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{{Character Top Nav}}
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<p style="display:none;">Debuts in the Untold Naraka patch.
 
· Rank: S-Rank
· Class: Supporter
· Element: Physical (100%)
[[File:Dialogue-9S-Icon.png|50%]]
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{{#css:.question-img {
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- Infobox
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|Class=Support
|-
|Information= This unit's official title is Model S, Number 9. While this YoRHa member possesses offensive capabilities, he specializes in survey missions—and is particularly skilled at information gathering and hacking.
|Information=-- <br> --
|Specialty='''Heal''' — Able to heal allies<br>'''Hack''' — Able to hack enemies, dealing massive DMG
|Speciality=-- <br> --
|Element=[[File:Element-Physical-Icon-White.png|25x25px|link=]]Physical (100%)
|+
Line 17 ⟶ 30:
|Psychological Age=Unknown
|Activation=30 Jan
|Height=160cm (Includingwith Bootsboots)
|Weight=129.9kg
|Vital Fluid=Unknown
Line 28 ⟶ 41:
|Army=NierAutomata
|Weapon=9S
|Signature Weapon=Cruel Oath -- Mod
|Gift=--Lunar Tear
|-
|Rank Text=S-Rank
|Class Text=Support
|Weapon Text=--Katana
|Signature Text=--C. Oath Mod
|Army Text=YoRHa
|Gift Text=--Lunar Tear
}}
{{FAQ
<div style="height: 13px;"></div>
|Image=Weapon-CruelOathMod-Icon.png
|Size= 60x60px
|Question= Optimal Weapon: [[Cruel Oath - Mod]]
|Answer= Increases Physical DMG and Healing effects by {{o|15%}}, also doubles the effects of Leader Skill. After triggering {{o|Overclock Indicator}}, swapping cooldown for 2B and A2 decreases by {{o|1s}} and they gain 1 random Signal Orb.}}
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- PP Recommended Memory Sets
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{{Recommended Memory Sets}}
<center>[[File:Memory-DaVinci-Icon-1.png|25x25px|link=]][[Da Vinci]] ◇[[File:Memory-PhilipII-Icon-1.png|25x25px|link=]][[Philip II]]</center>
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- Builds
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{{Build:9S}}
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- Skills
Line 51 ⟶ 73:
|Class=Support
|Profession=Support
|Weapon=9S
|- <!--Orbs-->
|Red Orb=R010: Laser — '''{{b|Ping Red Orb}}'''
|Red Orb=RedOrbName
|Red Orb Detail=FiresUses athe laserPOD usingto theunleash podLaser, dealing <spanPhysical style="color:#FF6549;"DMG in a straight line. <br>- Deals {{o|200% / 400 / 600%</span>}} Physical DMG in total based on the number of orbs pinged.
|Yellow Orb=YellowOrbNameA110: Slow — '''{{b|Ping Yellow Orb}}'''
|Yellow Orb Detail=UnleashesUses the POD to unleash Slow to create a decelerationcircular fieldregion usingto thedeal pod,Physical dealingDMG <spanto style="color:#FF6549;"enemies within and slow them. <br>- Deals {{o|190% / 380% / 570%</span>}} Physical DMG andin haltingtotal allbased enemieson withinthe number of orbs pinged. <br>- Slows the areaenemies for {{o|0.6 / 1.2 / 2.4}}s based on the number of orbs secondspinged.
|Blue Orb=A080: Wave — '''{{b|Ping Blue Orb}}'''
|Blue Orb=BlueOrbName
