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Weekly Lane Closures Alert for I-395/SR 836/I-95 Design-Build Project (March 25th, 2020)

2020.03.25 22:21 redit202 Weekly Lane Closures Alert for I-395/SR 836/I-95 Design-Build Project (March 25th, 2020)

WORK OVER THE MIAMI RIVER

LANE CLOSURE ALERT

I-95 CLOSURES

I-395 MAINLINE LANE CLOSURES

SR 836 LANE CLOSURES

DETOURS

NORTHBOUND I-95 RAMP TO EASTBOUND I-395 DETOUR

TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.

EASTBOUND SR 836 RAMP TO NORTHBOUND I-95 DETOUR

TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.

WESTBOUND I-395 RAMP TO SOUTHBOUND I-95 DETOUR

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WESTBOUND I-395 RAMP TO NORTHBOUND I-95 DETOUR

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SR 836 EASTBOUND RAMP TO NORTHBOUNDNW 17 AVENUE DETOUR

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SOUTHBOUND NW 12 AVENUE RAMPTO EASTBOUND SR 836 DETOUR

Detour Route:
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NW 14 STREET DETOURS

TO VIEW A MAP OF THE CLOSURES PLEASE CLICK HERE.

NE 2 AVENUE CLOSURES

TO VIEW A MAP OF THE CLOSURES PLEASE CLICK HERE.

NW 17 AVENUE DETOUR

TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.
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2020.03.24 01:01 redit202 Latest for Lane Closures on I-395/SR 836/I-95 Design-Build Poject

WORK OVER THE MIAMI RIVER

LANE CLOSURE ALERT

I-95 CLOSURES

I-395 MAINLINE LANE CLOSURES

SR 836 LANE CLOSURES

DETOURS

WESTBOUND I-395 RAMP TO NORTHBOUND I-95 DETOUR

TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.

EASTBOUND SR 836 RAMP TO NORTHBOUND I-95 DETOUR

TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.

SR 836 EASTBOUND RAMP TO NORTHBOUNDNW 17 AVENUE DETOUR

TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.

SOUTHBOUND NW 12 AVENUE RAMPTO EASTBOUND SR 836 DETOUR

Detour Route:
TO VIEW A MAP OF THE DETOUR PLEASE CLICK HERE.

NE 2 AVENUE CLOSURES

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NW 17 AVENUE DETOUR

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UPDATED: SR 836 LANE CLOSURE ALERT

SR 836 LANE CLOSURES

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2019.08.21 01:54 juliosanoja How to hire a search engine optimization company? Case Study.

This article was written on August 20, 2019.
To hire a search engine optimization company, you have to evaluate at least the following 6 variables from the SEO Company:
1. Consultant’s expertise.
2. Google search ranking and featured Snippets.
3. Case studies and specialized media coverage
4. Articles quality and authors authority.
5. Google website mobile performance and SEO performance tests.
6. Qualified leads and conversion
1. Consultant’s expertise.
When businesses are in the process of hiring a search engine optimization company, to assign their SEO project, they should evaluate the potential SEO companies’ consultants’ expertise. Businesses should require the SEO consultants resume to review their SEO expertise and their SEO knowledge. Businesses should review the SEO consultants LinkedIn profile and their previous SEO customer’s testimonials and referrals. Businesses need to warranty that the SEO company that will be given the project to, must have a staff of experienced and knowledgeable SEO consultants.
SEO consultants must have read and understood the Google Webmaster Guidelines and the Google Quality Ratings Guidelines, which are probably the two most important Google SEO guidelines.
Additionally, SEO Consultants must be up to date with all the Google search algorithm changes, and one way to keep updated with the search engine changes, is to be subscribed and follow the following Google SEO original sources and the journalist that follow Google SEO original sources:
Official Google Webmaster Central Blog
John Muller – Senior Webmaster Trends Analyst at Google
Martin Splitt – Developer Relations at Google
Gary Illves – Webmaster Trends Analyst at Google
Danny Sullivan – Help the public better understand Google search
We also recommend that all SEO Consultants should watch all the YouTube SEO video classes given in the past by two former Google employees:
Matt Cutts – Former Google Distinguished Engineer
Maile Ohye – Former Google Developer Program Tech Lead
There are two SEO Consultants that we follow because their expertise, professionalism, and knowledge about SEO, and they are Marie Haynes from Marie Haynes Consulting and Eric Enge from Perficient Digital. SEO Consultants should subscribe to Marie Haynes SEO newsletter and they also should watch the weekly SEO video Here is Why from Eric Enge. Both are profound SEO sources.
Search Engine Rountable – Specialized media about Google search
Search Engine Journal – Specialized media about Google search
Search Engine Land – Specialized media about Google search
Last but not least, SEO Consultants should attend online to the annual Google IO keynote conference to learn about the latest Google products and platform innovations.
SEO Consultants and permanent learners. They have to be studying, learning, and applying all the new knowledge about Google SEO.
Because SEO consultants are forever learners, they end up being also speakers, trainers, and teachers about SEO, and they give seminars, conferences, training courses, and workshops to their customers.
2. Google search ranking and featured Snippets.
The second variable that a business should evaluate is the SEO company search results ranking and feature snippets. A search engine optimization company should rank well at the Google search engine first page results, and should also has several feature snippets, or what Google call position zero, that is the highlighted or featured non clickable first result at the Google search engine first page results. Sometimes, these featured snippets are read by the Google voice assistant, when the search is made in a mobile, by a voice search.
Our SEO agency has the following Google search ranking and featured snippets at the first page of Google search results in English worldwide:
First page of Google results
Our SEO company gets at the first page of Google search results with the following query search phrases:
Top Google Consultants
Article marketing for small businesses
Remarketing list for small businesses
Top first page of Google consultants
Best Google agencies
Digital marketing proposal for the healthcare industry
Digital agencies for b2b small businesses
Agencies for small business in Miami
Digital agencies for small businesses in Miami
Digital agencies in Miami
AdWords agencies in Miami
AdWords consultants
Content marketing agencies in Miami
Best digital agencies in Miami
Best digital marketing agencies in Miami
Google agencies in Miami
B2B agencies in Miami
Lead generation consultants in Miami
Small business digital agencies
Evergreen articles for small businesses
Digital marketing for engineering firms
Top 10 digital marketing consultants in USA
AdWords consultants in New York
Featured snippets or position zero
Our SEO agency gets featured snippets or position zero with the following queries search phrases:
Top Google Consultants
Article marketing for small businesses
Top first page of Google consultants
Best Google agencies
Digital marketing proposal for the healthcare industry
3. Case studies and specialized media coverage.
Case Studies
A good case study to present to SEO project prospects is always the own SEO agency case study.
Our SEO firm presents to our prospects and customers our own agency SEO case study:
You can read about our case studies in the following articles and case studies links:
https://www.msalesleads.com/how-our-digital-marketing-agency-gets-an-average-of-4-qualified-leads-per-month-case-study-our-story/
https://www.msalesleads.com/how-we-got-our-leads-this-month-and-what-lead-generation-campaign-we-recommended-to-them-case-study/
https://www.msalesleads.com/how-to-get-on-the-first-page-of-google/
https://www.msalesleads.com/category/case-studies/
Specialized media coverage
Specialized media coverage in an important variable to evaluate a potential SEO firm to hire. SEO and digital marketing media recognizes in a professional manner the top and best SEO and digital marketing agencies that have done professional SEO and digital marketing projects in a professional and knowledgeable manner, using the right Google SEO and digital marketing methodologies and guidelines.
Our agency has been featured by the following specialized media:
Design Rush and Business Insider:
https://markets.businessinsider.com/news/stocks/how-google-s-algorithm-has-changed-the-top-25-seo-companies-that-can-adapt-your-seo-strategy-in-2019-1027908182
Design Rush
https://www.designrush.com/agency/florida-digital-marketing
Expertise
https://www.expertise.com/fl/miami/digital-marketing-agencies
UpCity
https://upcity.com/local-marketing-agencies/lists/top-digital-marketing-agencies-in-miami?page=2
CV Magazine
https://www.cv-magazine.com/2018-msalesleads
Clutch
https://clutch.co/agencies/digital-marketing/miami?page=5
Voyage Mia
http://voyagemia.com/interview/meet-julio-sanoja-msalesleads-brickell/
4. Articles quality and author authority.
Google does not measure articles quality or content quality in a direct and precise manner. However, Google measures in a direct a precise manner the CTR and the average session duration of an article, and Google publish these variables in Google Search Console and in Google Analytics. These two variables allow to measure the quality of an article by measuring its CTR and its session duration.
Google also recommends in its Official Google Webmaster Central Blog how a quality content should be written, and how to focus on content. Following the link to this Google recommendation. This is a must read to every author that writes content and publish it in Internet:
https://webmasters.googleblog.com/2019/08/core-updates.html
Our agency has obtained the following articles metrics:
Google Search Console
Following our agency articles with CTR higher than 5%:
The Google Search Console give another SEO important variable for all SEO agencies, and this is the number of clicks that the agency articles receive per year.
Our SEO firm has received 2,520 number of clicks during the last year, which give an average of 6.9 number of clicks per day:
Google Analytics
Following our agency articles with average session duration higher than 2 minutes:
Google Analytics also gives other useful SEO metrics that allows SEO agency to measure their own SEO campaign.
Numbers of users per years is a variable that shows SEO agency how many visitors they receive per year.
Our SEO company has received 4,783 users during the last year, which gives an average of 13 users per day:
Another important SEO variable that can be obtained from Google Analytics is how much website traffic comes from each channel.
Our agency has obtained 47 % of website traffic from the first pages of Google search results, which support the worldwide research studies that indicate that close to 60% of website traffic comes from the first pages of Google organic search results, placing this channel at the first place of website traffic worldwide. These statistics show how important is SEO, and how important is for all businesses and corporations to position their businesses and companies at the first page of Google organic search results.
5. Google website mobile performance and SEO performance tests.
Google offers two free tools to help webmasters measure the website mobile loading speed and the website SEO performance.
Webmasters can measure the website loading speed at the following link:
https://www.thinkwithgoogle.com/feature/testmysite/
Google recommends webmaster to design websites that have mobile loading speeds less than 2.5 seconds
Our agency website has a mobile loading speed of 2.8 seconds. We are working to reduce this speed to comply with Google recommendations.
Google offers webmasters a tool called Lighthouse, which is a Chrome extension, and allows webmaster to measure website SEO performance. The closer to 100 value the better the website performs for SEO.
Our agency has a SEO performance value of 100
6. Qualified leads and conversions
Every Company or business hiring a search engine optimization company should evaluate the SEO Company organic lead generation capacity and the conversion rate. These two metrics show how good is the SEO company executing their own SEO project and getting qualified leads and converting those leads in customers.
Our SEO agency gets an average of 4 qualified leads per month from the first page of Google search results, with a conversion rate of 15%. We get 15 customers every 100 leads from the first page of Google search results.
Our SEO firm also gets qualified leads from our email marketing campaigns, from our LinkedIn article campaigns, and from our networking campaigns. However, the first page of Google search results is one of our main qualified lead generation tools. Companies and businesses that find our SEO agency at the first page of Google are needing a SEO project, and they are willing to hire our SEO company more than any other leads that we get from other channels.
The first page of Google organic search results has a ROI of 800%, when it is done with Google Ads, as Google shows in this economic report:
https://economicimpact.google.com/methodology/
You can read our previous article in the following link:
https://www.msalesleads.com/what-is-the-pricing-of-an-expert-seo-company/
This article, and all our previous articles, are originally published at our business WordPress Blog at https://www.msalesleads.com/category/articles/ , and then they are distributed in the Google search console; in all our business social network pages and groups; in all our business third party blogs; and in our business email marketing platform.
About the Author:
This article was written by Julio R. Sanoja, founder at MSalesLeads, a SEO agency in Miami, Florida. We help businesses all over the world, to go and grow their businesses online; position their brands, products and services online; and get qualified leads and new customers online. We have been doing this for the last 17 years.
You can write me [[email protected]](mailto:[email protected]) or you can call me 305-918-9793 if you need our services.
You can read our recent case studies at the following link:
https://www.msalesleads.com/category/case-studies/
Julio R. Sanoja is a consultant, strategist, and speaker about Google; SEO; and the first page of Google. Julio offers online and in company Google SEO and first page of Google consulting, strategy, projects, coaching, conferences, training, courses, and workshops.
Julio and his agency have been featured at Expertise, Upcity, CV Magazine, Medium Digest, Voyage Mia, Design Rush, Business Insider.
Julio agency has obtained several Google featured snippets in search.
Our agency has been featured by Design Rush as one of the top 25 SEO agencies that can adapt your SEO strategy in 2019.
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2019.07.21 04:24 Topper64 Advanced Popology, vol. 5: Heroes

