes if you are farming well.
What changes: Your damage output increases dramatically. A Jinx who completes Infinity Edge deals significantly more damage per auto-attack than a Jinx with just components. If you hit your first item spike before the enemy ADC, you have a window to force trades and punish their weaker damage.
What to do: Look for trades and skirmishes. If Dragon is spawning and you have your first item while the enemy ADC is still 500 gold away from theirs, your team has a meaningful advantage in the fight. Communicate this to your jungler — ping your item, ping Dragon, and group.
The Two-Item Spike
The two-item spike is the moment ADCs truly come online. This is when crit chance, attack speed, and AD synergize to produce exponentially more damage than the individual items suggest.
Why two items matter: Most ADC builds are designed so that the first two items create a multiplier effect. Infinity Edge amplifies critical strike damage, and your second item (usually a Zeal item like Phantom Dancer, Rapid Firecannon, or Runaan's Hurricane) provides the attack speed and crit chance to proc that amplified damage consistently. One item gives you damage. Two items give you DPS.
What to do at two items: You are now a threat in teamfights. Position with your team for objectives, look for fights where your frontline can protect you, and punish enemies who disrespect your damage. The two-item spike is typically around 18 to 22 minutes — this is when the ADC role starts to take over games.
The Three-Item Spike and Beyond
At three items, most ADCs are near their peak power relative to everyone else on the map. Your damage is high enough to melt tanks, burst squishies, and carry teamfights. At four items, you are at your strongest. At five or six items, everyone else is also full build, so your relative advantage shrinks — but your raw damage is enormous.
Late-game mindset: In the late game, one death can lose the game. Play as if your life is the most valuable thing on the map — because it is. Do not face-check brushes, do not split push alone, and do not walk near walls where assassins can ambush you. Stay with your team, wait for your frontline to engage, and deal damage from the back.
Kiting and Attack Move
Kiting — dealing damage while moving — is the mechanical skill that defines ADC mastery. An ADC who stands still and auto-attacks will die to any bruiser or assassin who reaches them. An ADC who kites perfectly can kill those same threats while staying out of danger.
How Kiting Works
Every auto-attack has an animation with two parts: the wind-up (raising your weapon) and the follow-through (the backswing). You can cancel the follow-through by issuing a movement command immediately after the projectile fires. This lets you move between every auto-attack without losing DPS.
The rhythm: Auto-attack, move, auto-attack, move, auto-attack, move. The timing depends on your attack speed — at low attack speed, the gaps between attacks are long and you can move a significant distance. At high attack speed, the gaps are tiny and your movements are small steps.
Attack Move Click
Attack Move Click (often bound to A + left click, or to left click directly) is a command that tells your champion to move to a location and auto-attack the nearest enemy along the way. If there is an enemy in range, your champion attacks. If not, your champion walks.
Why use Attack Move Click: If you right-click to move and accidentally click on the ground instead of the enemy champion, your character walks toward them instead of attacking. Attack Move prevents this — even if you miss-click, your champion will attack the nearest target. This is critical during hectic teamfights where precision clicking is difficult.
How to practice: Go into the practice tool. Set up target dummies in a line. Practice kiting backward while auto-attacking every dummy in sequence using Attack Move Click. Do this for 10 minutes before every ranked session until the rhythm is automatic.
Kiting Direction
Kiting backward (away from the threat): The default kiting direction. An enemy bruiser runs at you. You auto-attack, step backward, auto-attack, step backward. You deal damage while maintaining or increasing the distance between you and the threat.
Kiting forward (toward the target): Used when chasing a fleeing enemy or when you are safe enough to walk forward for additional damage. Auto-attack, step forward, auto-attack, step forward. Be careful — kiting forward into fog of war or toward unseen enemies is how ADCs get killed.
Kiting sideways (perpendicular to the threat): Used when you need to dodge skillshots while attacking. If a Blitzcrank is running at you, kiting sideways makes his hook harder to land while you still deal damage. Sideways kiting is the hardest to execute but the most effective against skill-shot-heavy teams.
Positioning in Teamfights
Positioning is the most important teamfight skill for any ADC. Your damage is useless if you are dead. Your survival depends entirely on where you stand before and during the fight.
The Golden Rule: Hit the Closest Target
New ADCs often hear "focus the carries" and try to walk past the enemy frontline to reach the enemy mid laner or ADC. This is how you die. The correct rule is: hit the closest target that you can safely auto-attack.
