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Swordsman Style

The Swordsman Style is based on abilities that the Akazaya, Hatchan, Hyouzou, Rockstar, Cavendish, Hyogoro, Kozuki Oden and Roronoa Zoro use. This page lists all of the abilities associated with the Swordsman Style.

Passives

All Slash Type Weapons deal an extra 1 damage per hit per level. Upon reaching the max style level 60, Slash Weapons will do an additional 60 damage per melee hit.

Requirements

This style is automatically unlocked. You are required to be holding a Slash Type Weapon to use all Swordsman abilities. Some abilities may have specific requirements that are listed below.

Level 0: Modoku no Ken

Modoku no Ken is the first automatically unlocked ability for the Swordsman Style. The ability is passive and activates in the background whenever the player deals a melee hit with a Slash Type Weapon. Each successful melee hit applies a stacking poison DoT to the target that ticks once per second. The poison duration resets on each new hit. The poison cannot stack with itself meaning hitting again refreshes the timer rather than adding a new stack. This ability requires at least one sword to use.

LevelPoison (per tick)Time ActiveCooldown
1110 Seconds50 Seconds
2211 Seconds49 Seconds
3313 Seconds47 Seconds
4416 Seconds44 Seconds
5520 Seconds40 Seconds

Level 0: Chidoriashi Hash

Chidoriashi Hash is the second automatically unlocked ability for the Swordsman Style. The ability launches three consecutive ranged slash projectiles in rapid succession at the nearest enemy within range. Each slash travels in a straight line and deals damage independently. All three slashes are fired automatically once the ability is activated. This ability requires at least one sword to use.

LevelDamage Per SlashTotal DamageCooldownDistance
13930 Seconds10 Blocks
241229 Seconds11 Blocks
351527 Seconds13 Blocks
461824 Seconds16 Blocks
572120 Seconds20 Blocks

Level 0: Takoashi Kiken

Takoashi Kiken is the third automatically unlocked ability for the Swordsman Style. The ability launches the player forward toward the nearest enemy within range, then delivers three rapid close-range slashes. The player must be within detection range for the dash to trigger. If no valid target is detected, the ability will not activate. The three slashes are dealt in quick succession upon reaching the target. This ability requires at least one sword to use.

LevelDamage Per SlashTotal DamageCooldownDetection Range
13930 Seconds10 Blocks
241229 Seconds11 Blocks
351527 Seconds13 Blocks
461824 Seconds16 Blocks
572120 Seconds20 Blocks

Level 0: Takotsubo no Kamae

Takotsubo no Kamae is the fourth automatically unlocked ability for the Swordsman Style. The player enters a defensive stance that completely nullifies the next incoming hit, absorbing all damage from that attack regardless of its damage value. Only one hit is absorbed before the stance breaks. If no hit is received before the time limit expires, the stance ends naturally and the cooldown begins. The ability cannot be cancelled early by the player once activated. This ability requires at least one sword to use.

LevelHits BlockedTime ActiveCooldown
115 Seconds30 Seconds
216 Seconds29 Seconds
317 Seconds27 Seconds
418 Seconds24 Seconds
5110 Seconds20 Seconds

Level 2: Splitting Sword

Splitting Sword is unlocked at Swordsman Level 2. The player dashes forward toward the nearest enemy within range and delivers a drilling thrust attack that pierces through the target. If multiple enemies are lined up in the dash path, the attack hits all of them. The dash will not trigger if no valid target is within range. This ability requires at least one sword to use.

LevelDamageCooldownDetection Range
11030 Seconds10 Blocks
21129 Seconds11 Blocks
31327 Seconds13 Blocks
41624 Seconds16 Blocks
52020 Seconds20 Blocks

Level 4: Menamugawa

Menamugawa is unlocked at Swordsman Level 4. The player performs a close-range spinning slash that deals damage to all enemies within a full 360-degree arc around the player. The spin hits all valid targets simultaneously within range at the moment of activation. It cannot be used while airborne. This ability requires at least one sword to use.

LevelDamageCooldownSpin Radius
11040 Seconds3 Blocks
21139 Seconds3 Blocks
31337 Seconds4 Blocks
41634 Seconds5 Blocks
52030 Seconds5 Blocks

Level 6: Amanogawa

Amanogawa is unlocked at Swordsman Level 6. The player charges their weapon and unleashes a massive forward slash that travels in a straight line, dealing damage to the first enemy it contacts. Once the ability is activated, the charge time automatically starts and no other abilities can be used until the ability is activated. This ability requires at least one sword to use.