[Updated on 2020-09-14 for v20.0]
Other posts in this series: Primary Military Magic Support Heroes Temple

Introduction

Welcome to Advanced Popology, the series of posts providing detailed information on the towers of BTD6. Hopefully everything will be clear and understandable, but explanations on the terminology and how it is presented will also be provided in an Appendix at the end of each post.
Note that the information presented is not official, although the amazingly detailed patch notes NK provide have confirmed some points and made keeping up to date much more manageable. It comes primarily from personal testing, with some corrections by other users, including RandyZ524, JrMonkey15184, frds314, Thermoxin, Tables61, CharizardiaUniv, and probably many others that I just didn't catch the names of! So despite my best efforts, it may still contain minor inaccuracies — feel free to point any out.

Hero mechanics

Unlike regular towers, heroes have only one upgrade path, but with 20 levels. They gain XP towards the next level at the end of every round as follows (on Beginner maps):
Round XP Total
1 40 40
2 60 100
... 20 n + 20 10 n2 + 30 n
20 420 4600
21 460 5060
... 40 n - 380 20 n2 - 360 n + 3800
50 1620 35800
51 1710 37510
... 90 n - 2880 45 n2 - 2835 n + 65050
80 4320 126250
...
100 6120 231550
For difficulties above Beginner, simply add 10% per difficulty - that's a multiplier of 1.1 if playing on an Intermediate map, 1.2 on Advanced, and 1.3 on Expert.
At any point, the next level can be bought at a rate of $1 per 1 XP, so the full amount is listed as the cost of an upgrade. Most XP will come from round XP however, so for convenience, the rounds you can expect a hero to reach a given level are also listed, for each of the four difficulties. This assumes a hero placed on round 1 with no Monkey Knowledge, so may be slightly off if this is not the case, especially at early levels/rounds.

Quincy

  • Level 1$540
    • gains arrow attack: 1d, 3p, 50r, 0.95s, jumps to nearby targets
  • Level 2$180 (rounds 3/3/3/3)
    • arrow buffed: +1p (4)
  • Level 3$460 (rounds 7/7/6/6)
    • activated ability rapid-shot (60s cooldown, (2 + 0.5 level)s duration): arrow 33.3%s
  • Level 4$1000 (rounds 12/11/11/10)
    • +2r (52)
  • Level 5$1860 (rounds 18/17/16/15)
    • gains camo detection
  • Level 6$3280 (rounds 25/24/23/22)
    • arrow buffed: +1j (2)
  • Level 7$5180 (rounds 32/30/29/28)
    • every third shot, each arrow creates an explosion (1d, 10p, explosion type) on first hit
    • note: bloons can be hit by both the arrow and the explosion
  • Level 8$8320 (rounds 40/38/37/35)
    • arrow buffed: +2md (3)
  • Level 9$9380 (rounds 47/45/43/42)
    • arrow buffed: +2p (6)
  • Level 10$13620 (rounds 55/53/51/49)
    • activated ability storm-of-arrows (70s cooldown, 3s duration): gains storm-of-arrows attack, centred according to Quincy's targeting when activated
    • storm-of-arrows attack: 6d, 12md, ∞p, 100r, 0.05s, tries up to 3 times to hit each individual target with a 5% chance
    • note: this implies on average 8.5575 hits per bloon
  • Level 11$16380 (rounds 62/59/58/56)
    • arrow buffed: 0.6s
  • Level 12$14400 (rounds 67/64/62/61)
    • arrow buffed: +1p (7)
  • Level 13$16650 (rounds 72/69/67/65)
    • arrow buffed: +2r (54)
  • Level 14$14940 (rounds 76/73/71/69)
    • arrow buffed: +1md (4)
  • Level 15$16380 (rounds 80/77/75/72)
    • rapid-shot buffed: 45s cooldown, is now a 25%s buff
  • Level 16$17820 (rounds 84/81/78/76)
    • arrow buffed: 0.4s
  • Level 17$19260 (rounds 88/85/82/80)
    • arrow buffed: +25% lifetime
  • Level 18$20700 (rounds 92/88/86/83)
    • storm-of-arrows buffed: 56s cooldown, each hit now has a 7.5% chance of success (for an average 12.5128125 hits per bloon)
  • Level 19$16470 (rounds 95/91/88/86)
    • arrow buffed: +2p (9)
  • Level 20$17280 (rounds 98/94/91/89)
    • storm-of-arrows buffed: +4d (10), +4md (20), now a 10% chance (for an average 16.26 hits per bloon)