|Blue Orb Detail=UnleashesUses the POD to unleash Wave, creating an expanding electric ringwave in front that deals Physical DMG to enemies and usingheals the pod,allies dealingit <spanhits. style="color:#FF6549;"<br>- Deals {{o|180% / 360% / 540%</span>}} Physical DMG toin targetstotal whobased comeon intothe contactnumber withof theorbs ringpinged. while<br>- alliesHeals arethe healedallies for <span style="color:#FF6549;">{{o|40% / 80% / 120%</span>}} of 9S's ATK based on the number of orbs attackpinged.
|- <!--Abilities-->
|Basic=BasicAttackNameAero Blade
|Basic Attack Detail='''Basic Attack — {{b|Tap Basic Attack}}'''<br>Unleashes a series of attacks forward, dealing Physical DMG. Basic Attacks cannot recover Signal Orbs; instead, 9S gains a random Signal Orb periodically while he is on the battlefield. <br>- Deals {{o|860%}} Physical OMG in total. <br>- Gains a random Signal Orb every {{o|2.5}}s while 9S is on the battlefield.<br><br>'''Sprinting State — {{b|Tap Dodge, then move}}'''<br>Tapping Dodge will activate Sprinting State. While sprinting, tap Basic Attack to release Sprint Attack, dealing Physical DMG. <br>- Sprint Attack deals {{o|240%}} Physical DMG.
|Basic Attack Detail=Basic Attack: Attacks forward continuously, dealing a total of <span style="color:#FF6549;">860%</span> Physical DMG. Sprint can be performed after dodging. Attacking while sprinting deals <span style="color:#FF6549;">240%</span> Physical DMG. Basic Attacks do not generate orbs. Orbs are automatically generated every 2.5 seconds.
|Signature=SignatureMoveNameHacking Sequence
|Signature Detail='''Signature Move: Costs {{b|80 Energy. Commences+ hackingTap onSignature}}'''<br>Attempts to hack the targetenemy. DealUpon <spansuccessful style="color:#FF6549;">2600%</span>hacking, deals Physical DMG whento the hacktarget. is successful.<Brbr>(Minigame- canDeals be{{o|2600%}} toggledPhysical to skipDMG in the Character Skills page)total.
|QTE=QTENameTactical Hacking
|QTE Detail=QTE: Hacks ainto friendlyan ally target on the battlefield to heal and healsrepair, forrestoring <spanthe style="color:#FF6549;"ally's HP. <br>- Restores HP equal to {{o|100%</span>}} of 9S's attackATK.
|- <!--Passives-->
|Core=CorePassiveNameOverclock Strike
|Core Detail='''Core Passive: Starts the{{b|At battleleast with50 100 <span style="color:#FF6549;">Overclock Energy</span> points.+ When aAny 3-Ping}}'''<br>Gains is{{o|Overclock performedEnergy}} andat whenthe <spanstart style="color:#FF6549;">Overclockof Energy</span>the isbattle. greaterDuring thana 503-Ping, consumesif 50there <spanis sufficient style="color:#FF6549;">{{o|Overclock Energy</span>}}, andconsumes gains{{o|Overclock anEnergy}} <spanto generate style="color:#FF6549;">{{o|Overclock Indicator Orb</span>}} of the corresponding color (up to 1) on the rightmost sideright of the orbSignal Orb bar. (possession{{o|Overclock limitEnergy}} ofregenerates 1)over time. 20<br>- pointsGains {{o|100 Overclock Energy}} at the start of <spanthe style="color:#FF6549;"battle. <br>- During a 3-Ping, if there is more than {{o|50 Overclock Energy}}, consumes {{o|50 Overclock Energy}} to gain {{o|Overclock Indicator}}. </spanbr>- is{{o|Overclock generatedEnergy}} regenerates by 20 every second (up tpmax 100).