LevelDamageCharge TimeCooldown
1205 Seconds40 Seconds
2225 Seconds39 Seconds
3264 Seconds37 Seconds
4323 Seconds34 Seconds
5403 Second30 Seconds

Level 8: Beautiful Sword

Beautiful Sword is unlocked at Swordsman Level 8. The ability is passive and activates in the background, suspending weapon durability loss during its active window. No durability is consumed for any melee hit made while this ability is active. The ability must be manually activated and begins its cooldown when the active window ends, not when it is triggered. This ability requires at least one sword to use.

LevelTime ActiveCooldown
110 Seconds50 Seconds
211 Seconds49 Seconds
313 Seconds47 Seconds
416 Seconds44 Seconds
520 Seconds40 Seconds

Level 10: Saint-Exupery

Saint-Exupery is unlocked at Swordsman Level 10. The player launches a wide ranged slash projectile that travels forward in a horizontal arc. The slash expands slightly as it travels, making it easier to land at longer distances. It deals damage to the first enemy it contacts along its path. This ability requires at least one sword to use.

LevelDamageCooldownDistance
12030 Seconds10 Blocks
22229 Seconds11 Blocks
32627 Seconds13 Blocks
43224 Seconds16 Blocks
54020 Seconds20 Blocks

Level 10: Swan Lake

Swan Lake is unlocked at Swordsman Level 10. This ability requires the player to be airborne to activate. The player launches directly downward toward the nearest enemy below and upon impact creates a shockwave AOE that deals damage to all enemies within the radius. The player is immune to fall damage during the descent. The ability cannot be activated while grounded. This ability requires at least one sword to use.

LevelDamageCooldownShockwave Radius
12030 Seconds4 Blocks
22229 Seconds4 Blocks
32627 Seconds5 Blocks
43224 Seconds6 Blocks
54020 Seconds6 Blocks

Level 12: Round Table

Round Table is unlocked at Swordsman Level 12. The player performs a wide, sweeping spinning slash that deals damage to all enemies within a 360-degree arc. Unlike Menamugawa, Round Table involves a larger motion that briefly elevates the player slightly off the ground, making it usable while jumping. It hits all valid targets simultaneously in range at the moment of activation. This ability requires at least one sword to use.

LevelDamageCooldownSpin Radius
12040 Seconds4 Blocks
22239 Seconds4 Blocks
32637 Seconds5 Blocks
43234 Seconds6 Blocks
54030 Seconds6 Blocks

Level 14: Blue Bird

Blue Bird is unlocked at Swordsman Level 14. The player infuses their next melee swing with a shockwave that radiates outward on impact, dealing AOE damage to all enemies within the radius of the strike point. The buff persists until the next melee attack is made or until a short duration expires, whichever comes first. If the melee swing misses, the shockwave does not trigger. This ability requires at least one sword to use.

LevelDamageCooldownShockwave RadiusBuff Duration
12030 Seconds5 Blocks5 Seconds
22229 Seconds5 Blocks6 Seconds
32627 Seconds6 Blocks8 Seconds
43224 Seconds7 Blocks11 Seconds
54020 Seconds7 Blocks15 Seconds

Level 16: Precious Metal Axe

Precious Metal Axe is unlocked at Swordsman Level 16. The player enters a guarded defensive stance that reduces all incoming damage by the listed percentage. While the stance is active, the player cannot use any other abilities and their movement speed is reduced by 25%. The stance ends either when the active window expires. Cooldown begins when the stance ends. This ability requires at least one sword to use.

LevelDamage ReductionTime ActiveCooldown
110%10 Seconds60 Seconds
215%11 Seconds59 Seconds
320%13 Seconds57 Seconds
425%16 Seconds54 Seconds
530%20 Seconds50 Seconds

Level 18: Hakuba

Hakuba is unlocked at Swordsman Level 18. The player enters an uncontrolled frenzy, launching themselves in rapid, erratic directions within a radius and dealing damage to any enemy they pass through. The player cannot be directed during this time since the movement is fully randomized. The ability ends when the active window expires. This ability requires at least one sword to use.