Gwendolin

  • Level 1$900
    • gains fire attack: 1d, 3p, 38r, 0.5s, fire type
  • Level 2$180 (rounds 3/3/3/3)
    • fire buffed: +1p (4)
  • Level 3$460 (rounds 7/7/6/6)
    • activated ability cocktail-of-fire (30s cooldown): place firewall on the track
    • firewall road item: 1d, 40p, 0.1s, 12s lifetime
  • Level 4$1000 (rounds 12/11/11/10)
    • gains heatwave attack: 3d, ∞p, triggered by either the 30th shot or any shot after 15s (whichever takes longer), applies heat-it-up buff to towers in range
    • heat-it-up buff: 8s duration, +1p, lead damage
  • Level 5$1860 (rounds 18/17/16/15)
    • fire buffed: +2p (6)
  • Level 6$3280 (rounds 25/24/23/22)
    • fire buffed: applies burn status (1d/1.5s, 3s duration)
  • Level 7$5180 (rounds 32/30/29/28)
    • heatwave buffed: +5r (43)
  • Level 8$8320 (rounds 40/38/37/35)
    • fire buffed: +1j (2)
  • Level 9$9380 (rounds 47/45/43/42)
    • fire buffed: +1d (2)
  • Level 10$13620 (rounds 55/53/51/49)
    • activated ability firestorm (60s cooldown): 2d, ∞p, ∞r, fire type, applies burn status (1d/0.5s or 10md/1s, 8s duration), applies heat-it-up buff
  • Level 11$16380 (rounds 62/59/58/56)
    • +3r (41)
  • Level 12$14400 (rounds 67/64/62/61)
    • fire buffed: 0.4s
  • Level 13$16650 (rounds 72/69/67/65)
    • fire buffed: +3p (9)
  • Level 14$14940 (rounds 76/73/71/69)
    • firewall buffed: +1d (2), applies burn status (5md/1s, 10s duration)
  • Level 15$16380 (rounds 80/77/75/72)
    • fire buffed: 0.3s
  • Level 16$17820 (rounds 84/81/78/76)
    • all attacks buffed: normal type
    • firestorm burn buffed: 10.4s duration
  • Level 17$19260 (rounds 88/85/82/80)
    • heat-it-up buffed: +1d, +1 lead damage (2)
    • note: this affects both heatwave and firestorm
  • Level 18$20700 (rounds 92/88/86/83)
    • fire buffed: 0.15s
  • Level 19$16470 (rounds 95/91/88/86)
    • fire buffed: +1j (3)
  • Level 20$17280 (rounds 98/94/91/89)
    • firestorm buffed: +3d (5)
    • firestorm burn buffed: 2d/0.5s, 15md/1s

Striker Jones

  • Level 1$750
    • gains bomb attack: 1d, 10p, 55r, 1.2s, explosion type
  • Level 2$180 (rounds 3/3/3/3)
    • bomb buffed: increased blast radius
  • Level 3$460 (rounds 7/7/6/6)
    • activated ability concussive-shell (16s cooldown): 2d, 48p, normal type, 1s stun, targets strongest
  • Level 4$1000 (rounds 12/11/11/10)
    • gains buff for all bombs and mortars: 90%s
  • Level 5$1860 (rounds 18/17/16/15)
    • gains buff for all towers: any explosion hitting a black/zebra bloon has a 50% chance to damage it
  • Level 6$3280 (rounds 25/24/23/22)
    • bomb buffed: +10p (20), increased blast radius
  • Level 7$5180 (rounds 32/30/29/28)
    • bomb buffed: +1d (2)
    • gains buff for all mortars: +10% blast radius
  • Level 8$8320 (rounds 40/38/37/35)
    • gains buff for nearby bombs: +25%p, +5%r
  • Level 9$9380 (rounds 47/45/43/42)
    • bomb buffed: 0.9s
    • concussive-shell buffed: +10d (12) +10p (58), now stuns bloons for 5s and blimps for 3s
  • Level 10$13620 (rounds 55/53/51/49)
    • activated ability artillery-command (80s cooldown): every bomb and mortar ability is immediately ready to use
  • Level 11$16380 (rounds 62/59/58/56)
    • bomb buffed: 0.65s
  • Level 12$14400 (rounds 67/64/62/61)
    • bomb buffed: +1d (3), +3r (58)
  • Level 13$16650 (rounds 72/69/67/65)
    • bomb buffed: 0.5s
  • Level 14$14940 (rounds 76/73/71/69)
    • concussive-shell buffed: 50% longer stun (7.5s on bloons, 4.5s on blimps), ~50 blast radius
  • Level 15$16380 (rounds 80/77/75/72)
    • concussive-shell buffed: 11s cooldown
  • Level 16$17820 (rounds 84/81/78/76)
    • bomb buffed: 0.35s
  • Level 17$19260 (rounds 88/85/82/80)
    • bomb buffed: +1d (4), +2r (60)
  • Level 18$20700 (rounds 92/88/86/83)
    • gains buff for all bombs and mortars: 90%s, stacks multiplicatively with the previous buff for 81%s
  • Level 19$16470 (rounds 95/91/88/86)
    • bomb buffed: 0.2s
    • gains buff for all towers: all explosions can damage black/zebra/DDT
  • Level 20$17280 (rounds 98/94/91/89)
    • artillery-command buffed: for the next 10s, every bomb and mortar has double damage and double pierce

Obyn Greenfoot

  • Level 1$650
    • gains spirit attack: 2d, 4p, 43r, 1.35s, plasma type
  • Level 2$180 (rounds 3/3/3/3)
    • gains buff for nearby druids: +1p
  • Level 3$460 (rounds 7/7/6/6)
    • activated ability brambles (35s cooldown): places brambles on the track
    • brambles road item: 1d, 50p, sharp type
  • Level 4$1000 (rounds 12/11/11/10)
    • gains natures-ward attack: 18s, places a ward-totem on the track
    • ward-totem road item: 32r, 30% slow (15% for blimps), 15s lifetime
    • note: camos can be slowed, but the totem does not allow camos in range to be targeted by subs
  • Level 5$1860 (rounds 18/17/16/15)
    • spirit buffed: 1.1s
  • Level 6$3280 (rounds 25/24/23/22)
    • spirit buffed: +5p (9)
  • Level 7$5180 (rounds 32/30/29/28)
    • brambles buffed: +50p (100)
  • Level 8$8320 (rounds 40/38/37/35)
    • ward-totem buffed: 40% slow (20% for blimps)
  • Level 9$9380 (rounds 47/45/43/42)
    • spirit buffed: +2d (4)
  • Level 10$13620 (rounds 55/53/51/49)
    • activated ability wall-of-trees (90s cooldown): places a tree on the track
    • tree road item: 3000p, pops anything up to its pierce limit with a +1 cash modifier, but stores this cash until the pierce is entirely used up
    • note: blimps can only be captured if their remaining RBE does not exceed the tree's remaining pierce, while bloons are always captured even if this overshoots
  • Level 11$16380 (rounds 62/59/58/56)
    • gains buff for nearby magic towers: +2p, +5r
    • note: the pierce stacks with the existing +1p for druids
    • note: the +5r applies after all other buffs so is not affected by multipliers
  • Level 12$14400 (rounds 67/64/62/61)
    • spirit buffed: 0.8s
  • Level 13$16650 (rounds 72/69/67/65)
    • spirit buffed: +5p (14)
  • Level 14$14940 (rounds 76/73/71/69)
    • spirit buffed: +2d (6)
  • Level 15$16380 (rounds 80/77/75/72)
    • natures-ward buffed: 12s
    • ward-totem buffed: 60% slow (30% for blimps)
  • Level 16$17820 (rounds 84/81/78/76)
    • brambles buffed: +400p (500), normal type
  • Level 17$19260 (rounds 88/85/82/80)
    • spirit buffed: 0.5s
  • Level 18$20700 (rounds 92/88/86/83)
    • gains buff for all xx3+ druids: whenever a round starts, pop counter is set to the maximum 200 pops for +100% speed
    • note: idle time before a druid has started attacking on a round does not count towards resetting the pop counter
  • Level 19$16470 (rounds 95/91/88/86)
    • spirit buffed: +2d (8)
  • Level 20$17280 (rounds 98/94/91/89)
    • tree buffed: +2000p (5000)