If the closest target is the enemy Maokai, hit Maokai. Your consistent DPS will eventually cut through his health bar, and meanwhile you are safe behind your own frontline. If you walk past Maokai to attack the enemy Jinx, Maokai will root you, and the enemy assassin will kill you from fog of war.
The exception: If the enemy carry is out of position — standing in front of their own team with no peel — then yes, target them. But only if you can reach them without walking into danger.
Pre-Fight Positioning
Where you stand before a fight starts is more important than what you do during the fight. If you are positioned well before the engage, you will have a clean fight. If you are standing in the wrong spot, no amount of mechanical skill will save you.
Stand behind your frontline. Always. If your team has a Maokai, Leona, and Vi, stand behind all three of them. Let them walk into the enemy team first. Your job is to follow behind and deal damage to whatever they engage on.
Stand near walls or terrain for escape routes. If a fight breaks out near Dragon pit, stand near the pit wall so you can Flash over it if an assassin dives you. Having an escape route planned before the fight starts means you do not panic when Zed uses Death Mark on you.
Do not stand in ability range of the enemy engage. If the enemy Malphite has not used Unstoppable Force, do not stand within his ultimate range. Wait for him to use it on your frontline, then walk forward and start attacking. If Malphite ults you, the fight is probably over for your team.
During the Fight
Deal damage constantly. The biggest mistake ADCs make in teamfights is not attacking. They are so afraid of dying that they stand at maximum range doing nothing while their team fights 4v5. Any auto-attack is better than no auto-attack. Attack whatever is closest to you — even if it is a tank — because your DPS on a tank is still DPS.
Reposition between attacks. After every auto-attack, take a small step to reposition. Move away from threats, move toward safety, dodge skillshots, and adjust your angle. Standing still and right-clicking the enemy is how you get hit by every ability.
Save your Flash and mobility spells for escaping. Do not Flash forward to chase a kill in a teamfight. Your Flash is your survival tool. If the enemy Rengar jumps on you, Flash away. If the enemy Vi ults you, use your dash after the knockup to create distance. Your mobility spells keep you alive, and alive ADCs win fights.
Watch for flanks. Assassins and divers will try to reach you from angles your team is not watching. Keep an eye on the minimap during fights — if you see the enemy Talon missing, he is probably walking through your jungle to flank you. Position accordingly.
Wave Management for ADCs
Wave management in bot lane follows the same principles as solo lanes, but with extra considerations because of the 2v2 dynamic.
When to Push
After getting a kill. If your support kills the enemy support, push the wave into the enemy tower immediately. This denies the remaining enemy player CS and experience, and it crashes the wave so you can recall safely or take Dragon.
Before recalling. If you want to recall for an item buy, push the wave into the enemy tower first. This ensures the wave bounces back toward you while you are in base, so you do not miss minions.
Before Dragon spawns. Push the wave 30 to 45 seconds before Dragon spawns. This forces the enemy ADC to choose between catching the wave under tower (losing Dragon) or leaving CS to contest the objective (losing gold and experience).
When to Freeze
When you have a gold lead. If you are ahead by a kill or 20+ CS, freeze the wave near your tower. The enemy must overextend to farm, making them vulnerable to ganks and trades. A freeze in bot lane is devastating because it denies gold to the enemy ADC — and an ADC without gold is useless.
When your support is roaming. If your support leaves lane, let the wave push to you and freeze near your tower. You are safe under tower, and the enemy cannot dive you easily. Farm what you can and wait for your support to return.
When the enemy jungler is bot side. If you see the enemy jungler near bot lane on the minimap, do not push. Let the wave come to you so you are closer to your tower and harder to gank.
When to Slow Push
Before a roam timer. If you and your support want to roam to help your jungler take Rift Herald or contest a fight mid, build a slow push over two to three waves. The large wave crashes into the enemy tower, denying them CS and tower plates while you are gone.
Before a dive. If the enemy ADC is low health under tower, slow push a large wave into them. The massive wave provides cover for you and your support to tower dive — the tower will target the minions first, giving you time to kill the enemy and get out.
Common Bot Lane Mistakes
1. Fighting without your support. If your support is warding, roaming, or dead, do not fight the enemy 1v2. You will lose. Farm safely and wait for your support to return. This sounds obvious, but ADCs constantly take "just one auto" trades while their support is gone and end up dying for it.
