• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:24
CEST 12:24
KST 19:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Is Adaferin Gel Effective for Pimples Find Out Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
https://www.facebook.com/LiverComplexNetherlands.O RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion so ive been playing broodwar for a week straight. Pros React To: JaeDong vs Queen BSL 22 Map Contest — Submissions OPEN to March 10 Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Broowar part 2
qwaykee
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9167 users

Thor's Anti-Air Damage Chart

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
PowerOfOne
Profile Joined February 2013
Peru78 Posts
Last Edited: 2016-04-29 03:01:54
April 27 2016 01:45 GMT
#1

Introduction


Greetings, dear TL Forums! It's THAT time once again! On the 21st, Blizzard released a Balance Test Map in which they are testing a change to the Thor's Anti-Air Attack Mode (Call to Action: April 21 Balance Testing).

In order to get a clearer picture of the repercusions of this change, I decided to make charts which would showcase the amount of shots that it would take for a Thor to kill the air units of all three races and some structures, considering these two scenarios: the current Thor Anti-Air Attack Mode (The original, with splash and bonus damage against Light units) and the new Attack Mode (Single target with bonus damage against Armored units).

On a more personal note, I am happy that I can share this information with you,I sincerely hope it helps you
draw your conclusions on wether you like it or not and,last but not least, showcase how much of an improvement
(or not) this change proves to be on paper!


New Thor's Anti-Air Damage Chart


Detailed as follows, the amount of shots that a Thor requires to kill a flying unit/structure is a calculation that takes into consideration the following factors: Health Points (HP), Shield points, Base Armor (and Upgraded Armor, when necessary), Thor's Anti-Air Damage (and Vehicle Weapon upgrades). It goes as follows:

# of shots = (HP + Shield Points) / (Damage - Base Armor)


The result of this calculation is an integer number and, in case the result is a fraction, it is always rounded up.

Just for clarification purposes, the cells filled in GREEN indicate that there is an improvement due to the change (in terms of less shots being required to kill a singular unit), whereas the cells filled in RED indicate that there is a decline in the attack's efficiency. Also, I have added notes marked by the symbol *, please make sure to read those as they showcase certain exceptions, give explanations on why it's an improvement or not, or clarify a point.

Without further ado, I am attaching the charts as follows.

  • Terran Air Units
    + Show Spoiler +
    [image loading]


  • Zerg Air Units
    + Show Spoiler +
    [image loading]


  • Protoss Air Units
    + Show Spoiler +
    [image loading]


  • Important Notes
    + Show Spoiler +
    • Thor's new Attack Mode no longer deal SPLASH damage to air units.
    • Thor's new Attack Mode no longer becomes affected by PDD.
    • Thor's Old Attack Mode stats:
      [image loading]
    • Thor's New Attack Mode stats:
      [image loading]
    • One should take into account a couple of things when examinating the values given in the charts.
      + Show Spoiler +
      • First, most of the armored units that Thors used to be bad against, and the ones that Thors SHOULD be good against, are mostly massive armored units. Massive air units are mostly bulky and they do not clump up as often as Mutas or Phoenixes would. So the scenarios where you would have gotten extra damage from that splash are few, because when units auto attack they tend to separate each other too.

      • Second, massive units usually have a big chunk of armor, which diminishes the damage of the Thor's Javelin Missiles (old attack) by a lot, where as the new one doesn't become affected as much.

      • Third, the fact that the new anti-air Attack Mode is not a projectile anymore, means Thor's AI will fire more efficiently as well, where less situations of overkill are going to happen.


Conclusions


  • Against Light Air Units: the Thor's new Attack Mode performs WAY less efficiently than its previous counterpart. Even though, it generally takes an additional attack, in most cases, to kill Light Air Units, the fact that it does not deal splash damage to them disables the Thor as an option to deal with (mass) Mutalisks or Phoenixes. In this scenario, the unit that would fill this role would be the Liberator.

  • Against Armored Air Units:, the Thor's new Attack Mode performs WAY more efficiently than its previous counterpart.One could fairly say that it deals TWICE as much damage in most cases. As a matter of fact, it now takes the Thor from 3 to 4 times less shots to kill Late-game massive/armored units such as Battlecruisers and Liberators, Broodlords and Corruptors, and finally, Carriers and Tempests.