Captain Churchill

  • Level 1$2000
    • gains shell attack: 0d, 0.7s, 63r, creates up to 3 explosions on impact
    • explosion effect: 1d, 15p, explosion type, ~24 blast radius
  • Level 2$324 (rounds 5/5/4/4)
    • explosion buffed: +3p (18)
  • Level 3$828 (rounds 10/9/9/9)
    • activated ability armor-piercing-shells (30s cooldown, (8 + 0.5 level)s duration): all attacks have normal type; shell can create 2 additional explosions; explosion has +3cd (4), +3md (4)
  • Level 4$1800 (rounds 16/15/15/14)
    • +3r (66)
  • Level 5$3348 (rounds 24/23/22/21)
    • gains machine-gun attack: 1d, 1p, 0.1s, sharp type, targets first
  • Level 6$5904 (rounds 32/31/29/28)
    • gains camo detection
  • Level 7$9324 (rounds 41/39/38/36)
    • shell buffed: can create 4 explosions
    • explosion buffed: +1d (2)
  • Level 8$14976 (rounds 51/49/47/45)
    • shell buffed: 0.5s
  • Level 9$16884 (rounds 59/57/55/53)
    • shell buffed: can create 5 explosions
  • Level 10$24516 (rounds 68/65/63/62)
    • activated ability moab-barrage (60s cooldown): gains up to 10 barrage attacks, one for each of the 10 strongest blimps
    • barrage attack: 100d, 0.5s, 7.5s duration or until target pops
  • Level 11$29484 (rounds 76/73/71/69)
    • explosion buffed: +5p (23)
  • Level 12$25920 (rounds 82/79/77/75)
    • shell buffed: can create 6 explosions
    • explosion buffed: +1d (3)
  • Level 13$29970 (rounds 88/85/83/80)
    • armor-piercing-shells buffed: now grants +1d (4), +7cd (11), and +7md (11)
  • Level 14$26892 (rounds 93/90/87/85)
    • explosion buffed: +1d (4)
    • machine-gun buffed: +1d (2)
  • Level 15$29484 (rounds 99/95/92/89)
    • explosion buffed: +1fd
    • machine-gun buffed: +1fd
  • Level 16$32076 (rounds 104/100/97/94)
    • shell buffed: 0.3s
  • Level 17$34668 (rounds 109/105/102/99)
    • armor-piercing-shells buffed: now grants +2d (6), +11cd (17), and +11md (17)
  • Level 18$37260 (rounds 114/110/106/103)
    • explosion buffed: +1d (5)
  • Level 19$29646 (rounds 118/114/110/107)
    • shell buffed: can create 7 explosions
  • Level 20$31104 (rounds 122/118/114/110)
    • moab-barrage buffed: 30s cooldown; buffs explosion with +3d (8)
    • barrage buffed: 250d (for 4000d total per blimp)

Benjamin

  • Level 1$1200
    • dummy attack: 20r
    • $100 end of round income
  • Level 2$270 (rounds 4/4/4/4)
    • +50 end of round income ($150)
  • Level 3$690 (rounds 9/8/8/8)
    • activated ability biohack (30s cooldown): grants hacked buff to the nearest 4 towers
    • hacked buff: 6s duration, +1d, tower deactivated for 2s after buff expires
    • note: towers are not deactivated after being hacked if they did not attack
  • Level 4$1500 (rounds 15/14/13/13)
    • gains skimming attack: earns $1 for every new bloon spawned, regardless of the round income modifier
  • Level 5$2790 (rounds 22/21/20/19)
    • gains bank-hack buff for all x3+x farms: +5% income
  • Level 6$4920 (rounds 29/28/27/26)
    • +5 end of round healing
  • Level 7$7770 (rounds 38/36/35/34)
    • gains trojan attack: random from ~5s-7s, targets a random bloon from rank 5 (pink) to 10 (MOAB), applies corrupted status
    • corrupted status: spawns no children, +rank cash modifier (regardless of round income modifier)
  • Level 8$12480 (rounds 47/45/44/42)
    • +100 end of round income ($250)
  • Level 9$14070 (rounds 55/53/51/50)
    • bank-hack buffed: now +12%
  • Level 10$20430 (rounds 63/61/59/58)
    • activated ability syphon-funding (65s cooldown, 10s duration): any new spawns other than a DDT or BAD will be one rank lower and give double cash
    • note: the double is applied after all other cash buffs
  • Level 11$24570 (rounds 71/69/67/65)
    • +50 end of round income ($300)
  • Level 12$21600 (rounds 77/74/72/70)
    • skimming buffed: now earns $2
  • Level 13$24975 (rounds 83/80/77/75)
    • biohack buffed: affects 6 towers
    • hacked buffed: now +2d, 8s duration
  • Level 14$22410 (rounds 87/84/82/79)
    • +5 end of round healing (10)
    • starting lives +100 (except in Impoppable and CHIMPS modes)
  • Level 15$24570 (rounds 92/89/86/84)
    • +200 end of round income ($500)
  • Level 16$26730 (rounds 97/94/91/88)
    • trojan buffed: ~3-4s
    • corrupted status buffed: now +2 rank cash modifier
  • Level 17$28890 (rounds 102/98/95/92)
    • +300 end of round income ($800)
  • Level 18$31050 (rounds 106/103/99/96)
    • gains camo detection
    • trojan buffed: can now also target BFBs and DDTs
  • Level 19$24705 (rounds 110/106/103/100)
    • hacked buffed: now +3d, 9s duration
  • Level 20$25920 (rounds 114/110/106/103)
    • syphon-funding buffed: 20s duration, affected bloons now give triple cash

Ezili

  • Level 1$600
    • gains curse attack: 1d, 40r, 1.2s, plasma type, applies cursed status, creates splash effect on impact
    • cursed status: 1d/2.5s, 2.6s duration
    • splash effect: 1d, 5p
    • gains camo detection
    • note: curses can be stacked, but with a 1s shorter maximum duration each time. All existing durations are also refreshed to their original value regardless of whether a new one is added. So at this level, curses of duration 2.6s, 1.6s, and 0.6s can be placed, although due to the attack speed only the first two last long enough to be sustained.
    • note: splash does not affect the original target
  • Level 2$257 (rounds 4/4/4/4)
    • +3r (43)
  • Level 3$656 (rounds 9/8/8/8)
    • activated ability heartstopper (60s cooldown, 6s duration): constantly applies antigrow status (cannot regrow, 6s duration) to all bloons
  • Level 4$1425 (rounds 14/14/13/12)
    • curse buffed: +1d (2)
    • splash buffed: applies cursed status
  • Level 5$2651 (rounds 21/20/19/19)
    • curse buffed: 1s
  • Level 6$4674 (rounds 29/28/27/26)
    • cursed status buffed: 1d/1.8s, 5.5s duration
  • Level 7$7382 (rounds 37/35/34/33)
    • activated ability sacrificial-totem (90s cooldown): uses 10 lives to create a totem
    • totem road item: 30s lifetime, 78r, grants a buff (+1p, 85%s, +15%r, camo detection)
    • note: sacrificing lives does trigger effects based on losing lives (xx5 bomb, xx5 sniper, xx2+ druid)
    • note/possible bug: primary towers get +25% range rather than +15%
  • Level 8$11856 (rounds 46/44/43/41)
    • cursed status buffed: 20md/1.8s
  • Level 9$13367 (rounds 54/52/50/48)
    • curse buffed (including splash): gains on-damage effects decamo, degrow, and defortify
  • Level 10$19409 (rounds 62/60/58/57)
    • activated ability moab-hex (60s cooldown): applies hex status to the strongest blimp on screen other than BADs
    • hex status: (4%+1)d/1s, 25s duration, spawns no children, transfers to the next strongest target if it pops with time remaining
  • Level 11$23342 (rounds 70/68/65/64)
    • +2r (45)
  • Level 12$20520 (rounds 75/73/71/69)
    • *heartstopper buffed: 45s cooldown, 15s duration
    • antigrow status buffed: 15s duration
  • Level 13$23726 (rounds 81/78/76/74)
    • splash buffed: +10p (15)
  • Level 14$21290 (rounds 86/83/80/78)
    • cursed status buffed: 1d/1s, 20md/1s, 4.1s duration
  • Level 15$23342 (rounds 90/87/85/82)
    • +2r (47)
  • Level 16$25394 (rounds 95/92/89/86)
    • totem buffed: 60s lifetime, costs 1 life
  • Level 17$27446 (rounds 100/96/93/91)
    • splash buffed: +10p (25)
  • Level 18$29498 (rounds 104/101/98/95)
    • curse buffed: 0.8s
  • Level 19$23470 (rounds 108/104/101/98)
    • cursed status buffed: 2d/1s, 21md/1s
  • Level 20$24624 (rounds 111/107/104/101)
    • moab-hex buffed: 40s cooldown
    • hex status buffed: (5%+1)d/1s, can affect BADs