LevelDamage (per pass)Time ActiveCooldownRadius
1205 Seconds60 Seconds10 Blocks
2226 Seconds59 Seconds11 Blocks
3268 Seconds57 Seconds13 Blocks
43211 Seconds54 Seconds16 Blocks
54015 Seconds50 Seconds20 Blocks

Level 20: Flame Sword

Flame Sword is unlocked at Swordsman Level 20. The ability is passive and activates in the background, applying a lingering fire DoT to any enemy struck with a melee hit while active. The fire ticks once per second. Hitting an already-burning enemy refreshes the fire duration rather than stacking a new instance. The ability must be manually activated and the cooldown begins after the active window ends. This ability requires at least one sword to use.

LevelFire (per tick)Time ActiveCooldown
1110 Seconds50 Seconds
2211 Seconds49 Seconds
3313 Seconds47 Seconds
4416 Seconds44 Seconds
5520 Seconds40 Seconds

Level 20: Homura Saki

Homura Saki is unlocked at Swordsman Level 20. The player launches a flaming slash projectile that travels forward in a straight line and ignites the first enemy it strikes, setting them on fire for 5 seconds on impact. The fire DoT deals 3 damage per second. The projectile disappears on the first hit and does not pass through targets. This ability requires at least one sword to use.

LevelDamageCooldownDistance
13040 Seconds10 Blocks
23339 Seconds11 Blocks
33937 Seconds13 Blocks
44834 Seconds16 Blocks
56030 Seconds20 Blocks

Level 22: Rokudo no Tsuji

Rokudo no Tsuji is unlocked at Swordsman Level 22. The player fires a rapid barrage of five flaming slash projectiles in quick succession at the nearest enemy within range. Each slash travels independently and deals damage on contact. Any enemy struck by at least one slash is set on fire for 5 seconds, dealing 3 damage per second. The fire duration does not extend if hit by multiple slashes. The total combined damage of all five slashes is listed below as Total Damage. This ability requires three swords to use. This ability requires three swords to use.

LevelDamage Per SlashTotal DamageCooldownDistance
163030 Seconds10 Blocks
273529 Seconds11 Blocks
384027 Seconds13 Blocks
494524 Seconds16 Blocks
5105020 Seconds20 Blocks

Level 24: Karyu Issen

Karyu Issen is unlocked at Swordsman Level 24. The player dashes forward toward the nearest enemy within range and delivers a flaming slash on impact. The target is set on fire for 5 seconds, dealing 3 damage per second. The ability will not activate if no valid target is within range. The dash travels in a straight line and will not curve toward the target. This ability requires at least one sword to use.

LevelDamageCooldownDetection Range
13040 Seconds10 Blocks
23339 Seconds11 Blocks
33937 Seconds13 Blocks
44834 Seconds16 Blocks
56030 Seconds20 Blocks

Level 26: Dohatsu Kohai

Dohatsu Kohai is unlocked at Swordsman Level 26. The player slowly charges energy before erupting into a forward dash, leaving a trail of fire along the path traveled that lingers for 5 seconds. Any enemy that crosses the fire trail takes 5 damage per second while within it. The dash also deals direct damage to any enemy at the end point of the dash. The trail persists regardless of whether a target is hit by the dash itself. This ability requires at least one sword to use.

LevelDash DamageCharge TimeCooldown
13010 Seconds30 Seconds
2339 Seconds29 Seconds
3398 Seconds27 Seconds
4487 Seconds24 Seconds
5606 Seconds20 Seconds

Level 28: Hi no Arashi

Hi no Arashi is unlocked at Swordsman Level 28. The player launches a spiraling flame tornado projectile forward in a straight line. The tornado travels at moderate speed and deals damage to any enemy caught in its path. Any enemy struck is set on fire for 5 seconds, dealing 3 damage per second. The tornado persists along its path until it reaches maximum distance before dissipating, potentially hitting multiple targets in a line. This ability requires at least two swords to use.

LevelDamageCooldownDistance
14050 Seconds10 Blocks
24449 Seconds11 Blocks
35247 Seconds13 Blocks
46444 Seconds16 Blocks
58040 Seconds20 Blocks

Level 30: Baki

Baki is unlocked at Swordsman Level 30. The player dashes forward toward the nearest enemy within range and delivers a powerful overhead downward swing that vertically cleaves through the target. Any enemy struck is stunned for 2 seconds, preventing movement and ability use. The ability will not activate if no valid target is within range. The stun cannot be resisted. This ability requires at least one sword to use.