  • DISCLAIMER: Please note that this is all theory, and thus in practice there may be a lot more to consider, like how hard it is to transition into them, or their supply being so heavy, if it is supply / resource efficient to make Thors instead of, let's say, Vikings to deal with your opponent's composition.


Credits


Special thanks to Liquipedia, I took the information regarding the unit stats from it, they do a great job keeping the info up to date.

Thanks a lot for reading my post in advance, I hope you can share your thoughts as well here.
Frudgey
Profile Joined September 2012
Canada3367 Posts
April 27 2016 02:30 GMT
#2
Very nice! Thanks for posting!

One thing I noticed was that for the light air units, the damage values for the reworked Thor are 35 -> 40 -> 50 -> 55.

I'm assuming that this wasn't intentional? Also, are weapon upgrades really just a +5 damage boost? I would have thought it would have been +3 (+2 versus armored).
It is better to die for The Emperor than live for yourself.
JackONeill
Profile Joined September 2013
861 Posts
April 27 2016 02:52 GMT
#3
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.
SystemXN
Profile Joined December 2011
China105 Posts
April 27 2016 03:24 GMT
#4
I was hoping someone could do this, thanks for posting such informative post!

Although it seems Thor is in better position versus armored air with this update, I still consider the change as a nerf. In most scenarios, AoE damage is always better than single damage imo. And Terran doesn't need another single anti-armored-air since we have vikings. Although vikings don't do very well in their role, they are still better than Thors for reasons such as mobility, better sync with Terran land armies, etc.
MarineKing | Bomber | MVP | Gumiho
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2016-04-27 03:26:39
April 27 2016 03:26 GMT
#5
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.


I think you're underestimating the effect of needing half the thors you would currently to do the same damage (to corruptors/BL/Vipers) and what that will do to mech.

Either way I think the liberator outclasses the thor in most regards but this is as big a step forward for mech as ever
JackONeill
Profile Joined September 2013
861 Posts
April 27 2016 03:37 GMT
#6
On April 27 2016 12:26 chipmonklord17 wrote:
Show nested quote +
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.


I think you're underestimating the effect of needing half the thors you would currently to do the same damage (to corruptors/BL/Vipers) and what that will do to mech.

Either way I think the liberator outclasses the thor in most regards but this is as big a step forward for mech as ever


Herm... you do realise mech isn't happening because ravagers are 3shotting tanks and liberators with the bile, right? Giving AA to mech won't change the fact that you're not able to run away from the trishot of doom. If you go mech, you'll be dead well before any broodlords get out.
Yumi-Yari
Profile Joined April 2016
4 Posts
April 27 2016 03:49 GMT
#7
What about the attack animation? Can the projectile be intercepted by PDD, if it is not then Thor is a good choice to snipe PDD. And the range too, this is quite important in TvT
Bonus damage vs armored unit means that it require less viking and more Thor to maintain air control in TvT, if Thor have similar range to Tank (which is 13) then it is much more risky to gain vision by medivac-viking if your opponent have Thor
PowerOfOne
Profile Joined February 2013
Peru78 Posts
April 27 2016 04:59 GMT
#8
On April 27 2016 11:30 Frudgey wrote:
Very nice! Thanks for posting!

One thing I noticed was that for the light air units, the damage values for the reworked Thor are 35 -> 40 -> 50 -> 55.

I'm assuming that this wasn't intentional? Also, are weapon upgrades really just a +5 damage boost? I would have thought it would have been +3 (+2 versus armored).


Thanks for pointing that out, it was a mistake by me. Indeed, the new Attack Mode Damage goes like this: 35 -> 40 -> 45 -> 50 against Light Units and 50 -> 55 -> 60 -> 65 against Armored Units (a +5 additional damage per Weapon Upgrade for both).