Pat Fusty

  • Level 1$800
    • gains slam attack: 3d, 2cd (5), 24r, 1.1s, normal type, creates aoe on impact
    • aoe effect: 2d, 2cd (4), 10p
    • note: aoe (area of effect) can affect the original target
  • Level 2$257 (rounds 4/4/4/4)
    • aoe buffed: blast radius increased
  • Level 3$656 (rounds 9/8/8/8)
    • activated ability rallying-roar (45s cooldown, 5s duration): gains a buff (+1d, target: anything within 30 units, including self)
  • Level 4$1425 (rounds 14/14/13/12)
    • slam buffed: 0.9s
  • Level 5$2651 (rounds 21/20/19/19)
    • gains slap attack: 0d, 10p, replaces every 5th slam, applies knockback status to MOABs and lower, creates aoe on impact
    • knockback status: move backwards at 3× normal speed, 1s duration
  • Level 6$4674 (rounds 29/28/27/26)
    • all attacks buffed: 0.3s stun for bloons (not blimps)
    • note: this results in less knockback because the bloons spend some of the time stunned
  • Level 7$7382 (rounds 37/35/34/33)
    • slam buffed: +1d (4d, 6cd)
    • aoe buffed: +1d (3d, 5cd), +10p (20)
  • Level 8$11856 (rounds 46/44/43/41)
    • slam buffed: 0.75s
  • Level 9$13367 (rounds 54/52/50/48)
    • +3r (27)
  • Level 10$19409 (rounds 62/60/58/57)
    • activated ability big-squeeze (20s cooldown): grabs the strongest non-BAD blimp in range, spends 4s removing the top layer, then stuns the children for 2s
  • Level 11$23342 (rounds 70/68/65/64)
    • slam buffed: +1d (5d, 7cd)
    • aoe buffed: +1d (4d, 6cd)
  • Level 12$20520 (rounds 75/73/71/69)
    • slam buffed: 0.65s
  • Level 13$23726 (rounds 81/78/76/74)
    • stun buffed: affects blimps for 0.2s
    • note: there is no additional stun for regular bloons, contrary to the description
  • Level 14$21290 (rounds 86/83/80/78)
    • rallying-roar buffed: 10s duration, +10r (40), is now a +3d buff
  • Level 15$23342 (rounds 90/87/85/82)
    • slap buffed: +10p (20), except ceramics now count as 2
  • Level 16$25394 (rounds 95/92/89/86)
    • slam buffed: +5cd (12), +2r (29)
    • aoe buffed: +6cd (12)
  • Level 17$27446 (rounds 100/96/93/91)
    • slam buffed: 0.55s
  • Level 18$29498 (rounds 104/101/98/95)
    • aoe buffed: +10p (30)
  • Level 19$23470 (rounds 108/104/101/98)
    • slam buffed: +5d (10d, 17cd)
    • aoe buffed: +5d (9d, 17cd)
  • Level 20$24624 (rounds 111/107/104/101)
    • big-squeeze buffed: affects up to 4 blimps

Adora

  • Level 1$1000
    • gains bolt attack: 1d, 5p, 45r, 1.0s, plasma type
  • Level 2$324 (rounds 5/5/4/4)
    • +4r (49)
  • Level 3$828 (rounds 10/9/9/9)
    • activated ability long-arm-of-light (45s cooldown, 10s duration): bolt pierce and range are doubled, and damage type is normal
    • note: the double range stacks with all buffs except alchemist
  • Level 4$1800 (rounds 16/15/15/14)
    • bolt buffed: +1j (2)
  • Level 5$3348 (rounds 24/23/22/21)
    • bolt buffed: +3p (8)
  • Level 6$5904 (rounds 32/31/29/28)
    • bolt buffed: +1j (3)
  • Level 7$9324 (rounds 41/39/38/36)
    • activated ability blood sacrifice (10s cooldown): sacrifices a chosen tower to gain 4× the amount spent on it as XP
  • Level 8$14976 (rounds 51/49/47/45)
    • bolt buffed: +1j (4)
  • Level 9$16884 (rounds 59/57/55/53)
    • +5r (54)
  • Level 10$24516 (rounds 68/65/63/62)
    • activated ability ball-of-light (60s cooldown, 12s duration): gains ball-of-light attack
    • ball-of-light attack: 2d, 8p, ∞r, 0.05s, plasma type, uses main targeting option, but can hit other targets in the way
  • Level 11$29484 (rounds 76/73/71/69)
    • bolt buffed: 0.8s
  • Level 12$25920 (rounds 82/79/77/75)
    • bolt buffed: +1j (5)
  • Level 13$29970 (rounds 88/85/83/80)
    • all attacks buffed: +5p (13)
  • Level 14$26892 (rounds 93/90/87/85)
    • bolt buffed: +1j (6)
  • Level 15$29484 (rounds 99/95/92/89)
    • all attacks buffed: +1d (bolt 2, ball-of-light 3)
  • Level 16$32076 (rounds 104/100/97/94)
    • long-arm-of-light buffed: 15s duration, also doubles damage
  • Level 17$34668 (rounds 109/105/102/99)
    • bolt buffed: 0.6s
  • Level 18$37260 (rounds 114/110/106/103)
    • bolt buffed: +2j (8)
  • Level 19$29646 (rounds 118/114/110/107)
    • +5r (59)
  • Level 20$31104 (rounds 122/118/114/110)
    • ball-of-light buffed: 20s duration, 20d, normal type
    • if a super monkey is upgraded to 5xx with Adora in range, she transforms into sun-form (+5d, +30p)

Admiral Brickell

  • Level 1$750
    • gains pistol attack: 3d, 1p, 50r, 0.8s
    • gains mine attack: 3.0s passive, places mine in nearby water
    • mine item: 1d, normal type, homes in on targets when near enough, creates an explosion on impact, 120s or 2 round lifetime
    • explosion effect: 1d, 20p, explosion type
    • note: explosion can affect the original target
  • Level 2$257 (rounds 4/4/4/4)
    • pistol buffed: 0.7s
    • mine buffed: 2.8s
  • Level 3$656 (rounds 9/8/8/8)
    • activated ability naval-tactics (50s cooldown, 9s duration): 50%s to nearby water towers, including self
  • Level 4$1425 (rounds 14/14/13/12)
    • explosion buffed: +8p (28)
  • Level 5$2651 (rounds 21/20/19/19)
    • naval-tactics buffed: also gives +1p and normal type
  • Level 6$4674 (rounds 29/28/27/26)
    • pistol buffed: +2d (5)
    • mine (including explosion) buffed: +1d (2)
  • Level 7$7382 (rounds 37/35/34/33)
    • +8r (58)
    • gains camo detection
  • Level 8$11856 (rounds 46/44/43/41)
    • naval-tactics buffed: grants camo detection
  • Level 9$13367 (rounds 54/52/50/48)
    • mine buffed: +5d (7)
  • Level 10$19409 (rounds 62/60/58/57)
    • activated ability mega-mine (60s cooldown): places mega-mine in chosen location
    • mega-mine item: homes in on blimps when near enough, creates a mega-explosion on impact, 180s or 4 round lifetime
    • mega-explosion effect: 4000d, 100p, 5s stun
  • Level 11$23342 (rounds 70/68/65/64)
    • mine buffed: 2.5s
  • Level 12$20520 (rounds 75/73/71/69)
    • pistol buffed: +2d (7), 0.4s
    • mine buffed: +5d (12)
  • Level 13$23726 (rounds 81/78/76/74)
    • mega-mine buffed: 50s cooldown
  • Level 14$21290 (rounds 86/83/80/78)
    • naval-tactics buffed: 12s duration*
  • Level 15$23342 (rounds 90/87/85/82)
    • mine buffed: normal type
    • explosion buffed: decamo effect, increased blast radius
  • Level 16$25394 (rounds 95/92/89/86)
    • +4r (62)
  • Level 17$27446 (rounds 100/96/93/91)
    • mine buffed: +10d (22)
  • Level 18$29498 (rounds 104/101/98/95)
    • mega-mine buffed: 40s cooldown
  • Level 19$23470 (rounds 108/104/101/98)
    • naval-tactics buffed: ∞r
  • Level 20$24624 (rounds 111/107/104/101)
    • mega-mine buffed: 15000d, 10s stun

Etienne

  • Level 1$850
    • permanent subtower drone
    • drone has dart attack: 1d, 2p, 55r centred at Etienne, 0.7s, targets first
    • note: drone targeting is indicated by a small light on the drone - blue = first, green = last, yellow = strong, purple = close
  • Level 2$180 (rounds 3/3/3/3)
    • +5r (60)
  • Level 3$460 (rounds 7/7/6/6)
    • activated ability drone-swarm (70s cooldown, 15s duration): spawns 4 extra drones (1 blue, 1 green, 2 yellow)
  • Level 4$1000 (rounds 12/11/11/10)
    • +1p (3)
  • Level 5$1860 (rounds 18/17/16/15)
    • gains camo detection
    • 0.55s
  • Level 6$3280 (rounds 25/24/23/22)
    • drone-swarm buffed: 55s cooldown
  • Level 7$5180 (rounds 32/30/29/28)
    • spawns a second permanent drone
    • gains "first" targeting option: all permanent drones are blue (first), does not affect temporary drones
    • gains "divide and conquer" targeting option: permanent drones are yellow (strong) and blue (first)
  • Level 8$8320 (rounds 40/38/37/35)
    • permanent subtower uav
    • uav has a buff for all towers: camo detection
  • Level 9$9380 (rounds 47/45/43/42)
    • +1d (2)
  • Level 10$13620 (rounds 55/53/51/49)
    • activated ability ucav (90s cooldown, 20s duration): uav gains missile attack (3d, 10j, 25p, ∞r, 0.6s, explosion type, targets first)
  • Level 11$16380 (rounds 62/59/58/56)
    • spawns a third permanent drone
    • gains "zone defense" targeting option: permanent drones are blue (first), yellow (strong), and green (last)
    • with divide and conquer targeting, the third drone is yellow
  • Level 12$14400 (rounds 67/64/62/61)
    • +3p (6)
  • Level 13$16650 (rounds 72/69/67/65)
    • ucav buffed: 75s cooldown
  • Level 14$14940 (rounds 76/73/71/69)
    • +1d (3)
  • Level 15$16380 (rounds 80/77/75/72)
    • ucav buffed: 25s duration
    • uav missile buffed: +3d (6), +5p (30)
  • Level 16$17820 (rounds 84/81/78/76)
    • +3p (9), +20r (80)
    • drone-swarm buffed: 50s cooldown, 25s duration
  • Level 17$19260 (rounds 88/85/82/80)
    • uav missile buffed: +3d (9), +5p (30)
  • Level 18$20700 (rounds 92/88/86/83)
    • +1d (4)
  • Level 19$16470 (rounds 95/91/88/86)
    • spawns a fourth permanent drone
    • fourth drone is purple with zone defense targeting, or blue with divide and conquer
  • Level 20$17280 (rounds 98/94/91/89)
    • uav buffed: always has missile attack
    • uav missile unbuffed: 3d, 25p
    • ucav buffed: 15s duration, missile +9d (12), +5p (30)

