Laylas’ ass slave

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That’s it… I’M GETTING THE BIBLE (Holy Music starts playing)

CyberKiller-xxbp
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Grass
Grass is a type of plant with narrow leaves growing from the base. A common kind of grass is used to cover the ground in places such as lawns and parks. Grass is usually the color/colour ‘green’. Grasses are monocotyledon herbaceous plants.


Grass
The grasses include the "grass" of the family Poaceae. This family is also called Gramineae. The family also include some of the sedges (Cyperaceae) and the rushes (Juncaceae).[1] These three families are not closely related but all of them belong to clades in the order Poales. They are similar adaptations to a common life-style.

The true grasses include cereals, bamboo and the grasses of lawns (turf) and grassland. Uses for graminoids include food (as grain, sprouted grain, shoots or rhizomes), drink (beer, whisky), pasture for livestock, thatching thatch, paper, fuel, clothing, insulation, construction, sports turf, basket weaving and many others.

Many grasses are short, but some grasses can grow very tall, such as Bamboo. Plants from the grass family can grow in many places and make grasslands, including areas which are very arid or cold. There are several other plants that look similar to grass and are referred to as such, but are not members of the grass family. These plants include rushes, reeds, papyrus and water chestnut. Seagrass is a monocot in the order Alismatales.

Grasses are an important food for many animals, such as deer, buffalo, cattle, mice, grasshoppers, caterpillars and many other grazers. Unlike other plants, grasses grow from the bottom, so when animals eat grass they usually do not destroy the part that grows.[2] This is a part of why the plants are successful. Without grass, soil may wash away into rivers (erosion).

Trah_bag
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The Barbarians are a great option to use against enemy troops such as tanks and medium size pushes as the Barbarians have a moderate amount of hitpoints and damage, and are perfect for attacks with other tanks. Although they are very effective against single target troops like the Prince, Barbarians are susceptible to spells and troops which do area damage due to their slow move-speed. Their slow attack speed also leaves them vulnerable to swarms such as the Skeleton Army.
Despite being a swarm unit, Barbarians are fairly effective against an Electro Giant due to their high DPS and their moderately higher hitpoints compared to other swarm units, allowing them to survive the Electro Giant's reflected damage and defeat him for a +2 Elixir trade, but they will likely die in the process or have an insignificant amount of remaining health. Note that since the Barbarians will have little health remaining, any sort of damage dealt to them besides the Electro Giant's reflected damage will often nullify their defense, so the player should account for supporting troops or accompanying the Electro Giant as well.
Due to the amount of counters to a Barbarian and most resulting in a positive Elixir trade for the opponent, it is ineffective to deploy a group of Barbarians without support in one lane, as they can be easily countered due to their slow speed and can leave the player vulnerable to a push in the other lane. However, if the opponent is extremely low on Elixir, or their best counters are out of rotation, they can be very effective at forcing the opponent to spend Elixir poorly, as they can quickly chop down cheap troops and will completely destroy a Crown Tower by themselves.
They are excellent for taking out low numbers of enemy troops such as the Prince or Musketeer on the player's side. The 5 Barbarians will quickly eliminate the unit if they are dropped directly on top of it, surrounding it.
A successful defense with Barbarians will also make for a powerful counter-push; tank for the Barbarians for a threatening push or use them to tank for a glass-cannon, which also results in a threatening push.
They can also defeat a splash unit if placed directly on top of the unit, but failing to surround the splasher with Barbarians will cause them to take more damage than necessary. Note that this is ineffective against a charging Dark Prince, a Valkyrie or a jumping Mega Knight, as they have 360º splash.
The Barbarians can be effectively countered by most ranged splash troops such as the Bomber and Wizard from a distance. However, you must be careful as the opponent can use a Tornado or Freeze to immobilize or destroy the splash attacker, allowing the Barbarians to devastate the Crown Tower.
An effective counter is the Fireball; the damage and radius of the spell is more than enough to one-shot the Barbarians. However, keep in mind that if the Fireball is underleveled, or if the Barbarians are overleveled, it will not one-shot them.
Additionally, the Barbarians can also act as a bait for these counters, allowing you to use other cards that would be weak to Fireball, such as Zappies.
Poison can also be an effective counter to use. Its damage over time will eliminate the Barbarians and any supporting troops. However, as with Fireball, it will not defeat Barbarians with a level higher than the Poison.
If the Barbarians survive, try supporting them with a tank in front to get some use out of them.
A Rocket can also defeat them, however it is a negative Elixir trade. It is best to be used if the Barbarians are assisted with another card.
Rage used with Barbarians can do severe damage to a Crown Tower, as it is hard to stop because Rage increases movement and attack speed. The Barbarians together have high damage and can make short work of a tower before the opponent stops them. However, spells such as Poison still make quick work of this combo.
They are very effective at defeating enemy tanks due to their numbers (5 of them), high combined damage, and ability to tank most spells. Support troops will have trouble defeating them due to their combined hitpoints. If the combo happens to be any ground-based splash damage card + ground-based melee tank, wait for the troops to cross the river. As soon as they cross, immediately drop the Barbarians upon the splash card. They will surround and destroy it quickly before moving on to eliminate the now unsupported tank. This can result in a large positive elixir trade. However, if there is more than one splash unit, the Barbarians are likely to be taken out immediately. Note that this may be ineffective against a P.E.K.K.A as she can one-shot Barbarians up to 2 levels higher.
They are very effective against Hog Riders and Ram Riders. Not only do they deal a lot of damage to these troops, but their high mass and slight spread forces the Hog Rider and Ram Rider to go around them, extending their distance from the Princess Tower. Because of this, the Barbarians can easily defeat these units with no damage to the Princess Tower.
The Barbarians, if placed early enough, can surround the Princess Tower, making it less vulnerable to attacks from a Goblin Barrel. They can handle it quite well with only minimal damage done. However, this is a 5 Elixir investment so consider using it if you lack better counters.
Splitting the Barbarians in the back can discourage the opponent from attacking either Princess Tower, due to the Barbarians' defensive presence, and spells will not have as much value. However, they are slow moving and as such, the opponent might deal some unnecessary damage before the Barbarians arrive on their target.
Due to being 5 of them, they can act as a Lightning rod for more fragile units like a Magic Archer or a Flying Machine. 2 of them will also survive for extra protection for the guarded fragile units

