Overview

Basic Abilities

Vile Gas (Trait)

Cooldown: 3 seconds

When damaged, Stitches emits a gas cloud that poisons nearby enemies for 68 (+4% per level) damage over 3 seconds. 3 secondsWhen damaged, Stitches emits a gas cloud that poisons nearby enemies for 68 (+4% per level) damage over 3 seconds.

Hook (Q)

75 Mana | Cooldown: 16 seconds

Pull the first enemy hit towards you, temporarily stunning them and dealing 91 (+4% per level) damage. 75 Mana |16 secondsPull the first enemy hit towards you, temporarily stunning them and dealing 91 (+4% per level) damage.

Helping Hand (1)

75 Mana | Cooldown: 16 seconds

Pull the first ally or enemy hit towards Stitches. Enemies are temporarily stunned and take 91 (+4% per level) damage. When used to pull allies, the cooldown is reduced by 50%. 75 Mana |16 secondsPull the first ally or enemy hit towards Stitches. Enemies are temporarily stunned and take 91 (+4% per level) damage. When used to pull allies, the cooldown is reduced by 50%.

Slam

40 Mana | Cooldown: 8 seconds

Deal 104 (+4% per level) damage to enemies within the target area.

40 Mana |8 secondsDeal 104 (+4% per level) damage to enemies within the target area.

Devour

55 Mana | Cooldown: 20 seconds

Deal 319 (+4% per level) damage to non-Heroic units, or 114 (+4% per level) damage to Heroes. Restores 20% of your maximum Health. 55 Mana |20 secondsDeal 319 (+4% per level) damage to non-Heroic units, or 114 (+4% per level) damage to Heroes. Restores 20% of your maximum Health.

Sample Builds

Stitches : Sample Slam Build Heavy Slam Slam damage increased by 40%. Putrid Ground Enemies hit by Slam are infected with Vile Gas. Toxic Gas Increases Vile Gas radius by 102.5% and the duration of the effect by 1 second. Gorge Consume an enemy Hero, trapping them for 4 seconds. When Gorge ends, the enemy Hero takes 285 (+4% per level) damage. The trapped Hero cannot move or act and doesn't take damage from other sources. Cannot be used on massive Heroes. Mega Smash Range and arc of Slam increased by 25%. Pulverize Decreases Slam's cooldown by 2 seconds and it also slows enemies by 75% for 1 second. Cannibalize Basic Attacks against enemy Heroes heal Stitches for 5% of his maximum Health.

Stitches : Sample Supertank Build Hungry for More Collecting Regeneration Globes permanently increases your maximum Health by 30. Amplified Healing Increases regeneration effects and all healing received by 30%. Savor the Flavor Using Devour on an enemy Hero permanently increases your Health Regeneration by 2 per second. Putrid Bile Emit bile that deals 39 (+4% per level) damage per second to enemies within, slowing them by 35%. You gain 20% Movement Speed while emitting bile. Lasts 8 seconds. Flea Bag Whenever Stitches is stunned or rooted, his Basic Ability cooldowns are reduced by 6 seconds. Stoneskin Activate to gain 30% of your maximum Health as a Shield for 5 seconds. Hardened Shield Activate to reduce damage taken by 75% for 4 seconds.

Talent Breakdown

Level 1

Chew Your Food (E) (Situational)

Using Devour also heals you for 10% of your max Health over 3 seconds.



Using Devour also heals you for 10% of your max Health over 3 seconds.

Dampen Magic (Situational)

Every 8 seconds, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 1.5 seconds, reducing the damage taken by 50%.

Every 8 seconds, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 1.5 seconds, reducing the damage taken by 50%.

Hungry for More (Situational)

❢ Quest: Gathering a Regeneration Globe increases your maximum Health by 30, up to 900.

❢ Reward: Upon gathering 30 Globes, increase Movement Speed by 10%. Gathering a Regeneration Globe increases your maximum Health by 30, up to 900.Upon gathering 30 Globes, increase Movement Speed by 10%.

Heavy Slam (W) (Recommended)

Slam damage increased by 40%.



Slam damage increased by 40%.

Level 4

Amplified Healing (Situational)

Increases regeneration effects and all healing received by 30%.



Increases regeneration effects and all healing received by 30%.