<br><br>'''Core PressingPassive the <span{{b|Ping style="color:#FF6549;">Overclock Indicator Orb}}'''</spanbr>Tapping the {{o|Overclock Indicator}} will expendconsume all existing orbs of the same color, summoningand summon a POD to unleash amultiple barrageprojectiles ofthat bullets,deal dealingPhysical 100%DMG /(pinging 200%{{o|Overclock /Indicator}} 300%</span>is Physicalnot DMGconsidered a ping). (ExpendingIf <spanthe style="color:#FF6549;">{{o|Overclock Indicator}} effect pings more than 3 Signal Orbs</span>, isgains uniquea andnumber doesof notrandom followSignal Orbs equal to the normalexcess orbnumber rules)of orbs pinged. IfWhen 9S leaves the numberfield, ofreduces Signalhis Orbsswap expendedcooldown fromaccording <spanto style="color:#FF6549;">how many times {{o|Overclock Indicator}} has been triggered. </spanbr>- exceedsDeals 3{{o|100% seconds,/ a200% random/ amount300%}} ofPhysical excessDMG orbsin aretotal returned.based Theon swapthe cooldownnumber of otherorbs characterspinged. is<br>- reducedEach by{{o|Overclock 1Indicator}} secondtriggered forreduces eachhis <spanswap style="color:#FF6549;">Overclockcooldown Indicator</span>by performed{{o|1}}s, (up to {{o|4 seconds)}}s.
|Core Activation=[[File:Skill-FrameName-Core.png|center|400px]]
|Leader=LeaderSkillNameScan Domain
|Leader Detail=On the team, Physical DMG and Extra DMG Reduction of 2B, 9S, and A2 increase by {{o|8%}} and {{o|10%}}.
|Leader Detail=2B, 9S and A2 within the team receive an increased <span style="color:#FF6549;">8%</span> Physical DMG and <span style="color:#FF6549;">10%</span> DMG received.
|SS Rank=SSPassiveNameFlowers for Machines
|SS Rank Detail=Passive:Increases Possessionthe limitmax of <span style="color:#FF6549;">{{o|Overclock Indicator</span>}} is increasedcount by {{o|1}}. Gains a1 random <span style="color:#FF6549;">Overclock Indicator Orb</span>to whenthe enteringright of the fieldOrbs bar when 9S is switched in every time. QTE and Blue Orbs will apply E-Drug togrant 2B and A2 on the team an {{o|E-Drug}}.<Br><span style="color:#FF6549;">{{o|E-Drug</span>}}: Increases Physical DMG increases by <span style="color:#FF6549;">{{o|10%</span>}} for {{o|8 seconds}}s.
|SSS Rank=SSSPassiveNameSurvival or...
|SSS Rank Detail=Passive: Signal Orb generationrecovery speedinterval is increasedreduced to {{o|1.5}}s. secondsWhile on standby, 9S will continue to recover Signal Orbs. <spanPhysical DMG Bonus of style="color:#FF6549;">{{o|Overclock Indicator</span> DMG}} increases by <span style="color:#FF6549;">{{o|50%</span>}}. <span style="color:#FF6549;">{{o|E-Drug</span>}}'s effect increases to <span style="color:#FF6549;">{{o|20%</span>}}, forand 12its secondsduration increases to {{o|12}}s.
|SSS+ Rank=SSSPlusPassiveNameChildhood's End
|SSS+ Rank Detail=Passive: Triggering <span style="color:#FF6549;">{{o|Overclock Indicator</span>}} makes grants9S invincible for {{o|0.3}}s secondsand of invulnerability andincreases Physical DMG increases by <span style="color:#FF6549;">{{o|10%</span>}} for {{o|5 seconds.}}s (Effect is increased to <span style="color:#FF6549;">20%</span> whenif 2B and A2 are also in the team, this effect increases to {{o|20%}}).
}}
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- TEAM COMP
------------------------------------------------------->{{Header Full|Team Composition}}
The way the NieR team is used depends on how much you've invested into each character.
 