latuqz
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Never have I thought that I would read the words “ass slave” together.

Annabelle_Cheese
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Ma'am this is a wendy's thrive through.
omfg i'm famous

pizzapizzacrust
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Forget the holy water, we need the whole damn church.

cerealkiller
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The Hog Rider is a fast ground troop with medium hit points, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks.
The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a Mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring.
His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider.
Hog Riders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Hog Riders do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
Once all defenses are destroyed, Hog Riders become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed.

ZenxSatoru_
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Erika" is a marching song that was used by the German military, primarily during the Nazi regime. The song was composed by Herms Niel in the 1930s, and it soon came into usage by the Wehrmacht, especially the Heer. It was frequently played at large political events, and according to Michael Tillotson, no other marching song during World War II reached the popularity of "Erika".[1]

Tipton_Rovers_FC
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The fact that that’s my name is traumatizing..
😭

-Layla_
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New clear eyes : 1 like

Therapy seats : 1.200 remain

LouuzyySakura
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Therapy:needed
History:deleted
Bleach: drunk

lifewsweetheart.
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The M1 Garand or M1 rifle[nb 1] is a semi-automatic rifle that was the service rifle of the U.S. Army during World War II and the Korean War.

The rifle is chambered for the .30-06 Springfield cartridge and is named after its Canadian-American designer, John Garand. It was the first standard-issue autoloading rifle for the United States.[13] By most accounts, the M1 rifle performed well. General George S. Patton called it "the greatest battle implement ever devised".[14][15] The M1 replaced the bolt-action M1903 Springfield as the U.S. service rifle in 1936, [16] and was itself replaced by the selective-fire M14 rifle on March 26, 1958.[17]

baniciss
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The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy.
Strategy
His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand.
The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells.
A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more.
The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball.
However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter.
Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible.
It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value.
In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation.
Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage.
When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings.
Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building.
Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox.
If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique.
For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed.
For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa.
They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower.
The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push.
A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted
A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower.
This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.
The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it.
A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower.
Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense.
The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is.
A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily.
A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough.

IHeartJulia
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i will commit
The Hog Rider is a fast ground troop with medium hit points, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks.
The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a Mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring.
His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider.
Hog Riders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Hog Riders do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
Once all defenses are destroyed, Hog Riders become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby. He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. Note that while this allows Hog Riders free access to what lies behind the Walls, it does not open up gaps for other troops to move through. If the Hog Riders need the support of other ground troops, you will still need to deploy Wall Breakers, a Jump Spell, or Earthquake Spells in order to assist them.
Hog Riders can be used en masse, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy can be costly in terms of Dark Elixir, and sports weaknesses against defending Clan Castle troops, Heroes, Giant Bombs, and Skeleton Traps, a problem which only becomes more prominent at higher levels.
At Town Hall 10 and above, Hog Riders can be combined with Miners in a strategy known as Hog Miner or Hybrid. Both troops are able to bypass Walls innately, but Miners do not have a preferential target, allowing them to cover for Hog Riders by dealing with defending Heroes and Skeleton Traps. The combination also has weaknesses against flying Clan Castle troops, as neither are able to target air.