Restorative Fumes (Trait) (Situational)

Whenever Vile Gas damages an enemy Hero, you are healed for 27 (+4% per level) Health.

Whenever Vile Gas damages an enemy Hero, you are healed for 27 (+4% per level) Health.

Putrid Ground (W) (Recommended)

Enemies hit by Slam are infected with Vile Gas.



Enemies hit by Slam are infected with Vile Gas.

Level 7

Savor the Flavor (E) (Situational)

❢ Quest: Using Devour on an enemy Hero permanently increases your Health Regeneration by 2 per second.

Using Devour on an enemy Hero permanently increases your Health Regeneration by 2 per second.

Last Bite (E) (Not Recommended)

If an enemy dies within 3 seconds of being damaged by Devour, its cooldown is reduced by 12 seconds.

If an enemy dies within 3 seconds of being damaged by Devour, its cooldown is reduced by 12 seconds.

Tenderizer (Situational)

Basic Attacks slow enemy Movement Speed by 25% for 1.5 seconds.



Basic Attacks slow enemy Movement Speed by 25% for 1.5 seconds.

Toxic Gas (Trait) (Recommended)

Increases Vile Gas' radius by 25% and its damage by 50%.



Increases Vile Gas' radius by 25% and its damage by 50%.

Level 10

Putrid Bile (R1) (Recommended)

Cooldown: 60 seconds

Emit bile that deals 37 (+4% per level) damage per second to enemies within, slowing them by 35%. You gain 20% Movement Speed while emitting bile. Lasts 8 seconds. 60 secondsEmit bile that deals 37 (+4% per level) damage per second to enemies within, slowing them by 35%. You gain 20% Movement Speed while emitting bile. Lasts 8 seconds.

Gorge (R2) (Recommended)

Cooldown: 60 seconds

Consume an enemy Hero, trapping them for 4 seconds. When Gorge ends, the enemy Hero takes 274 (+4% per level) damage. The trapped Hero cannot move or act and doesn't take damage from other sources. Cooldown: 60 secondsConsume an enemy Hero, trapping them for 4 seconds. When Gorge ends, the enemy Hero takes 274 (+4% per level) damage. The trapped Hero cannot move or act and doesn't take damage from other sources.

Level 13

Flea Bag (Situational)

Whenever you are stunned or rooted, reduce your Basic Ability cooldowns by 6 seconds.



Whenever you are stunned or rooted, reduce your Basic Ability cooldowns by 6 seconds.

Mega Smash (W) (Recommended)

Range and arc of Slam increased by 25%.



Range and arc of Slam increased by 25%.

Indigestion (E) (Not Recommended)

Using Devour also creates a Retchling that applies Vile Gas Poison when it attacks.



Using Devour also creates a Retchling that applies Vile Gas Poison when it attacks.

Level 16

Pulverize (W) (Recommended)

Decreases Slam's cooldown by 2 seconds and it also slows enemies by 75% for 1 second.



Decreases Slam's cooldown by 2 seconds and it also slows enemies by 75% for 1 second.

Fishing Hook (Q) (Recommended)

Hook has an additional 40% range.



Hook has an additional 40% range.

Shish Kabob (Q) (Situational)

Hook can pull up to 2 targets.



Hook can pull up to 2 targets.

Stoneskin (Situational)

Cooldown: 60 seconds

Activate to gain 30% of your maximum Health as a Shield for 5 seconds.

60 secondsActivate to gain 30% of your maximum Health as a Shield for 5 seconds.

Level 20

Potent Bile (R1) (Recommended)

Putrid Bile lasts 6 seconds longer and its slow amount increased from 35% to 45%.



Putrid Bile lasts 6 seconds longer and its slow amount increased from 35% to 45%.

Hungry Hungry Stitches (R2) (Situational)

For 4 seconds after using Gorge, Stitches can teleport a short distance to additional targets and Gorge them.

For 4 seconds after using Gorge, Stitches can teleport a short distance to additional targets and Gorge them.

Hardened Shield (Situational)

Cooldown: 60 seconds

Activate to gain 75 Armor for 4 seconds, taking 75% less damage.

60 secondsActivate to gain 75 Armor for 4 seconds, taking 75% less damage.