<tabber>
 
|-|Full Team Rotation=
 
==== Full Team Rotation ====
Either at high investment (all characters at SSS-Rank or above with 6★ weapons) or at low investment (all characters at S-Rank with 5★ weapons), this composition can be used. In this setup, each character will take turns swapping onto the field.
{{Team Position Leader|Blue|2B|Detail= <span style="color: #FC8D16; text-shadow: 0px 0px 3px #c23600; display: inline-block;"> Starter. Leader. </span> <br> S-Rank: [[File:Memory-Patton-Icon-1.png|25x25px|link=]][[Patton]] x4 / [[File:Memory-Cottie-Icon-1.png|25x25px|link=]][[Cottie]] x2 OR [[File:Memory-Darwin-Icon-1.png|25x25px|link=]][[Darwin]] x2<br> SSS-Rank/+: [[File:Memory-Cottie-Icon-1.png|25x25px|link=]][[Cottie]] x4 / [[File:Memory-Darwin-Icon-1.png|25x25px|link=]][[Darwin]] x2}}
{{Team Position|Red|9S|Detail= S-Rank: [[File:Memory-DaVinci-Icon-1.png|25x25px|link=]][[Da Vinci]] x4 / [[File:Memory-PhilipII-Icon-1.png|25x25px|link=]][[Philip II]] x2 <br> SSS-Rank/+: [[File:Memory-DaVinci-Icon-1.png|25x25px|link=]][[Da Vinci]] x4 / [[File:Memory-PhilipII-Icon-1.png|25x25px|link=]][[Philip II]] x2 }}
{{Team Position|Yellow|A2|Detail= S-Rank: [[File:Memory-Patton-Icon-1.png|25x25px|link=]][[Patton]] x4 / [[File:Memory-Catherine-Icon-1.png|25x25px|link=]][[Catherine]] x2 <br> SSS-Rank/+: [[File:Memory-Patton-Icon-1.png|25x25px|link=]][[Patton]] x4 / [[File:Memory-Catherine-Icon-1.png|25x25px|link=]][[Catherine]] x2 }}
 
|-|A2 Solo Carry=
 
==== A2 Solo Carry ====
This is the composition you'll usually use when [[A2]] is at SSS-Rank with her 6★ weapon and both [[2B]] and [[9S]] are at S-Rank with 5★ weapons. [[A2]] will be on the field at all times.
{{Team Position|Blue|9S|Detail= <span style="color: #FC8D16; text-shadow: 0px 0px 3px #c23600; display: inline-block;">Starter (or 2B). </span><br> [[File:Memory-PhilipII-Icon-1.png|25x25px|link=]][[Philip II]] x4 / [[File:Memory-LanternFestivalReunion-Icon-1.png|25x25px|link=]][[Lantern Festival: Reunion]] x2 OR [[File:Memory-Richelieu-Icon-1.png|25x25px|link=]][[Richelieu]] x2 (if no Lantern Festival: Reunion)<br> Should generally remain off-field.}}
{{Team Position|Red|2B|Detail= <span style="color: #FC8D16; text-shadow: 0px 0px 3px #c23600; display: inline-block;">Starter (or 9S). </span><br>[[File:Memory-DaVinci-Icon-1.png|25x25px|link=]][[Da Vinci]] x4 / [[File:Memory-Catherine-Icon-1.png|25x25px|link=]][[Catherine]] x2 <br> Should generally remain off-field.}}
{{Team Position Leader|Yellow|A2|Detail= <span style="color: #FC8D16; text-shadow: 0px 0px 3px #c23600; display: inline-block;">Leader. </span><br> [[File:Memory-Patton-Icon-1.png|25x25px|link=]][[Patton]] x4 / [[File:Memory-Frederick-Icon-1.png|25x25px|link=]][[Frederick]] x2 <br> A2 will spend most of her time on-field.}}
 
</tabber>
<!--------------------------------------------------------------------------
- Videos
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{{Header Full|Videos}}
[[Video:【PUNISHING: Gray Raven-CN】×【NieR:Automata】9S YoRHa No.9 Type S|300px]]
[[Video:【PUNISHING: Gray Raven-CN】×【NieR:Automata】9S モーション集 Moveset|300px]]
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{{Character Bottom Nav}}
__INDEX__

Latest revision as of 16:12, 19 February 2024

← 2B A2 →
100%

Debuts in the Untold Naraka patch. · Rank: S-Rank · Class: Supporter · Element: Physical (100%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