LevelDamageCooldownDetection Range
14045 Seconds10 Blocks
24444 Seconds11 Blocks
35242 Seconds13 Blocks
46439 Seconds16 Blocks
58035 Seconds20 Blocks

Level 30: Sanbyakurokuju Pound Ho

Sanbyakurokuju Pound Ho is unlocked at Swordsman Level 30. The player fires a large compressed slash projectile that travels in a straight line and deals damage to the first enemy it contacts. The slash has a wide hitbox and deals knockback. This ability requires at least one sword to use.

LevelDamageCooldownDistance
14040 Seconds10 Blocks
24439 Seconds11 Blocks
35237 Seconds13 Blocks
46434 Seconds16 Blocks
58030 Seconds20 Blocks

Level 32: Yakkodori

Yakkodori is unlocked at Swordsman Level 32. The player fires a compressed crescent-shaped air projectile that travels forward at high speed. The projectile deals damage and applies a significant knockback on impact. The projectile dissipates after hitting the first enemy in its path. This ability requires at least one sword to use.

LevelDamageCooldownDistance
14030 Seconds10 Blocks
24429 Seconds11 Blocks
35227 Seconds13 Blocks
46424 Seconds16 Blocks
58020 Seconds20 Blocks

Level 34: Shishi Sonson

Shishi Sonson is unlocked at Swordsman Level 34. The player performs a lightning-fast forward lunge at the nearest enemy within range, delivering a single precise slash at extreme speed. The ability will not activate if no valid target is within range. This ability requires at least one sword to use.

LevelDamageCooldownDetection Range
13020 Seconds10 Blocks
23319 Seconds11 Blocks
33917 Seconds13 Blocks
44814 Seconds16 Blocks
56010 Seconds20 Blocks

Level 36: Neko Niko Ban

Neko Niko Ban is unlocked at Swordsman Level 36. The player releases a shockwave slash projectile that travels forward at range. Any enemy struck is stunned for 2 seconds, preventing movement and ability use. The stun cannot be resisted. The projectile dissipates after hitting the first enemy. This ability requires at least two swords to use.

LevelDamageCooldownDistance
14030 Seconds10 Blocks
24429 Seconds11 Blocks
35227 Seconds13 Blocks
46424 Seconds16 Blocks
58020 Seconds20 Blocks

Level 38: Inu Spire

Inu Spire is unlocked at Swordsman Level 38. The player releases a shockwave slash projectile that travels forward at range. This attack ignores all forms of damage resistance and damage reduction, dealing its full listed damage regardless of the target's defensive stats or active defensive abilities. This ability requires at least two swords to use.

LevelDamageCooldownDistance
14030 Seconds10 Blocks
24429 Seconds11 Blocks
35227 Seconds13 Blocks
46424 Seconds16 Blocks
58020 Seconds20 Blocks

Level 40: Daishinkan

Daishinkan is unlocked at Swordsman Level 40. The player dashes forward toward the nearest enemy within range and delivers a powerful overhead swing that vertically cleaves through them. This attack ignores all damage resistances and reduction, dealing its full listed damage regardless of the target's defensive stats. The ability will not activate if no valid target is within range. This ability requires at least one sword to use.

LevelDamageCooldownDetection Range
14030 Seconds10 Blocks
24429 Seconds11 Blocks
35227 Seconds13 Blocks
46424 Seconds16 Blocks
58020 Seconds20 Blocks

Level 40: Clear Lance

Clear Lance is unlocked at Swordsman Level 40. This ability requires the player to be airborne to activate. The player launches directly downward and upon impact creates a shockwave AOE that deals damage to all enemies within the radius. The ability cannot be activated while grounded. This ability requires at least two swords to use.

LevelDamageCooldownShockwave Radius
15040 Seconds6 Blocks
25539 Seconds6 Blocks
36537 Seconds7 Blocks
48034 Seconds8 Blocks
510030 Seconds8 Blocks

Level 42: Nanahyakuniju Pound Ho

Nanahyakuniju Pound Ho is unlocked at Swordsman Level 42. The player fires a large compressed slash projectile at range. This is a significantly more powerful version of Sanbyakurokuju Pound Ho, carrying greater force and impact. The slash has a wide hitbox and deals blunt impact force, briefly knocking the target backward on hit. This ability requires at least two swords to use.