Appendix

Main properties

  • Damage (abbreviated d) is the amount of health a single attack removes. On bloons, because most of them have only 1 health, any excess damage is carried over to the children spawned. However, excess damage to blimps does not (generally) affect the children, though exceptions do exist and will be indicated.
  • Some attacks do additional damage to ceramic bloons, MOAB-class bloons, or fortified bloons. These will be indicated by cd, md, and fd respectively, and the total damage will be written in parentheses for convenience, eg "2d, 1md (3)". Other bonuses are possible, but will not be abbreviated due to how uncommon they are.
  • "Layers" is sometimes used in in-game descriptions to mean damage. This is misleading, as most people would consider a ceramic to have 1 more layer than a rainbow, but it requires 10 damage to remove this layer.
  • Pierce (p) is the number of different targets a single projectile can hit. The exact meaning of pierce depends on the attack's behaviour.
  • Possible behaviours (this is not an official term, nor has this concept been mentioned by anyone official):
    • Default: projectiles continue travelling along some path (usually a straight line), until either the pierce has been used up or the projectile's lifespan expires.
    • Impact: projectiles have no meaningful concept of pierce, and usually create an effect (eg an explosion) as soon as they hit something instead of dealing damage directly.
    • Zone: no projectile, anything in range up to the pierce limit takes damage.
  • It is possible for pierce to not be an integer, if certain buffs are in effect (call to arms or shinobi tactics). In this case, the largest integer less than it is used, and the fractional part is carried over to the next projectile. For example, with 1.6 pierce, the first projectile would have 1 pierce with 0.6 left over, then 0.6+1.6, = 2.2 so the second projectile would have 2 pierce with 0.2 left over.
  • "Popping power" is a vague term and is best avoided entirely. Despite this, in-game descriptions continually use it to mean pierce.
  • Range (r) is the radius of the range circle, given in arbitrary "units", because pixel values depend entirely on the resolution of the device running the game. While it is hard to imagine what a "unit" is, providing these numbers does allow for very useful comparisons between towers.
  • Attack speed, or more precisely "attacks per second" is never referred to directly, only "seconds per attack" (s), more commonly referred to as a "cooldown" or a "reload". One value can be found from the other by taking the reciprocal (1 divided by it). For example, "0.4s" would mean "one attack every 0.4 seconds", and the speed is then 1/0.4 = 2.5 attacks per second.
  • Reload times greater than 0.1s are only accurate to the nearest frame (1/60th of a second). Times less than 0.1s are accurate on average — towers will release multiple projectiles on the same frame as necessary to maintain this average.
  • Projectile count is quite simply the number of projectiles emitted at once. If the count is not 1, it will be stated with the abbreviation j. No attempt will be made to describe how spread out the projectiles are (compare tack shooter to triple darts).
  • Each attack has a damage type, determining which bloons take damage from the attack. Lead popping ability and camo detection can additionally be granted, indicated simply with the words "lead" or "camo". Here is a summary of which bloons can be damaged by which type:
    Type Black White Purple Lead Frozen
    Normal
    Acid
    Sharp
    Explosion
    Cold
    Glacier
    Shatter
    Energy
    Plasma
    Fire
  • Attacks can have special effects other than dealing damage, which may be triggered in one of several ways:
    • hitting but not necessarily damaging a target ("on hit")
    • damaging a target ("on damage")
    • delivering the final hit on a target ("on pop")
    • the projectile simply expiring ("on expire")
    Some common effects: - removing camo status ("decamo") - removing regrow status ("degrow") - removing fortified status ("defort") — this halves (or quarters for lead) the health of a fortified target, rounding down - creating explosions - emitting more projectiles - applying a status (such as glue or burn) to the target
  • Most attacks are active: they aim at a particular bloon, which is usually possible to influence by changing the tower's targeting option. Furthermore, some of them can only target certain types of bloon — the most obvious example is not targeting camo bloons, but also some attacks can only see blimps, or cannot see blimps, or all blimps except BAD, etc.
    On the other hand, a passive attack happens regardless of any bloons, such as placing something on the track.
  • A tower can have any number of attacks, with completely independent values for all of the above stats. The range for a secondary attack is usually the same as the main attack, and so is omitted in this case.
  • This is not enough to fully describe all attacks! There are many special cases that simply need more words.

Buffs

  • Unless explicitly stated, buffs from the same "source" (the same upgrade on a different tower), do not stack.
  • If an upgrade adds or replaces an attack, the new attack will not be affected by buffs from earlier in the same path.
  • Additive buffs will be indicated with a + symbol. For convenience, the new value (excluding buffs from crosspathing or other sources) is written in parentheses like so: "+1d (2)".
  • Multiplicative buffs will be indicated with × or %, depending on which is most appropriate.
  • For damage and pierce:
    • All additive buffs apply before any multiplicative buffs.
    • If an attack creates any extra effects, they are also affected by damage and pierce buffs that applied to the attack that created them.
    • If an attack has 0 damage, it is completely unaffected by any damage buffs. This even applies to attacks with 0 damage but nonzero ceramic/MOAB damage (although super glue is probably the only example of this).
    • Impact projectiles are completely unaffected by pierce buffs, it is always effectively 1. Effects can still inherit the buff.
  • Range buffs involve a confusing mix of "+" and "%", and even one "×", so order matters:
    • Apply any of the tower's own upgrades, and any monkey knowledge. These will all be additive.
    • Add all percentages from other towers' buffs together, and use this as a single multiplier. So a 10% and a 15% give 25% (1.25×), instead of multiplying together as 1.1*1.15 = 1.265.
    • If this is Adora and her ability is active, double everything so far, except the alchemist's contribution if there is one.
    • If this is a magic monkey in range of Obyn, add his buff.
  • Buffs to speed:
    • Are always multiplicative.
    • In fact work by decreasing the reload time, instead of increasing the speed directly. These are different: a 20% buff to the reload, ie multiplying it by 0.8, is equivalent to multiplying the speed by 1/0.8 = 1.25×, so a 25% buff to the speed. Numbers in in-game descriptions and patch notes usually mean a reload buff, which can be slightly misleading.
    • The new reload time will be expressed as a percentage of the current reload, so a 20% buff to an attack with 1.5s reload will be written "80%s (1.2)". Another 20% buff later in the same upgrade path will be written "80%s (0.96)".
submitted by Topper64 to btd6 [link] [comments]


2018.11.16 18:17 GreatZapper [1996 season rewatch - Week 8] 80th Indianapolis 500 Qualifying (IRL Round 3)