This unit's official title is Model S, Number 9. While this YoRHa member possesses offensive capabilities, he specializes in survey missions—and is particularly skilled at information gathering and hacking.
Heal — Able to heal allies
Hack — Able to hack enemies, dealing massive DMG
Physical (100%)
9S
9S
30 Jan
160cm (with boots)
129.9kg
Unknown
Unknown
Review
1973
287
364
176
S-Rank
Support
Katana
C. Oath Mod
YoRHa
Lunar Tear

Optimal Weapon: Cruel Oath - Mod

Increases Physical DMG and Healing effects by 15%, also doubles the effects of Leader Skill. After triggering Overclock Indicator, swapping cooldown for 2B and A2 decreases by 1s and they gain 1 random Signal Orb.

Memory Builds ◇ 9S

A list of recommended builds for 9S can be found here. Each tab represents one build — click the tabs below to view each one.
See here for more information about Ultima Awakening and resonance slots.

Disclaimer: Memories displayed here are arranged so that their stats are optimized based on their varying values in different positions.
However, it's more cost-effective to arrange all 2-piece sets in top slots for easy swapping between builds, even if stats aren't optimized.

Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Philip II x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15

Bottom Resonance Slot (2):
Hacking Sequence: Signature Move Level + 1
Key Notes
  • 9S' main build
  • Ultima Awakening Set
Usage
Details
  • General QTE support set
Memory Placement
01
02
03
04
05
06
Frederick x4 / Darwin x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15

Bottom Resonance Slot (2):
Hacking Sequence: Signature Move Level + 1
Key Notes
  • Secondary build
Usage
Details
  • DPS set
  • Recommended at SSS-Rank
Memory Placement
01
02
03
04
05
06
Philip II x4 / Lantern Festival: Reunion x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15

Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15
Key Notes
  • Niche build
Usage
Details

Weapon Resonance ◇ 9S

Recommended 6★ weapon resonances for 9S can be found here listed in order of priority.


1. Glorious Spear
When using the healing skill or effect, increases the full ATK of the healed target by 10% for 8s, CD for 10s.
2. Superconducting Axial Ray
Increases Full ATK of all characters of the team by 8%. This effect cannot be stacked.
3. Matrix Lightning
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
Priority
HIGH:
  • Glorious Spear
  • Superconducting Axial Ray

LOW:

  • Matrix Lightning
Notes
Minimum recommended amount: 2
  • Matrix Lightning has a higher priority if you want to use 9s as a DPS (high Rank)

Skills & Passives

Red Orb

R010: Laser — Ping Red Orb

Uses the POD to unleash Laser, dealing Physical DMG in a straight line.
- Deals 200% / 400 / 600% Physical DMG in total based on the number of orbs pinged.
Yellow Orb

A110: Slow — Ping Yellow Orb

Uses the POD to unleash Slow to create a circular region to deal Physical DMG to enemies within and slow them.
- Deals 190% / 380% / 570% Physical DMG in total based on the number of orbs pinged.
- Slows the enemies for 0.6 / 1.2 / 2.4s based on the number of orbs pinged.
Blue Orb

A080: Wave — Ping Blue Orb

Uses the POD to unleash Wave, creating an expanding electric wave in front that deals Physical DMG to enemies and heals the allies it hits.
- Deals 180% / 360% / 540% Physical DMG in total based on the number of orbs pinged.
- Heals the allies for 40% / 80% / 120% of 9S's ATK based on the number of orbs pinged.
Basic Attack

Aero Blade

Basic Attack — Tap Basic Attack
Unleashes a series of attacks forward, dealing Physical DMG. Basic Attacks cannot recover Signal Orbs; instead, 9S gains a random Signal Orb periodically while he is on the battlefield.
- Deals 860% Physical OMG in total.
- Gains a random Signal Orb every 2.5s while 9S is on the battlefield.