LevelDamageCooldownDistance
15030 Seconds10 Blocks
25529 Seconds11 Blocks
36527 Seconds13 Blocks
48024 Seconds16 Blocks
510020 Seconds20 Blocks

Level 44: Taka Nami

Taka Nami is unlocked at Swordsman Level 44. The player releases a powerful gust of pressurized wind as a forward traveling slash wave. The wave deals damage to the first enemy it contacts and applies a heavy knockback. The wind wave also briefly slows the target's movement speed by 30% for 5 seconds after the knockback resolves. This ability requires at least two swords to use.

LevelDamageCooldownDistance
15030 Seconds10 Blocks
25529 Seconds11 Blocks
36527 Seconds13 Blocks
48024 Seconds16 Blocks
510020 Seconds20 Blocks

Level 46: Sai Kuru

Sai Kuru is unlocked at Swordsman Level 46. The player spins rapidly in place while slashing in all directions, dealing damage to all enemies within a 360-degree arc around the player. Unlike Menamu-gawa and Round Table, Sai Kuru involves multiple consecutive spinning slashes rather than a single sweeping motion, hitting enemies within range several times if they remain in range for the full duration of the spin. Each pass of the spin deals the listed damage once. This ability requires at least two swords to use.

LevelDamage (per pass)Spin PassesCooldownSpin Radius
160150 Seconds5 Blocks
266149 Seconds5 Blocks
378147 Seconds6 Blocks
496144 Seconds7 Blocks
5120140 Seconds7 Blocks

Level 48: Rashomon

Rashomon is unlocked at Swordsman Level 48. The player charges energy over an extended period, then unleashes an enormous slash that travels forward and cleaves through all enemies in its path. The slash passes through targets rather than stopping at the first enemy, hitting everything in a line. The charge cannot be cancelled once started. Releasing before the charge completes fires a weaker version dealing 50% damage. This ability requires at least two swords to use.

LevelDamageCharge TimeCooldown
16010 Seconds30 Seconds
2669 Seconds29 Seconds
3788 Seconds27 Seconds
4967 Seconds24 Seconds
51206 Seconds20 Seconds

Level 50: Gun Modoki

Gun Modoki is unlocked at Swordsman Level 50. The player launches forward at extreme speed in a straight line, dealing damage to every enemy that falls within the player's line of movement during the dash. The ability hits all enemies along the path simultaneously rather than stopping at the first target. The dash distance is fixed and the player cannot stop early. This ability requires at least two swords to use.

LevelDamageCooldownDash Distance
16030 Seconds10 Blocks
26629 Seconds11 Blocks
37827 Seconds13 Blocks
49624 Seconds16 Blocks
512020 Seconds20 Blocks

Level 50: Senhachiju Pound Ho

Senhachiju Pound Ho is unlocked at Swordsman Level 50. The player fires a massive compressed slash projectile at range. This is a more powerful version of Nanahyakuniju Pound Ho, carrying even greater force. The slash has a wide hitbox and deals blunt impact force. This ability requires three swords to use.

LevelDamageCooldownDistance
16030 Seconds10 Blocks
26629 Seconds11 Blocks
37827 Seconds13 Blocks
49624 Seconds16 Blocks
512020 Seconds20 Blocks

Level 52: Uru Tora Gari

Uru Tora Gari is unlocked at Swordsman Level 52. The player lunges forward and swings both blades in a crossing slash pattern, dealing damage at the end of the dash. If the player activates this ability while airborne, they instead lock onto the target they are aiming at and launch toward them directly, regardless of height difference. This ability requires three swords to use.

LevelDamageCooldownDash Distance
16030 Seconds10 Blocks
26629 Seconds11 Blocks
37827 Seconds13 Blocks
49624 Seconds16 Blocks
512020 Seconds20 Blocks

Level 54: Kokujo O Tatsumaki

Kokujo O Tatsumaki is unlocked at Swordsman Level 54. The player releases a large black tornado projectile that travels forward at moderate speed. The tornado deals damage to every enemy along its path as it travels, passing through targets rather than stopping at the first. Any enemy caught inside the tornado is also briefly lifted off the ground and carried for 1 second before being dropped, interrupting any action they were performing. This ability requires three swords to use.