This rewatch of the 1996 Indianapolis 500 qualifying is dedicated to the memory of Scott Brayton
77 ENTRIES FILED FOR 80th INDIANAPOLIS 500
INDIANAPOLIS, April 15, 1996 -- Track record holders Arie Luyendyk and Roberto Guerrero head a list of 35 drivers currently nominated on 77 entries filed to bid for starting spots in the 80th Indianapolis 500 May 26, it was announced today by Indy Racing League officials.
"This is excellent news," IRL executive director Jack Long said. "We anticipated a good response with entries, but this is really strong. We'll have a more complete picture of the entire field as we get closer to opening day in May because there are still a lot of unassigned drivers and entered cars we expect to see matched up. It's going to be interesting to see how this thing comes together."
The entry deadline for cars was midnight, April 5. Drivers can be added later.
Along with the drama of establishing a 33-car starting field for the "500", pre-season testing speeds at the 2 1/2-mile oval predict record qualifying speeds in May and possibly the fastest field in Indianapolis 500 history. Last year's pole-sitter Scott Brayton clocked a practice lap this spring of 237.555 miles per hour on April 3. He is the fastest of several drivers with unofficial times above the 230-mph plateau and four over 235 mph. Technical advancement of the cars, tires and a freshly repaved racing surface at Indy are all factors in the increased speeds.
Luyendyk set the Indianapolis 500 race record when he won the 1990 event at an average speed of 185.981 miles per hour. Guerrero holds the track's official speed record of 232.618 mph, which he set in a pole-winning qualifying performance in 1992. His four-lap qualifying average of 232.482 mph that day remains the Brickyard's all-time qualifying standard the 1996 qualifiers will be trying to break on Pole Day, Saturday, May 11.
Luyendyk, 42, of Scottsdale, Ariz., also has an Indianapolis 500 pole position to his credit, that coming in 1993. This year he is driving a Jonathan Byrd's Cafeteria/Bryant Heating & Cooling entry for Jonathan Byrd/Treadway Racing of Indianapolis. Guerrero, 37, of San Juan Capistrano, Calif., is listed as driver of two WavePhore/Pennzoil Reynard-Fords entered by Pagan Racing of Corpus Christi, Texas. Each driver has 11 Indy starts.
Brayton, 37, of Coldwater, Mich., with 14 "500" starts, could be the most senior veteran in the field for the second year in a row. He qualified for the pole last year at an average speed of 231.604 miles per hour and is assigned to a pair of Glidden Menards Specials entered by Team Menard of Indianapolis.
Team Menard also entered two Quaker State Menards Specials for 1992 front-row qualifier Eddie Cheever, 38, of Aspen, Colo., and a pair of Menards/Glidden/Quaker State Specials for rookie Tony Stewart, 24, of Rushville, Ind., USAC's triple champion in 1995 who finished second in his Indianapolis car debut in the Indy 200 at Walt Disney World. Mark Dismore, 39, of Greenfield, Ind., is assigned to a Menards Special.
Team Scandia of Indianapolis entered 10 cars with five drivers and one to be added later. Eliseo Salazar, 40, of Santiago, Chile, who finished fourth last year in his first "500" start, is listed on two Cristal/Copec Mobil entries. Lyn St. James, 49, of Daytona Beach, Fla., the 1992 Indianapolis 500 Rookie of the Year, is listed on a Lifetime TV/Alta WatePerry Ellis/Royal Purple entry by Team Scandia. The team's other drivers are rookie Michel Jourdain Jr., 19, of Mexico City on two Herdez Quaker State Canels entries; rookie Michele Alboreto, 39, of Monte Carlo, a five-time Formula One winner, on two Alta Spring WatePerry Ellis/Royal Purple machines; and rookie Fermin Velez, 37, of Barcelona, Spain, on two Alta Spring WatePerry Ellis/Royal Purple entries.
AJ Foyt Enterprises of Houston, headed by four-time Indy winner A.J. Foyt, entered six cars. Rookie Davey Hamilton, 33, of Boise, Idaho, who led his first Indianapolis-car race at Disney World, is listed on an AJ Foyt Copenhagen Racing entry. Veteran Scott Sharp, 28, of Danville, Calif., second-place finisher at the IRL's Phoenix event, is named to a Conseco AJ Foyt Racing machine with no drivers listed on the other four entries.
A pair of rookies who have distinguished themselves in the Indy Racing League's inaugural season to date hope to carry their successes on to their first "500" appearances.
Buzz Calkins, 24, of Denver, Colo., winner of the Indy 200 at Walt Disney World and IRL Championship point leader coming into Indy, is listed on two Bradley Food Marts Reynards by Bradley Motorsports of Denver. Richie Hearn, 25, of Canyon Country, Calif., who qualified for the front row at both Disney World and Phoenix, has been assigned to a pair of Della Penna Motorsports Ralph's Food4Less Fuji Film entries by Della Penna Motorsports of Campbell, Calif.
Buddy Lazier, 28, of Vail, Colo., the pole winner for the Disney World event, is listed on a Hemelgarn Racing-Delta Faucet entry as part of a six-car fleet entered by Hemelgarn Racing of Indianapolis. Stephan Gregoire, 26, of Vittel, France, now living in Indianapolis, was the "500's" fastest rookie in 1993 and will try for his third 1996 IRL start for= Hemelgarn.
Davy Jones, 31, of Glenbrook, Nev., is assigned to a pair of Delco Electronics High Tech Team Galles entries. John Paul Jr., 36, of West Palm Beach, Fla., the 1983 Michigan 500 winner, is listed on a V-Line Earl's Supply machine entered by PDM Racing of Indianapolis.
Robbie Buhl, 32, of Grosse Pointe Farms, Mich., who has led both of the IRL's 1996 races, is listed on two entries for Beck Motorsports of Avon, Ind. Beck also entered a pair of cars for Hideshi Matsuda, 41, of Kawasaki-Shi, Japan, the seventh fastest qualifier for the 1995 edition of the "500." Mike Groff, 33, of Los Angeles, third-place finisher at Phoenix, has been assigned to a Valvoline Cummins Craftsman Special by Walker Racing of Indianapolis.
Johnny O'Connell, 33, of Chandler, Ariz., is an IRL regular standing fourth in League points driving for Cunningham Racing. Blueprint Racing of Blue Island, Ill., filed one entry each for 11-time "500" starter Johnny Parsons, 51, of Indianapolis and rookie Jim Guthrie, 34, of Albuquerque, N.M.
Johnny Unser, 37, of Sun Valley, Idaho, son of late "500" veteran Jerry Unser, has been entered in a pair of Ruger Titanium/Project Indy/Reynards by Project Indy of Brownsburg, Ind.
Scott Harrington, 32, of Indianapolis, who passed his driver's test at Indianapolis in 1989, is listed on two entries by Harrington Motorsports/LP Racing of Lebanon, Ind.
Paul Durant, 36, of Manteca, Calif., the first super modified driver to turn a lap over the 150 mile-per-hour barrier at the mile oval at Phoenix, has been named to drive an ABF Motorsports USA Sunrise Rental Canada entry for ABF Motorsports of Indianapolis.
David Kudrave, 30, of San Pedro, Calif., has been assigned to one of two entries filed by Tempero-Giuffre Racing of Fort Collins, Colo.
Randy Tolsma, 29, of Indianapolis, a veteran of west coast super modifieds and USAC's midget and Silver Crown circuits, is listed on two entries by McCormack Motorsports of Avon, Ind. Dan Drinan, 35, of Indianapolis, will run a Loop Hole Racing car. Jeff Wood, 39, of Wichita, Kan., who passed his driver's test in 1990 at the Speedway and will be looking for his first Indy 500 start, is listed on one of two entries filed by Burns Motorsports of Indianapolis.
Butch Brickell, 38, of Miami, is listed as driver of an entry filed by Brickell Racing Group of Miami. Russ Wicks, 33, of Bellevue, Wash., is named to a pair of Gibson Musical Instruments entries from Osella USA of Indianapolis.
The chassis list shows 52 Lolas, 19 Reynards and six unspecified cars. Engines include 41 Ford Cosworth XBs, 12 Menard V6s, eight Buicks, two Mercedes Ilmors and 14 unspecified.
USAC will announce a minimum speed requirement to make the field on Friday, May 10 that will also serve as the target speed for the top 25 cars in IRL points to secure starting berths.
25/8
Even though the formation of the IRL had been announced in 1994, it was 1996 that saw the split firmly entrenched and Indianapolis as the focal point. In ’96, the first year for the Indy Racing League, Tony George instituted what we know now as the 25/8 rule, where 25 starting grid positions were set aside for the top 25 cars in 1996 season IRL points standings, and the remaining 8 spots in the grid were open for the remaining entries.
The arrangement was a controversial rule, and was a key issue that led the CART teams to boycott the race. The 25/8 was the form of provisional rule chosen by the IRL similar to provisional rules that was commonplace at the time in series which had more entries than starting position. Most series at the time had provisions in place in case a star or high up in the points system has issued in qualifying and did not run fast enough to qualify.
The format (similar in practice to NASCAR's Top 35 rule introduced years later) provided that the top 25 entries (not drivers) in owner points were guaranteed a "locked-in" starting position, and could not be bumped, provided they completed a four-lap qualifying run over a minimum prescribed speed. Officials set 220 mph as the minimum.
The grid would still be arranged by speed rank, and pole position would still be the fastest car on the first day of qualifying (or first trip through the qualifying order), regardless of "locked-in" status. The remaining eight positions would be filled by non-top 25 "at-large" entries, and bumping could only occur amongst those participants.
Though an attempt was made to lure the CART teams to run the first two IRL races, CART believed George was trying to lock them out.
The response: the U.S. 500 at Michigan was created and held the same day as the Indy 500. A war of words began, with CART teams and drivers joking that the IRL drivers, youthful and inexperienced, would have trouble at Indianapolis; some even said a big wreck was inevitable.
The split was on.
The 25/8 rule was not lifted after the 1996 500, and CART owners refused to purchase the IRL’s new equipment in 1997. They once more refused to participate in the May classic, though their U.S. 500 had been moved to July at that point.
No CART team would enter the Indy 500 until 2000 when Chip Ganassi brought Juan Montoya and Jimmy Vasser over, with Montoya a runaway victor.