Cannibalize (Recommended)

Passive: Basic Attacks against Heroes heal Stitches for 5% of his maximum Health



Basic Attacks against Heroes heal Stitches for 5% of his maximum Health

How He Plays

1. Positioning: as vital as ever.

2. Holding your Hook.

3. Stick with your Team!

Ready to Play!

Hello, and welcome to another installment of "A Detailed Breakdown". When I initially started this series of guides, I had stated that I would tackle each of my comfort picks first. Well, here we are. This guide, which will focus on Stitches, is my final "comfort pick" hero. In truth, I think I am comfortable on a much wider variety of heroes than this, but these were the heroes that I felt I could simply pick up at any given time and be entirely comfortable taking any build on and succeeding with it. Still, the quality of the guides should not be going down by any means. At worst, this simply means I will be putting in a little more research before writing, as I will want to make sure that what I want to say is indeed correct (I tend to do that anyway, despite already feeling that I know the details). With that out of the way, let's shift our focus to the topic of today's installment: Stitches.Stitches is a very unique tank, providing an immense body for soaking up damage, blocking enemies, and generally being an imposing target. What he lacks in frequent stuns/hard CC, he more than makes up for in his unrivaled picking power (through his Q, Hook, as well as Gorge, one of his heroic), along with a few heavy slow options and one long hard CC in the form of a heroic (again, Gorge). He has solid damage output for a tank, with much of it being AOE damage. He also sports the second highest base health pool in the game, beaten only by Cho (or a soul-stacked Diablo, in which case Stitches falls to 3rd). Many consider his build path to be rather linear, with one clear winner over the others in many situations. While I am inclined to agree with this, it is still worth giving each of his talents a thorough examination, as well as discuss some of the alternatives he does have. There are a few, even if I wish I could say there were more.Let's start off by getting acquainted with his base kit, shall we?While this damage may not seem like much at a glance, the near-permanent uptime of it (if you are being hit) is substantial, and it adds up quickly. In addition, it is an AOE effect, even further increasing these numbers. If you were to hit all five enemy heroes, that would take a meager 68 damage at level 1, all the way up to 340 damage done, simply because someone did damage to you. With talents, this damage can be applied to Slam hits, heal Stitches with each damage tick, and have its damage and radius increased. Finally, it is an extremely easy talent to use, being both passive and procced on any source of damage, once every three seconds. You can play however you normally would and be getting great value out of the trait.This spell is, truly, the iconic 'fantasy' of the hero. It single-handedly ensures his place in almost every meta, barring his numbers being absolutely tanked into the floor. The power of pulling an enemy hero so far out of position (directly to your team, no less) is incredible. When hitting a squishy target, it all but guarantees they are dead. Even connecting with a tank could very well secure a kill, if the enemy is not immediately ready to respond. This is even further accentuated when used in combination with Gorge (R1), as it pulls them within range to Gorge and simply walk even further from the enemy. At level 16, Fishing Hook can be taken, which further increases the range of Hook by 40%. This is almost the entire screen in length, allowing long range snipes over walls that the enemy might otherwise think makes them safe.When playing Stitches, be constantly on the lookout for Hook opportunities. Being skilled with Hook is almost entirely what makes or breaks a Stitches player. Position yourself in a way that forces the enemy to stay out of an otherwise optimal position, and reposition yourself often to keep them on their toes. Keep in mind that Hook shares a cooldown with Helping Hand.What was once a talent has since become a baseline ability. Helping Hand is an alternative Hook that can be used to rescue allies from danger. A well-timed Helping Hand can save an ally from a situation that otherwise would have been impossible to escape. Pulling them over walls/gaps, or simply giving them the distance they needed to escape the damage being doled out to them. Do note, however, that the cooldown is shared with Hook. It is reduced by 50% if you successfully connect with your ally, though.Slam and Vile Gas are the two primary sources of both Stitches' damage, as well as his waveclear (which is not bad at all, either). Slam is an instant cast that deals damage to all enemies in a cone, which starts at Stitches' location and expands toward the target area. Use it liberally, as the cooldown is not too high, and it does not have any other utility (aside from dismounting enemies, which is still done by casting it) until level 16, if you choose to take the slowing talent. Even then, you typically still want to use it on cooldown.Devour is Stitches' primary source of sustain. Given it is on a 20 second cooldown, it can typically be used only once per fight. Given its rather low damage to heroes, it should not be used unless you actually do need the heal, or if using it would get a kill that otherwise would not be achieved (rare, but it does happen). With regard to its PvE damage, it should be used on cooldown, provided you will get a second use out of it in doing so. With that said, it is generally still best to wait until you are at at least 80% health to use it regardless.Unlike the previous guides, I am only going to list two sample builds here, as Stitches unfortunately does not have the talent tree to support a great deal of versatility.For reference, this talent heals for an additional 332 health at level 1, all the way to 657 at level 20. That is a decent chunk of health to gain back over a relatively short period of time. In a pinch, this could save you from a dangerous spot or make it a little easier to tank through something like a boss attempt. The biggest drawback, however, lies in the cooldown of Devour (a whopping 20 seconds). This means you will almost always get to use this only once per fight. For a general sustain tool, this is not a very useful option.As with just about any Spell Armor talent, this should be a situational pick. Against a spell-heavy comp, this can be a solid choice. For example, if you are facing off against a KT + Falstad, or even something like a Valla + Li Ming, this can negate a great deal of their damage both before and during a fight. If you are facing someone like a Genji, however, it is simply too easy for him to break this shield every time it is up thanks to his many Shurikens. As such, be careful who you are picking this talent into.As far as stats go, this talent is incredible. 900HP when completed, plus 10% increased MS at all times. The biggest drawback of this talent is the fact that it takes 30 globes to complete. Even with the changes to globes some time ago, gathering 30 of them is very much turning this into a late game talent, if you can fully complete it at all. The health in itself, especially when not completed, is not worth the talent pickup. For this reason, I consider this a risky pickup, and I tend to shy away from risky talents in favor of consistency. It is worth noting, however, that this talent compliments Putrid Bile much better than Gorge, as it is going to be far more important to get in front of your enemies with that heroic. Gorge rarely demands any extra movement speed.While this talent is by far the most straightforward, it also tends to be the strongest of the tier. Stitches is extremely burly on his own, and as such, he can afford to skip these survival talents at level 1. Heavy Slam greatly increases his poke and waveclear damage, and thanks to the rather short cooldown of Slam, he can dish it out rather frequently. This is not vital for Slam build if you really do need the extra survival, though in any other situation, this is typically the talent to choose.For the Supertank Stitches build, this is the go-to talent. Given that build is situational in itself, however, this talent should not always be picked. The reason we pick it in that full tank setup is because of how well this compliments literally every other source of self-sustain you have, on top of increasing the power your healer has to keep you healthy. Devour (Chew Your Food included), Savor the Flavor, as well as Hardened Shield (thanks to armor effectively amplifying all healing) are all complimented by this. It is worth noting that Stoneskin does not benefit from this talent, however, as a shield does not count as a form of healing for this talent.This talent can provide considerable healing, but the condition is that it requires you to hit many enemy heroes. Against one or two targets, the health return from this talent is rather minimal. Against four or five targets, you can be getting as much as 150 health per second, so long as Vile Gas remains on the enemy. In taking this, however, you sacrifice the synergy with your other talents/allies that you get from Amplified Healing, and you do not get the extra DoT damage that Putrid Ground provides.The added damage from this talent is not to be underestimated. Especially with Mega Smash at level 13, you can effectively apply your Vile Gas to most, if not all of the enemy team every time you drop a Slam. This damage is further increased by taking Toxic Gas at level 7, making you rather effective at poking the enemy team and forcing healers to expend some of their resources. It is also very useful for waveclearing, as minions to not often attack you. This allows you to consistently put out Vile Gas damage to waves of minions.Assuming you managed to get, say, two Devours per minute starting from when you take this talent, this can get you as much as 50-60 health per second back. Note this this is almost a best-case scenario, but this is simply to provide an example of how useful this talent can be. Increase that number by an additional 30% from Amplified Healing, and you have a monstrous level of health regen. Still, outside of the Supertank build, this has no real synergy with anything else. and provides very little offensive benefit.On paper, this talent looks very strong. The big problem with it, however, it the fact that Devour is our burst healing spell, and we need to be timing it around when we actually need health. It does very low damage, and trying to use it as a finisher is not an optimal use for the ability. For these reasons, this talent becomes rather lackluster.Against low mobility enemies, this talent can be quite useful. There are many heroes who can more effectively slow targets, and generally speaking, this should be left to