Sprinting State — Tap Dodge, then move
Tapping Dodge will activate Sprinting State. While sprinting, tap Basic Attack to release Sprint Attack, dealing Physical DMG.
- Sprint Attack deals 240% Physical DMG.
Core

Overclock Strike

Core Passive — At least 50 Overclock Energy + Any 3-Ping
Gains Overclock Energy at the start of the battle. During a 3-Ping, if there is sufficient Overclock Energy, consumes Overclock Energy to generate Overclock Indicator of the corresponding color (up to 1) on the right of the Signal Orb bar. Overclock Energy regenerates over time.
- Gains 100 Overclock Energy at the start of the battle.
- During a 3-Ping, if there is more than 50 Overclock Energy, consumes 50 Overclock Energy to gain Overclock Indicator.
- Overclock Energy regenerates by 20 every second (max 100).

Core Passive — Ping Overclock Indicator
Tapping the Overclock Indicator will consume all orbs of the same color and summon a POD to unleash multiple projectiles that deal Physical DMG (pinging Overclock Indicator is not considered a ping). If the Overclock Indicator effect pings more than 3 Signal Orbs, gains a number of random Signal Orbs equal to the excess number of orbs pinged. When 9S leaves the field, reduces his swap cooldown according to how many times Overclock Indicator has been triggered.
- Deals 100% / 200% / 300% Physical DMG in total based on the number of orbs pinged.
- Each Overclock Indicator triggered reduces his swap cooldown by 1s, up to 4s.
Signature

Hacking Sequence

Signature Move — 80 Energy + Tap Signature
Attempts to hack the enemy. Upon successful hacking, deals Physical DMG to the target.
- Deals 2600% Physical DMG in total.
QTE

Tactical Hacking

Hacks into an ally target on the battlefield to heal and repair, restoring the ally's HP.
- Restores HP equal to 100% of 9S's ATK.
Leader

Scan Domain

On the team, Physical DMG and Extra DMG Reduction of 2B, 9S, and A2 increase by 8% and 10%.
Class

Support

Healing amount increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Flowers for Machines

Increases the max Overclock Indicator count by 1. Gains 1 random Overclock Indicator to the right of the Orbs bar when 9S is switched in every time. QTE and Blue Orbs will grant 2B and A2 on the team an E-Drug. E-Drug: Increases Physical DMG by 10% for 8s.
SSS-Rank

Survival or...

Signal Orb recovery interval is reduced to 1.5s. While on standby, 9S will continue to recover Signal Orbs. Physical DMG Bonus of Overclock Indicator increases by 50%. E-Drug's effect increases to 20%, and its duration increases to 12s.
SSS+ Rank

Childhood's End

Triggering Overclock Indicator makes 9S invincible for 0.3s and increases Physical DMG by 10% for 5s (if 2B and A2 are also in the team, this effect increases to 20%).

Team Composition

The way the NieR team is used depends on how much you've invested into each character.

Full Team Rotation

Either at high investment (all characters at SSS-Rank or above with 6★ weapons) or at low investment (all characters at S-Rank with 5★ weapons), this composition can be used. In this setup, each character will take turns swapping onto the field.

Blue
Leader

2B

Starter. Leader.
S-Rank: Patton x4 / Cottie x2 OR Darwin x2
SSS-Rank/+: Cottie x4 / Darwin x2
Red

9S

S-Rank: Da Vinci x4 / Philip II x2
SSS-Rank/+: Da Vinci x4 / Philip II x2
Yellow

A2

S-Rank: Patton x4 / Catherine x2
SSS-Rank/+: Patton x4 / Catherine x2

A2 Solo Carry

This is the composition you'll usually use when A2 is at SSS-Rank with her 6★ weapon and both 2B and 9S are at S-Rank with 5★ weapons. A2 will be on the field at all times.

Blue

9S

Starter (or 2B).
Philip II x4 / Lantern Festival: Reunion x2 OR Richelieu x2 (if no Lantern Festival: Reunion)
Should generally remain off-field.
Red

2B

Starter (or 9S).
Da Vinci x4 / Catherine x2
Should generally remain off-field.
Yellow
Leader

A2

Leader.
Patton x4 / Frederick x2
A2 will spend most of her time on-field.

Videos

← 2B A2 →