At lower levels, Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast, and do considerably more damage.
They work well with the Healing Spell when you group several of them together.
A good tactic for using Healing Spells is to place them strategically on a cluster of defenses (at least about 3 or more) and also deploy them shortly before the Hog Riders arrive in the area, deploy them in front of the Hog Riders. This is so that the Hog Riders get the most value out of the Healing Spell, and destroy the defenses without losing too much HP.
Spots where Giant Bombs or Bomb Towers are/may be should be given special attention when deploying Healing Spells. Hogs of the same level as the Giant Bomb will survive a single Giant Bomb, but they're helpless against a pair of Giant Bombs even with a Healing Spell. Heal them after they've gone through a Giant Bomb blast.
The Hog Rider is one of the best troop types for drawing out Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers or Wizards to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids. However, Skeletons from the Skeleton Trap and Heroes can also easily kill the Hog Riders, as they can only target defenses, so make sure to have some troops that target anything, such as Wizards, which can swipe out the Skeletons.
Hog Riders don't target air so flying Clan Castle troops, especially Dragons, can be a big threat. Most mass Hog Rider strategies in Clan Wars require that the Clan Castle troops be killed first by luring. Bring other troops in addition to Hog Riders, such as Wizards, to deal with enemy Clan Castle troops and clean up the base.
Poison Spells can be used to kill almost any enemy Clan Castle troop, but beware as the troops will attempt to flee the poison. If the Poison Spells are decently leveled, and you effectively keep the Clan Castle troops from escaping the Poison Spell with distracting troops, they can eliminate almost any troop. They can also be used to dispense of those pesky Skeletons risen from the Skeleton Traps.
Time is also a factor to consider. With only 3 minutes in an attack, it is essential to make sure that this whole process and the remainder of the attack is done as quickly as possible to avoid running out of time. Defending against Hog Riders is tricky, as their ability to bypass Walls renders them irrelevant. However, the fact that they can jump over Walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders.
Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defense on the outside, with a layer of resources in between. That way, the Hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses.
You can place Spring Traps and Giant Bombs in between defensive buildings to take out a few Hog Riders at a time; good usage of multiple Spring Traps and Giant Bombs can severely hinder a Hog Rider rush.
Hog Riders can be easily killed using "forced pathing". Forced pathing is a strategy that manipulates the Hog Rider AI and makes them go to at least 2 defenses that cannot be prevented by surgical dropping or side clearing. Placing a set of Giant Bombs in between the two can most certainly hinder the attacker progress. They would not be able to heal the Hog Riders in time.
Clan Castle troops, Heroes, and Skeleton Traps set to Ground Mode can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defenses have been destroyed. Make sure to centralize them if you want to beat Hog Riders.
In Clan Wars, Dragons are excellent troops to place in Clan Castles against Hog Riders, especially for Town Halls 8 and 9. They have high HP, meaning they won't die easily and can kill mass quantities of Hog Riders swiftly if not properly lured. Most mass Hog Rider strategies require that the enemy Clan Castle troops be killed first, so if the attacker lures out a Dragon, but fails to kill it, then a 3-star win is next to impossible, much less a 1-star win via destroying 50% of the buildings.
Multi-target Inferno Towers can be a severe hindrance to Hog Riders, having high HP to take several hits from Hog Riders, while hitting large groups of them.
Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by Walls negates the primary advantage of the Hog Rider. Still, for the space they take they are faster and more damaging compared to Giants. The Hog Rider undergoes significant visual changes at levels 3, 5, 6, 7, 8, 9, and 10.
Initially, the Hog Rider is a dark-skinned man with a black mohawk and beard. He also has a gold earring in his right ear and sports two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer has two brass bands.
At level 3, his hammer increases in size and turns black. The brass bands on the hammer's head disappear, and the hammerhead goes further down onto the stick, creating a button looking object on the top of the hammerhead.
At level 5, his mohawk turns from black to orange, making it similar to that of a level 5 Goblin.
At level 6, his hammer gains three large, golden spikes and a bronze plating.
At level 7, the edges of his hammer start to glow red, and he gains a brown headband but reverts to a black mohawk.
At level 8, his hammer is now mostly golden. His hog also gains a headband.
At level 9, the gold on his hammer is much thicker. His headband also lightens in color.
At level 10, his hammer turns a bright light blue color that resembles the look of ice. This matches the theme of Town Hall 13. It also gains a small same-colored glow.
At level 11, his hammer turns a light greenish color. This matches the theme of Town Hall 14. His hog gains gold armour on its face and muzzle.