them. In a pinch, however, this can be good for slowing down an individual focus target, making them unable to escape. There are often better choices on this tier that will benefit you more in other areas.More Toxic Gas, and more damage when it sets in. This is a simple talent that will greatly increase your overall damage done. There is little to be disappointed in here. It synergizes well with both Restorative Fumes and Putrid Ground. In most cases, this is a safe and effective pick for Stitches in any situation. It also requires no additional play adjustments from you to be effective.This is an excellent tool with many uses, from disengaging, to peeling, to chasing, to simply disrupting the flow of a teamfight through the large slow that it constantly provides. The damage is decent if applied throughout the entirety of the heroic, but the strength is largely in the massive area of CC that follows Stitches everywhere he goes. Having an 8 second trail of slow that you can direct is a massive boon, and should not be underestimated. Do note, however, that it does not come anywhere near Gorge for pick potential.I recommend both of these ults because I believe that both are completely viable choices, with their key differences simply being in their playstyle/the goal you hope to accomplish in taking them, rather than either one of them objectively being more powerful than the other. Gorge is an unrivaled picking tool, designed to secure your team individual kills before fights even start (thanks to Hook displacing single targets), and giving your team an advantage that way. In the midst of a fight, it can also be used to be rid of a single enemy for a few seconds while you focus on others, or to bring that one target into a much less favorable position in the fight that your team can dive onto them from. Be constantly on the lookout for opportunities, and reap the rewards. Your teamfight CC does considerably drop in taking this heroic, however, as you no longer have the aoe slowing power that Putrid Bile possesses.Against certain compositions, this talent is absolutely rediculous. If you are facing something like a Muradin/Malfurion, or even an ETC, the amount of cooldown reduction you can achieve through this is unrivaled. Hook's cooldown is less important in the middle of a fight, but the incredible sustain through Devour being up frequently is very noticeable, and Slam is virtually reset every time you are stunned, with this talent. If the enemy has the CC to support this, it is a very, very strong choice.As previously mentioned in this guide, Mega Smash allows your Slam to hit most, if not all of the enemy team whenever you cast your Slam. This will increase your effective damage output, is useful for dismounting enemies, and can occasionally finish off an escaping target thanks to you having an easier time hitting them as they flee. It is worth noting, however, that this talent becomes a bit less important if you choose not to take Pulverize at level 16. Together, this gives you a considerable AOE slow that can very much damage your enemies' ability to reposition in fights.A single-target summon that deals a bit of extra damage, and can be easily cleared if the enemy is paying any attention. This talent falls far behind both of its alternatives as far as utility is concerned, and while technically it can do a sizable amount of damage if left to sit and attack for 25 secconds (its duration), that is almost never going to be the case. It also does not have the health pool to tank tower shots for more than a few seconds.This is the icing on the cake for the Slam build. A 25% cooldown reduction, a brief yet powerful slow to disrupt the enemy. At one time this talent caused a mini-stun to boot, yet even with that being taken away, it is still very powerful. It increases the amount of CC Stitches possesses, as well as increasing his damage output throughout the course of a fight, thanks to the CDR. Pairs extremely well with Mega Smash at level 13.This talent, as simple as it is, is incredibly potent. Enabling a multitude of new angles for catching your opponent and greatly increasing the range at which they are displaced, it all but guarantees their death if they are properly hooked. More details on hook usage will be found in the "How He Plays" section, but it is worth noting here that this talent is a viable pickup in any Stitches build. but is put to best use in conjunction with Gorge.Hook is designed to be a picking tool, where you can nab one target and take them out of the equation before a fight begins. When you can hook two targets at once, you run the risk of actually initiating a proper engage from the enemy, as they now already have to people in the fight. Especially when you consider one of those is likely going to be a tank that got pulled first, blocking the hook. If you want to empower your hook, Fishing Hook is the better choice.EDIT: I have changed my 'verdict' on this talent from 'Not Recommended' to 'Situational'. The reason for this is that new information was brought to light by a few different sources both here and on Reddit, who pointed out that Hook being cast on a melee target with this talent taken works as a stun for the duration of the hook. I was not aware that this interaction took place, but it could see some niche usefulness in fights where you can successfully land it (and not have it cancelled before the stun matters).Unsurprisingly, this is the default choice for the Supertank build, and