LevelDamageCooldownDistance
17050 Seconds10 Blocks
27749 Seconds11 Blocks
39147 Seconds13 Blocks
411244 Seconds16 Blocks
514040 Seconds20 Blocks

Level 56: Ichidai Sanzen Daisen Sekai

Ichidai Sanzen Daisen Sekai is unlocked at Swordsman Level 56. The player launches forward toward the nearest enemy within range and delivers five rapid consecutive slashes in quick succession. All five slashes are delivered automatically once the ability is activated. The total combined damage of all five slashes is listed below as Total Damage. This ability requires three swords to use.

LevelDamage Per SlashTotal DamageCooldownDetection Range
1126040 Seconds10 Blocks
2147039 Seconds11 Blocks
3178537 Seconds13 Blocks
42010034 Seconds16 Blocks
52412030 Seconds20 Blocks

Level 58: Nigori Zake

Nigori Zake is unlocked at Swordsman Level 58. The player channels a battle spirit to temporarily enhance their physical strength. While active, all melee attacks deal bonus damage equal to the listed Damage value added directly to each hit. The buff ends when the active window expires. The cooldown begins when the buff ends. This ability requires three swords to use.

LevelDamage BonusTime ActiveCooldown
11010 Seconds50 Seconds
21111 Seconds49 Seconds
31313 Seconds47 Seconds
41616 Seconds44 Seconds
52020 Seconds40 Seconds

Level 60: Ippyakusanjo Hiryu Jigoku

Ippyakusanjo Hiryu Jigoku is unlocked at Swordsman Level 60. The player launches a flaming dragon-shaped slash wave forward at range. The slash travels at high speed and deals damage to the first enemy it directly contacts. In addition to the impact damage, the slash leaves a lingering trail of fire along its full travel path that remains for 5 seconds. Any enemy that walks through the fire trail takes 5 damage per second while within it. The fire trail persists regardless of whether a target was hit by the slash. This ability requires three swords to use.

LevelDamageCooldownDistance
18040 Seconds10 Blocks
28839 Seconds11 Blocks
310437 Seconds13 Blocks
412834 Seconds16 Blocks
516030 Seconds20 Blocks

Level 60: Tougen Totsuka

Tougen Totsuka is unlocked at Swordsman Level 60. The player launches forward at extreme speed in a straight line, dealing damage to every enemy along their movement path. Tougen Totsuka is performed with a single decisive lunge rather than a dash, covering the distance in one burst and hitting all enemies in the line with greater force. The player cannot stop or redirect once the ability activates. This ability requires at least two swords to use.

LevelDamageCooldownDash Distance
18030 Seconds10 Blocks
28829 Seconds11 Blocks
310427 Seconds13 Blocks
412824 Seconds16 Blocks
516020 Seconds20 Blocks

Level 60: Rengoku Oni Giri

Rengoku Oni Giri is unlocked at Swordsman Level 60. The player charges for a brief moment before launching forward to the nearest enemy within range and delivering a devastating single slash. The ability will not activate if no valid target is within range. Once the ability is activated, the charge time automatically starts and no other abilities can be used until the ability is activated. This ability requires three swords to use.

LevelDamageCharge TimeCooldownDetection Range
1807 Seconds30 Seconds10 Blocks
2886 Seconds29 Seconds11 Blocks
31045 Seconds27 Seconds13 Blocks
41284 Seconds24 Seconds16 Blocks
51603 Seconds20 Seconds20 Blocks

Level 60: Ashura Bakkei

Ashura Bakkei is unlocked at Swordsman Level 60. The player manifests a multi-armed phantom swordsman form and charges before unleashing nine simultaneous slash attacks across a wide arc in front of them. All nine slashes land at once at the end of the charge. Each slash hits independently and can strike different targets within the arc. The total combined damage of all nine slashes is listed below as Total Damage. The ability will not activate if no valid targets are within range. This ability requires three swords to use.

LevelDamage Per SlashTotal DamageCharge TimeCooldown
1109010 Seconds50 Seconds
211999 Seconds49 Seconds
3131178 Seconds47 Seconds
4161447 Seconds44 Seconds
5201806 Seconds40 Seconds

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