Wiggly_Wormm
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Grass is a type of plant that typically has narrow leaves and grows in dense clusters. It is commonly found in lawns, meadows, and other natural environments. Grass serves as a primary source of food for many herbivores and plays a crucial role in ecosystems.

NotCoolGuy
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"Not to worry Michael, I can see your search history."
*This shows up*

cirlcurl-of-friends_aec
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Holy bible = 9 likes

holy water = 23 likes

cross = 45 likes

bleach = 67 likes

hammer = 78 likes

jesus = 932k likes

janeishiguro
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bro i gotta be honest with you

The fourth generation Ford Mustang is an automobile that was produced by the American manufacturer Ford for the 1994 through 2004 model years. For 1994 the Ford Mustang underwent its first major redesign in fifteen years, being introduced in November 1993 and launching on December 9, 1993. The design, code named "SN-95" by Ford, was based on an updated version of the Fox platform, the final Ford vehicle underpinned with this platform. It featured styling by Bud Magaldi that incorporated some stylistic elements from the classic Mustangs. A convertible returned, but the previous notchback and hatchback bodystyles were discontinued in favor of a conventional coupe design. Prior to the redesigned Mustang's launch, a two-seater show car was designed by Darrell Behmer and Bud Magali. Called the Mustang Mach III, it was shown at the 1993 North American International Auto Show in Detroit and hinted at what the new production Mustang would look like. The Mach III featured a supercharged 4.6 L DOHC V8 with 450 hp (336 kW; 456 PS). While this engine was not put into production, it hinted to the future use of Ford's Modular V8 in the Mustang, including the eventual use of a supercharged 4.6 L V8.
The base Mustang featured Ford's 3.8 L OHV Essex V6 mated to a standard 5-speed manual transmission or an optional AODE 4-speed automatic transmission. The V6 produced 145 hp (108 kW; 147 PS) at 4000 rpm and 215 lb⋅ft (292 N⋅m) of torque at 2500 rpm. For 1996, the base V6 gained five horsepower with a new power train control module (PCM), the EEC-V. The AODE transmission was replaced with the 4R70W 4-speed automatic transmission for 1996.
Ford allocated $700 million to improve the Fox platform for the 1994 Mustang. Efforts were made to improve the car's handling as well as noise, vibration, and harshness (NVH) conditions over the previous generation Mustang. The Mustang's front suspension makes use of MacPherson struts with longer lower control arms, new spindles, anti-roll bars, and other enhancements over 1993 and older Mustangs. In the rear, a four-bar link solid axle is used. The 1994 Mustang's standard rear axle ratio was 2.73:1, though this was later changed to 3.27:1. All Mustangs received standard four-wheel disc brakes, though anti-lock brakes (ABS) were optional.
Along with its new exterior, the 1994 Mustang received new interior styling. The Mustang's cabin featured a "dual-cockpit" layout that was adorned with contours and sweeping curves, similarly to other Fords of the time such as the Thunderbird. The 1994 Mustang offered many options, some of which later became standard equipment. The preferred equipment package came with power windows, mirrors, and door locks, remote keyless entry, air conditioning, cruise control, and a trunk cargo net. Also available was Ford's Mach 460, 230-watt multi-speaker sound system with CD player. All 1994 Mustangs received standard three-point seat belts and dual front airbags. Also, the taillight design for 1996 changed from three horizontal strips to three vertical sections more in line with classic Mustang tradition. Production of this Mustang ran until October 1998.