The two sides remained at odds until 2008 when the remnants of CART (now Champ Car) were absorbed into INDYCAR. Despite unification, many still harbor ill will towards both sides and resent the split.
THAT lap
Arie Luyendyk’s “unofficial” 1996 practice lap of 239.260 mph is so well known, the “un” hardly seems to matter. He is the speed king of the Indianapolis Motor Speedway, and he made it official by setting records for the fastest averages in one (237.498 mph) and four (236.986 mp) qualifying laps, also in 1996. But slower runs later on stuck him in the back half of the field to start the race.
It’s really hard to explain the feeling to someone who has never driven that fast.
The speeds were just mind-boggling in 1996. I had the fastest unofficial lap at the Speedway at 239.260 mph during practice, and I got up to 237.498 at qualifying, which is official.
All I can compare it to is going down a ski slope. You’re making those long, winding turns. You feel the skis about to lose their grip, getting away from you—but not quite.
The reason I was able to go that fast at practice is because I was able to pick up a tow just as I was coming out of turn 4. The guy in front of me punched a whole in the air and created less resistance. So I was able to pick up speed.
I did a couple of laps at 238 mph on my own. But man, we almost got to 240 mph that day.
We always wanted more.
Looking back, the track record on Sunday was really cool, but in the end it didn’t mean much. I didn’t get to start on pole position where I should have been. It put me back on the grid, and being back there exposes you to crap you’re not around if you’re up front. It was disappointing that we had the fastest car, we were the fastest all month, but we came away with nothing.
The following year, we ran 218—almost 20 mph slower. People think that must have been a lot easier, but it was actually more difficult. Those cars weren’t as good as the older cars. The level of confidence and grip that the older car gave you just wasn’t there in 1997. It also had a really heavy engine compared to the ’96 car.
So yeah, speeds were high in ’96, but it doesn’t reflect the degree of difficulty. It’s all about the feel. If you feel uncomfortable, if handling it just isn’t right, you could drive around at 200 mph and get spooked. We were lucky to have such a terrific group of guys and a great engineer.
In ’96, we had a really good car, and we were fine-tuning it, picking up a quarter-mile here, a half a mile there. By the time we were done, we were able to get up to those crazy speeds. They had also just repaved the track at the Speedway that year. They took out the rumble strips, which gave us a few more feet of track, and those Firestone tires were just unbelievable. All of that played a part.
But also, you just really have to like to go fast. I was one of those guys who thrived on going fast on Pole Day. I always thought Pole Day was more exciting than the actual race.
When I think about it, it’s probably time for someone to break my record to get that excitement going for the 500 again. I’ve been the record holder for 20 years now, and that’s long enough for me.
As told to Alex Kincaid and Evan West, of Indianapolis Monthly in 2016
AUTO RACING;Brayton Killed in Crash During Indy 500 Practice
Scott Brayton, the pole-sitter for the 80th Indianapolis 500 on May 26, crashed and was killed yesterday at the Indianapolis Motor Speedway when a blown tire sent his car spinning into a concrete wall while he was traveling at about 220 miles an hour.
Brayton, a 37-year-old driver from Coldwater, Mich., was pronounced dead at Methodist Hospital in Indianapolis at 1:50 P.M. New York time. He became the 66th person and 40th driver to die at the track since it opened in 1909, and the first since the driver Jovy Marcelo of the Philippines died in a practice crash in 1992.
Brayton crashed 33 minutes earlier, after his car's right rear tire rapidly lost air pressure while entering the second turn of the two-and-a-half-mile four-turn oval. The car spun 180 degrees and traveled about 420 feet before smashing into the wall along its left side. It slid along the wall for about 360 feet, with the nose of the car pointing backward, before doing another quarter-spin and traveling 600 feet farther. His speed on the lap before the crash was 228.606 miles an hour.
With 14 previous starts in the Indy 500 and 150 Indy-car races, Brayton was the most experienced driver in the lineup this year. He had won the pole, awarded to the fastest driver on the first day of time trials, last year as well. His best finish in the race was sixth, in 1989 and 1993.
"Scotty just loved this place," said John Menard, the owner of Brayton's car. "He loved running fast here. He loved the competition. He was so proud he had the pole.
"It reminds you this is a very serious business we're involved in. Scotty had a perfect race car, a perfect day and a perfect track, and yet it reached out and bit him."
Brayton was not driving the Lola-Menard car in which he would have started from the pole position, the coveted spot at the head of the lineup, but rather a car identical to it.
Teams frequently take spare cars out for a run in various weather conditions to see if they can learn anything to improve their primary cars without exposing them to mechanical failure or crash damage. With four drivers already in the 26-car lineup, Brayton's Menard team could have been looking for speed secrets that would have helped Brayton and his teammates, Eddie Cheever and the rookies Tony Stewart and Mark Dismore.
Yesterday, Brayton's fastest lap was 230.126 m.p.h., well below a record pace. Speed records have been particularly important at the Indianapolis Motor Speedway this month; the track was hoping for some positive news to make up for the absence of the top teams and drivers, who are boycotting this race in protest of new qualifying rules.
Without such regular marquee names as Michael Andretti, Al Unser Jr. and Emerson Fittipaldi, Indy has been left with a mixed bag of drivers and teams this year. It is expected, for example, that over half of the Indy starting lineup will be drivers who have never competed here.
But if the race lacked star power, it certainly had plenty of speed records once official four-lap qualification runs began last Saturday. In succession that day, Davy Jones, Stewart and Arie Luyendyk set progressively higher speed records.
Then, with Luyendyk apparently in the pole position, Brayton's team gambled. Brayton was sent out in another spare car, even though he was safely in the starting lineup. The gamble paid off when he drove four laps in an average of 233.718 miles an hour, an official record at the time and a run that gave him the pole.
As it happened, Luyendyk's car was found to be seven pounds too light in a post-qualifying inspection. His run was disallowed. The next day, Sunday, Luyendyk took the car back out and set a new four-lap record, 236.986, which is the current mark. Because Indy rules say that only the fastest driver on the first of four days of qualifying is eligible for the pole position, Luyendyk had the track record while Brayton had the pole. Luyendyk also ran a lap of 239.260 m.p.h. in practice on May 10, but practice laps do not count toward records.
Speeds had gone up this year for several reasons. A tire competition between Goodyear and Firestone led to faster tires, and the track had been repaved after last year's race and was even smoother than it was before. The speedway also did not adopt the new rules on aerodynamics of the rival Indy-car group, Championship Auto Racing Teams, which would have slowed the cars at Indy this year.
In fact, the speedway plans to introduce new cars with much lower horsepower for next year's race, so it was generally conceded that whoever walked away from qualifying with the track records this year was going to hold it for a long time to come.
Because Brayton's tire deflated so suddenly, it may have been punctured. During practice, speedway officials check the track surface assiduously for any stray nuts or bolts or other parts that might puncture the thin tread on the Indy-car tires.
Brayton was considered an oval-track specialist, more at home on high-speed tracks than on twisting, slower road-racing courses. He was one of the more jovial, outgoing Indy-car drivers.
Brayton is survived by his wife, Becky, and their 2-year-old daughter, Carly, and his parents, Lee and Jean Brayton. His father, Lee, was a race driver but never ran at Indy.
ESPN coverage of the accident (NSFW)
Pole day coverage
Day two qualifying coverage
Day three qualifying coverage
Bump day qualifying coverage
Six minute highlights of pole day
Qualifying results
Article about the record-breaking car
What the hell is this?
Every year, during the long Indycar off-season, indycar embarks on a rewatch of an entire Indycar season. We try to find interesting articles and reports each week, to set the scene, along with a YouTube link to the full race. This year we are rewatching the 1996 season, the first year of "The Split" where two rival Indycar series competed against each other, one owned by the Indianapolis Motor Speedway (the Indy Racing League, or IRL) and the other more established series run by the teams of CART. Races are posted every Friday at midday Eastern.
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10 vs 1: Speed Dating 10 Girls Without Seeing Them - YouTube Speed Dating on Zoom?  Circuit Maker Ep 2 - YouTube Quand on est à un speed dating - Palmashow - YouTube 12 vs 1: Speed Dating 12 Musicians Without Seeing Them ... Speed Dating 9 Guys Using 5 Senses - YouTube Speed Dating  Award-Winning Comedy Short  Isaac Feder ... Speed Dating  Truth or Drink  Cut - YouTube Brickleberry - Denzel's Dating Advice - Uncensored - YouTube Lela's Lounge Speed Dating - YouTube HurryDate's Tips and Advice on How to Succeed at Speed Dating

September 2011 BrickGals

  1. 10 vs 1: Speed Dating 10 Girls Without Seeing Them - YouTube
  2. Speed Dating on Zoom? Circuit Maker Ep 2 - YouTube
  3. Quand on est à un speed dating - Palmashow - YouTube
  4. 12 vs 1: Speed Dating 12 Musicians Without Seeing Them ...
  5. Speed Dating 9 Guys Using 5 Senses - YouTube
  6. Speed Dating Award-Winning Comedy Short Isaac Feder ...
  7. Speed Dating Truth or Drink Cut - YouTube
  8. Brickleberry - Denzel's Dating Advice - Uncensored - YouTube
  9. Lela's Lounge Speed Dating - YouTube
  10. HurryDate's Tips and Advice on How to Succeed at Speed Dating

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