On April 27 2016 12:49 Yumi-Yari wrote:
What about the attack animation? Can the projectile be intercepted by PDD, if it is not then Thor is a good choice to snipe PDD. And the range too, this is quite important in TvT
Bonus damage vs armored unit means that it require less viking and more Thor to maintain air control in TvT, if Thor have similar range to Tank (which is 13) then it is much more risky to gain vision by medivac-viking if your opponent have Thor


I have tested the new Thor's Air Attack Mode against Raven's PDD and it DOES NOT become affected by it. Thors can shoot through PDD as their attack is not consider a Projectile anymore. Also, I believe Thors are much more competent against Liberators / Vikings / Medivacs and Battlecruisers this way. I will try posting a little summary of the conclusions tomorrow afternoon. Until then, have a good night!
BoX
Profile Joined July 2003
United States214 Posts
April 27 2016 05:03 GMT
#9
Does this chart take into account health regeneration for Zerg?
As far as I know, Protoss shields don't regenerate while the unit is in combat, right?
Loccstana
Profile Blog Joined November 2012
United States833 Posts
April 27 2016 05:04 GMT
#10
whatever happened to the 255mm cannon ability of the thor? They need to give the thor that ability back if they want to be useful
[url]http://i.imgur.com/lw2yN.jpg[/url]
deth
Profile Blog Joined August 2009
Australia1757 Posts
April 27 2016 05:57 GMT
#11
On April 27 2016 14:04 Loccstana wrote:
whatever happened to the 255mm cannon ability of the thor? They need to give the thor that ability back if they want to be useful


thorzain used it to trounce MC and it was promptly removed.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
April 27 2016 08:17 GMT
#12
On April 27 2016 12:37 JackONeill wrote:
Show nested quote +
On April 27 2016 12:26 chipmonklord17 wrote:
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.


I think you're underestimating the effect of needing half the thors you would currently to do the same damage (to corruptors/BL/Vipers) and what that will do to mech.

Either way I think the liberator outclasses the thor in most regards but this is as big a step forward for mech as ever


Herm... you do realise mech isn't happening because ravagers are 3shotting tanks and liberators with the bile, right? Giving AA to mech won't change the fact that you're not able to run away from the trishot of doom. If you go mech, you'll be dead well before any broodlords get out.

as someone who has tried to make mech work at high masters level I don't think ravagers are the reason mech is not viable. Yes ravagers are strong but you can survive the roach ravager phase if you play well.
The biggest reason mecj is not viable is that broodlord viper is unbeatable unless you somehow emp every single viper before the engagement starts (which only happens if the zerg fucks up)
I don't think the thor buff will do anything btw because thors still get blocked by broodlings and can't attack the broodlords.
Many of the coolest moments in sc2 happen due to worker harassment
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
April 27 2016 08:21 GMT
#13
There is a big difference in some cases but where it really matters, BL and Tempests, the mobility and range advantage for these flying units is still to much imo.
Head Coach Park: "They should buff tanks!"
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
April 27 2016 09:17 GMT
#14
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.


No David Kim probably changes his minds in 1-2 weeks, and then reconsiders it in 2-3 months.
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2016-04-27 09:28:30
April 27 2016 09:26 GMT
#15
On April 27 2016 12:37 JackONeill wrote:
Show nested quote +
On April 27 2016 12:26 chipmonklord17 wrote:
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.


I think you're underestimating the effect of needing half the thors you would currently to do the same damage (to corruptors/BL/Vipers) and what that will do to mech.

Either way I think the liberator outclasses the thor in most regards but this is as big a step forward for mech as ever


Herm... you do realise mech isn't happening because ravagers are 3shotting tanks and liberators with the bile, right? Giving AA to mech won't change the fact that you're not able to run away from the trishot of doom. If you go mech, you'll be dead well before any broodlords get out.


It is not realistic that you can snipe all tanks at once. It takes a long time and that is a big aspect of skill shots. It has a similar effect as limited unit selection. That makes mass ravager less efficient. This is even stronger for tank pick ups.
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2016-04-27 09:31:59
April 27 2016 09:29 GMT
#16
On April 27 2016 18:17 Hider wrote:
Show nested quote +
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.


No David Kim probably changes his minds in 1-2 weeks, and then reconsiders it in 2-3 months.


Would you like him to put every change suggested into the game? Or would you like him to test and try to understand the game better and only put changes that work?

It is unrealistic what people want. You test because you want to understand something better. If you wanted to change a unit for the sake of the change, why would you even test it?
todespolka
Profile Joined November 2012
221 Posts
April 27 2016 09:40 GMT
#17
On April 27 2016 17:21 Sapphire.lux wrote:
There is a big difference in some cases but where it really matters, BL and Tempests, the mobility and range advantage for these flying units is still to much imo.