*Mustang GT*
Following the base Mustang in December 1993, the Mustang GT was reintroduced in January 1994, featuring higher performance and better handling than the base Mustang or its 1993 predecessor. Ford carried over the 302 CID pushrod small-block V8 engine (called the "5.0 L" although its actual displacement was 4.94 L) from the 1993 Mustang GT. Total output from the engine was 215 hp (160 kW; 218 PS) at 4200 rpm and 285 lb⋅ft (386 N⋅m) of torque at 3400 rpm. Mustang GTs could deliver zero to 60 mph (97 km/h) acceleration times in the high-six second range and complete a quarter-mile in about 15 seconds.[9] The Mustang GT also featured a stiffer handling suspension, a 3.08:1 rear axle ratio (later changed to 3.27:1 or 3.55:1 depending on the transmission and model year), dual exhausts, and larger 16-inch (410 mm) wheels (compared to the base Mustang's 15-inch wheels). The 1994 Mustang GT was named Motor Trend Car of the Year.
For 1995, a one-year model referred to as the Mustang GTS was introduced. This was considered to be a "stripped down" version of the Mustang GT that included the performance parts of the GT model, but a minimum of non-performance related features, similar in concept to the 5.0 LX Fox-body. The 1995 GT was the last year of the 5.0 pushrod V8 engine.
In 1996, Ford dropped the 302 CID small block V8 that was in production since 1968[12] and introduced the Modular 4.6 L SOHC V8. These engines were produced at two different plants, Windsor and Romeo. A "W" in the VIN 8th digit indicates a "Romeo" engine, while an "X" indicates a "Windsor.”
The Windsor and Romeo have subtle differences. Valve cover bolt patterns are one. Romeo has fewer bolts than the Windsor. Another difference is the front cover bolts. The Windsor uses 8 mm and the Romeo uses 10 mm bolts. The Romeo uses jack screws on the main caps and the Windsor uses dowels. The new engine produced 215 hp (160 kW; 218 PS) at 4400 rpm and 285 lb⋅ft (386 N⋅m) of torque at 3500 rpm, matching the output of its predecessor. For 1998, the 4.6 L V8 received a small increase in output, resulting in 225 hp (168 kW; 228 PS) at 4750 rpm and 290 lb⋅ft (393 N⋅m) of torque at 3500 rpm. This was achieved through PCM calibration and a modified fuel system. Though capable of matching or exceeding the older 302 V8's output, the 4.6 L V8 was criticized for delivering inadequate performance, particularly against the larger displacement of the OHV V8 used in the Mustang's chief rival, the Chevrolet Camaro.
*Mustang Cobra*
Building on the performance of the Mustang GT, Ford's Special Vehicle Team (SVT) developed an even higher performance car: the Mustang Cobra. For the 1994 and 1995 model years, the 5.0L V8 was modified for the Cobra with unique intake manifolds, cams, fuel injectors, and heads. Suspension and brakes were also changed with 13-inch front discs with "COBRA" embossed calipers as well as Cobra specific shocks, struts, and springs. In 1996 it was available in a special color package called the Mystic Cobra which consisted of an expensive Chrom-a-lusion exterior finish like the Mysti-Chrome package on 2004 models. A total of 2, 000 were produced. 1996-1998 Cobras were powered by Ford's modular 4.6 L DOHC V8 which produced an advertised 305 hp (227 kW; 309 PS) and 300 lb⋅ft (407 N⋅m) of torque.