it is a powerful one, at that. Given Stitches has the second highest health pool in the game, this talent will give him roughly a 1680 point shield, at level 16. The problem with using this outside of a raw desire to never die, is that Stitches can do relatively little to capitalize on the extra tankiness. Aside from soaking up even more damage (the primary goal of Supertank Stitches), he will not be able to put out much more damage than he normally would, and does not have much in the way of CC that requires him to survive to put it out.If you elected to take Putrid Bile at level 10, this is usually the talent you want to take at level 20, too. It literally takes everything that Putrid Bile is useful for, and makes it even better. Stronger slow, longer duration, indirectly increasing the damage in the process. This is, simply put, Putrid Bile 2.0.Generally speaking, I do not recommend picking up this talent. I believe there are others on the tier that can provide more benefit to you overall. With that said, if your team is desperately in need of further CC, this is a viable option. You can shut down a number of the enemy team, ideally giving your team enough time to take out those who are left outside of Stitches' gut. If your team cannot accomplish this, however, this ult does very little.The final touch for the Supertank Stitches build, this effectively amplifies all of your other healing effects, as it becomes that much harder to whittle away at your already considerable sustain and health bar. Even outside of this build, the extra burst-management can be useful, though for overall sustain, it is far outshined by Cannibalism.This talent allows you to regain almost 350 hp per AA you dish out. This is an extreme level of self-sustain, and can be taken as an alternative to Hardened Shield in the Supertank build. In general, however, I recommend this talent in any build as a solid option to keep you in the fight and relatively healthy. You will rarely be unable to get out consistent AA's on a tank as burly as Stitches, after all.Stitches is a fairly straightforward hero as far as teamfighting and laning is concerned. There are a few notes to consider when playing him, however.Stitches NEEDS to be in the proper position, in order to be effective. Frequently, this means positioning yourself in a spot that forces your opponents into less safe or sub-optimal positions, simply due to the fact that lingering in the back of their minions would result in them being exposed to pulls. Force them forward (or even farther back) by maintaining a spot that requires them to stay on their toes. Additionally, there is great benefit in switching up your own position often. If you keep moving, or keep anchoring in different locations, the enemy has no choice but to adapt. Adaptations provide the greatest likelihood for mistakes, as they are the least comfortable place for anyone to be in. This will increase the chances of you catching someone out, and landing a wonderful hook. A note on Fishing Hook: This GREATLY increases the number of places you can plant yourself, with many options being enabled for you to hook enemies over thicker walls that previously would not have been feasible. If an enemy is pulled across one of these, they are dead nearly every time. There is no escaping from a pull that brought you far beyond where you can dash back to, or even run through. Once you have this talent, find positions that you can accomplish exactly this from. It will take time and practice, but you will gradually get to know each map, and be more familiar with how to go about this.This is an extremely important aspect of many tanks' kits, but Stitches arguably has the most important cooldown of any basic ability for holding. Do not get trigger happy with your hooks. As tempting as it is to throw one out almost on cooldown, the sheer power of having the spell available is an incredible zoning tool. When Hook is available, the enemy cannot risk going into any open area without potentially losing a member of their team. When it is on cooldown, however (IE when you miss a risky hook), the enemy is now free to rotate and position as they please for the entire duration of your cooldown. For this reason, it is important that you only throw out hooks you feel confident in, as it denies your opponents those long windows of opportunity. Firing two hooks out a minute and landing both hooks is more valuable than firing four and landing only one.Stitches cannot get picks on his own. He simply does not have the damage output for it. As such, it is important to keep him with the majority of your team at all times, breaking away only when a lane needs to be cleared and there is nothing pressing currently going on. Hooks are useless without allies to capitalize on it, and given that is his primary strength, he needs to ensure it is reaching its full potential. Communicate with your allies, and move as a unit. You will see just how successful it can be.This marks the end of the 7th installment of "A Detailed Breakdown". Stitches has long been one of my favorite tanks, and landing a max range hook will always be one of the most satisfying feelings in the game to me. I encourage you to fiddle around with his talents and see what works best for you. As usual, feel free to leave any comments, questions, or feedback in the comments. I do my best to respond to everything that comes my way. Until then, happy hooking, people (I am fully aware of what that sounds like)!