We will see that only if we play the game. Thors can be very mobile with medivacs. It is also difficult to keep the distance, because it takes a lot of attention.

I dont remember that thors could not reach my bls (before the +0.5 range buff which is almost nothing). I think what happens is that bls fly forward when they retarget or that the edges of the concave can get closer. No idea why, but in my 18 bls vs 10 thors games, thors usually won.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
April 27 2016 09:57 GMT
#18
On April 27 2016 18:40 todespolka wrote:
Show nested quote +
On April 27 2016 17:21 Sapphire.lux wrote:
There is a big difference in some cases but where it really matters, BL and Tempests, the mobility and range advantage for these flying units is still to much imo.


We will see that only if we play the game. Thors can be very mobile with medivacs. It is also difficult to keep the distance, because it takes a lot of attention.

I dont remember that thors could not reach my bls (before the +0.5 range buff which is almost nothing). I think what happens is that bls fly forward when they retarget or that the edges of the concave can get closer. No idea why, but in my 18 bls vs 10 thors games, thors usually won.

You might be right about BLs, but with mass Tempests i see no problem kiting Thors (and everything else) to oblivion. Maybe the solution might be reduced range for the Tempest rather then buffed range for Thors, i don't know.
Head Coach Park: "They should buff tanks!"
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2016-04-27 10:04:38
April 27 2016 10:02 GMT
#19
I don't often use Tanks in ZvT, but I don't understand how Ravagers would ever get close enough to drop biles on tanks, if tanks have vision?

Tanks in general would be nicer if they could get a slight buff in their attack. They're supposed to mess up anything which is dumb enough to get too close; which is so far only the case in TvT mostly, since Zerg and Protoss units are OK tanking the damage generally speaking (especially adepts and immortals).
maru lover forever
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 27 2016 11:31 GMT
#20
On April 27 2016 11:52 JackONeill wrote:
10/10 for the effort. However, since the change won't probably make it (or in 6 months), and that it won't change anything to any terran play (since mech is crap and that the viking will always synergise better with bio), I don't think it'll be that usefull.



That's just not accurate at all.

When Mass muta clouds was an issue in HotS TvZ, Thor got buffed (the AI change that made him target sky instead of grount). Result : Terrans put 2-3 Thors in their bio comp when facing mass muta. It was still bio, but with thors.

You gotta stop thinking about bio vs mech, it's totally obsolete in the state of the game.

To me the question is about : what you do in TvZ when your opponent has fully upgraded ling banes, ultralisk and corruptors?

Liberators can't deal with ultra and corruptors at the same time, and 8-10 corruptors will kill sieged liberators in no time. Currently, it's very hard to find a good way to engage this army.

If Thors can 4 shot corruptors, then you can zone the corruptors out and protect the liberators. Suddenly, you have a more stable way to deal with Zerg's ultra late game.
Dear INno and all the former STX boys.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro16 Group Selection
Afreeca ASL 12685
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 192
Lowko163
ProTech75
Codebar 24
StarCraft: Brood War
Calm 2962
BeSt 1420
Hyuk 548
Horang2 314
Larva 276
Zeus 244
Killer 199
ggaemo 147
ToSsGirL 80
Pusan 61
[ Show more ]
Mind 52
Shinee 35
NaDa 25
Aegong 24
Hm[arnc] 23
yabsab 15
ajuk12(nOOB) 12
Bale 11
Terrorterran 10
Noble 10
GoRush 7
Dota 2
XcaliburYe660
League of Legends
JimRising 413
Counter-Strike
olofmeister1731
shoxiejesuss1004
Heroes of the Storm
Khaldor165
Other Games
summit1g8995
singsing829
crisheroes217
Happy184
Sick92
Organizations
Counter-Strike
PGL8867
Other Games
BasetradeTV275
StarCraft: Brood War
UltimateBattle 236
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 50
• StrangeGG 28
• Adnapsc2 15
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt506
Upcoming Events
Wardi Open
36m
Replay Cast
13h 36m
Sparkling Tuna Cup
23h 36m
PiGosaur Cup
1d 13h
Kung Fu Cup
2 days
The PondCast
2 days
Replay Cast
3 days
Replay Cast
4 days
CranKy Ducklings
4 days
BSL
5 days
[ Show More ]
Replay Cast
5 days
Sparkling Tuna Cup
5 days
BSL
6 days
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.