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The FitnessGram™ Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues. The 20 meter pacer test will begin in 30 seconds. Line up at the start. The running speed starts slowly, but gets faster each minute after you hear this signal. [beep] A single lap should be completed each time you hear this sound. [ding] Remember to run in a straight line, and run as long as possible. The second time you fail to complete a lap before the sound, your test is over. The test will begin on the word start. On your mark, get ready, start.

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grasses produce seeds that are monocotyledonous, which means that each seed produces only one leaf sprout. Additionally, most grasses are herbaceous, so they don't produce woody stems, and they die back to the ground at the end of the growing season.1

Grasses are invaluable assets to our planet and its inhabitants. With a better understanding and appreciation for grasses, you may never look at your lawn the same way again. Here are 10 unusual facts you may not know about the Poaceae family of plants:

1. About 1, 400 species of grasses exist in the United States.1

2. Grasses make up about 26% of the plant life on earth.2

3. By weight, turfgrass is 75 to 80% water.3

4. Varieties of grass grow on all continents, even in polar regions. Antarctic hairgrass (Deschampsia Antarctica) is the only member of the Poaceae family native to Antarctica.4

5. A healthy lawn can increase a home's value by up to 20%.3




6. Grass-covered lawns, prairies and hillsides help prevent erosion by keeping soil in place with their root systems.7

7. Grass lawns improve air quality by producing oxygen and trapping airborne dust particles and other contaminants.6

8. Home landscapes that include grass lawns, trees and shrubs can reduce the air temperature surrounding the home by up to 14°F.8

9. Giant bamboo, which can grow up to 151 feet tall, is the largest variety of grass.5




10. A 2, 500 square foot lawn produces enough oxygen for a family of four.3

Because grasses have a positive impact on climate, clean water and air quality, every homeowner can take part in supporting a healthy environment. While you're probably not growing giant bamboo or Arctic hairgrass, maintaining your lawn is a simple way to improve your air quality while increasing the value of your home.

Sources:

"Grasses Are Very Common but Very Important, " National Forage & Grasslands Curriculum

Eleonora Panunzi, "Are Grasslands Under Threat, " Food and Agriculture Organization of the United Nations, July 2008

"Lawn and Turfgrass Facts and Stats" The Lawn Institute

"Transcriptome sequencing of the Antarctic vascular plant Deschampsia antarctica Desv. under abiotic stress, " US National Library of Medicine, November 2012

"What is the Tallest Grass Plant in the World?, " USDA: Grass Roots Initiative

"Other Turfgrass Benefits to the Environment, " University of Minnesota Extension

Paul Pugliese, "Tackle Erosion with Grasses, Landscape Plants and Terraces, " University of Georgia College of Agricultural & Environmental Sciences, January 2013

"Turfgrass Benefits Related to Temperature Modification, " University of Minnesota Extension



HOW TO PLANT GRASS SEED



HOW TO WATER YOUR LAWN WISELY



PROFESSIONAL GRASS ADVICE FOR THE PERFECT LAWN

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