2. Not respecting the level 2 spike. If the enemy hits level 2 first and you are still level 1, back off immediately. Do not stay in the wave trying to last-hit. The level 2 advantage in bot lane is worth more than two or three CS.
3. Chasing kills into fog of war. The enemy ADC is at 100 HP and runs into the river. You follow, and the enemy jungler is waiting. This is the most common ADC death pattern in the game. If you do not have vision, do not chase. The kill is not worth your life.
4. Ignoring your support's engages. If your Leona hits a Zenith Blade on the enemy ADC and you continue farming instead of auto-attacking, the engage is wasted and your Leona might die. When your support goes in, you go in. Even if you think the engage is bad, committing together gives you a better chance than your support going in alone.
5. Autopiloting item builds. Building the same items every game without considering the enemy team composition is a common mistake. If the enemy team has three tanks, you need armor penetration (Lord Dominik's Regards) earlier than usual. If the enemy has heavy healing, you need anti-heal. Adjust your build to the game state, not to a static build path.
6. Standing still in teamfights. An ADC who is not moving between auto-attacks is an easy target for every skillshot on the enemy team. Kite. Move between attacks. Reposition constantly. If you are standing still, you are doing it wrong.
7. Face-checking brushes late game. Never walk into an unwarded brush as an ADC after the laning phase. If you need vision of a brush, ask your support to ward it or use a blue trinket from range. One face-check death in the late game can lose you Baron and the game.
8. Dying for tower plates. Tower plates are worth 160 gold each. Your death is worth 300 gold (or more with a shutdown bounty). Do not greed for one more plate if there is any risk of dying. Take the plates you can get safely and leave.
Frequently Asked Questions
What are the best champions for learning ADC?
Start with Ashe or Miss Fortune. Ashe teaches positioning and kiting because she has no dash — if you are out of position, you die. Her Volley provides easy poke, and her ultimate is a game-changing engage tool that teaches you to look for cross-map plays. Miss Fortune teaches trading with her Q bounce, teamfight positioning with her ultimate channel, and wave management with her Love Tap passive. Once you are comfortable, move to Jinx (hypercarry fundamentals), Caitlyn (range abuse and trap control), or Kai'Sa (aggressive all-in patterns).
Should I take Heal or another summoner spell?
Heal is the default summoner spell for ADCs. The movement speed burst from Heal can save your life against ganks and all-ins, and the healing applies to both you and a nearby ally (usually your support). In some matchups, you may swap Heal for Cleanse (against heavy CC bot lanes like Leona-Ashe) or Exhaust (against assassin-heavy teams). Your support typically takes Ignite or Exhaust to complement your Heal.
How do I deal with being constantly ganked?
Ward the river and tri-brush, track the enemy jungler on the minimap, and do not push past the halfway point of the lane without vision. If you are getting ganked repeatedly, freeze the wave near your tower so the enemy jungler cannot reach you without tower-diving. Communicate with pings — if you see the enemy jungler bot side, ping your mid laner and top laner so they know their lanes are safe.
How do I play when my support is autofilled or playing poorly?
Lower your expectations and play for farm. If your support is not engaging, do not try to force fights. If your support is engaging at bad times, do not follow suicide plays — let them die and stay alive to farm. Your goal when your support is struggling is to reach your two-item spike with as few deaths as possible. Once you have items, you can carry teamfights regardless of how your lane phase went.
When should I group vs split push?
ADCs should almost never split push alone. You are the squishiest champion on your team and the primary target for assassins and divers. Group with your team for objectives, teamfights, and sieges. The only time you should be alone in a side lane is when you are catching a wave that has pushed to your tower — and even then, be ready to rejoin your team immediately.
How important is CS compared to fighting?
CS is your primary income source and the most reliable way to reach your power spikes. Ten CS is roughly equal to a kill in gold value. A 30 CS lead at 15 minutes is the equivalent of being two kills ahead — without any of the risk of fighting. Focus on hitting 8+ CS per minute and only take fights that have a clear advantage. Fighting for the sake of fighting is how ADCs fall behind.
What do I do if I lose lane hard?
Farm safely under tower, give up contested CS rather than dying, and wait for your team. An ADC who is 0/3 in lane but farms well can still be relevant at 25 minutes with two completed items. An ADC who is 0/3 and keeps fighting trying to "come back" will be 0/7 and completely useless. When behind, your job is to stop the bleeding and scale. Avoid side lanes alone, stay near your team, and let your frontline absorb pressure while you farm and deal damage from safety.
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