How To Take Care and Maintain Your Hearing Aid

Millions of Americans deal every day with some type of hearing loss. Although this product is tiny, it can be expensive, therefore requiring information to correctly preserve its function and situation. Millions of Americans still depend on these gadgets that are little to create a difference in their own life.

Within the years, some key improvements have been created by hearing products. In reality, it is often noted time, the unit have been created to be smaller and more successful over that the digital hearing-aid was stated in the 1950s and these small aids today can create outcomes that are huge. Directional microphones are put to enable the wearer to concentrate on one-on-one conversation as well as the capacity to converse in places. As you can suppose, these versions weren’t as helpful as suppliers and those to day discontinued their production till about the 1990s where engineering actually took a flip for the better.

Oklahoma City Hearing Aids technology gives a range of possibilities, meeting the requirements of people today. Some are more complicated or more costly than the others, but these digital or gadgets nonetheless need the assist of an experienced audiologist to select the correct item and proper-fitting. The price of the gadget can surpass $5 and can commence below $2,000. Combined with the installation comes good care, which may help keep it operating precisely and extend the life span of the hearing-aid. They’re an expense for particular.

As an expense, care makes your funds go quite a distance. Understanding repair, cleaning and the way you store your hearing-aid will keep it working and might avoid the need for recurring repairs over time. First, in regards to the shell, the top of hearing-aid has to be clear. Aids typically have particles from oil or dirt in the grooves. Chemical and water should to be avoided in your hearing aid. Tissue or a moist fabric needs to be carefully used to wipe down the hearing-aid. Many kits contain a brush that will be good use for earwax buildup. The microphone is acutely fragile, and it’s not required to poke the port. During cleansing, the microphone should constantly be facing the ground as well as the brush that is provided ought to be used. Wax buildup could be prevented by daily cleansing together with the brush .

In the event you have any queries or need further help on the appropriate cleansing techniques, it’s recommended that you simply ask your audiologist. They are the specialists in this area and will gladly evaluate these procedures along with one to ensure effective hearing-aid performance. As it pertains to moisture, a hearing-aid can lengthen their life and drying container or a support package will assist keep dampness from building-up inside the hearing aids. Be certain before putting them in a great spot so that you can help them as long as they possibly can to consider the batteries from the hearing-aid. This, also, will extend battery life. It’s recommended that a spare battery that ought to also be stored in a great location is usually carried by a person using a hearing-aid.

hearing-aidsAlthough batteries nowadays are made to last considerably longer lengthier than in the immediate past, drying is advised with all the use of possibly a forced-air blower (no, maybe not a blow dryer) or a can of compressed air such like the one used to clear a key pad. Moisture can occur from even sweat or rain. Climatic circumstances and your activity-level are a couple of the most frequent identified variables impacting dampness buildup. People with people who sweat or high ranges of bodily physical exercise are susceptible to moisture problems as it pertains with their hearing devices. Likewise, residing in locations of large humidity can also irritate its performance. Whether from external or internal sources, moisture ought to be averted as most useful you are able to. Some aids will stand as much as moisture than the others. Consult your audiologist to determine whether they advise drying containers or particular dry help kits and also discuss your particular life-style together. Your audiologist can assist you pick the correct aid that’ll support your present life-style in the event that you are a bodily individual and danger more perspiration than the others. This, subsequently, will assist you get the most from the hearing aid.

New Cosmetic Reconstruction App

Tech Insiders Report A New Augmentation App For Smart Phones

cosmetic reconstruction phone appWe all have used snapchat and other filter driven applications but there appears to be something new on the market for consumers to eat up like birthday cake. Apparently a software company out of Oklahoma is developing a new app that allows users to take a selfie then apply filters that represent surgical procedures. This app might hit the market if it catches on. They are currently trying to find plastic surgeons in the Oklahoma area to buy into the app and offer it to their patients as means to “test drive” the surgical procedure. What this means is that anyone looking to get plastic surgery procedures like liposuction, rhinoplasty, breast augmentation, and botox can download this app to their smart phones and apply the filter on a selfie. So imagine that you were looking to get liposuction done around your waist area, you could snap a picture of your gut, apply the filter, and see what your post surgery stomach might look like. The same goes for nose jobs, boob jobs, and botox work.

How Technology Is Shaping Our Bodies

I love technology, if I didn’t I wouldn’t be writing about it. But with all the pros come many cons. It’s great that we can pick up a phone, snap a picture, apply a filter, and see what we might look like after cosmetic surgery. But what if we put down the phones and picked up some weights? Maybe we wouldn’t even need a new smart phone application like that if we were just getting exercise. I understand that this argument doesn’t necessarily apply to rhinoplasty or breast augmentation but it sure applies to liposuction!! It might be possible also if we weren’t so consumed with social media we wouldn’t be trying to modify our bodies to look like something else. Too much time looking at photos on instagram and facebook gives young people a false impression of reality. Well, such is life. If you are in need of cosmetic reconstructive surgery and want to see what it might look like before you go under the knife then this cool app is for you. Check it out and leave us some feedback in the comments section below and let us know how it worked for you.

George Clooney’s First Netflix Movie Is A Post-Apocalyptic Film

Netflix has attracted yet another Hollywood star to make a movie for the streaming service. The company has announced that George Clooney, who has won two Oscars, will direct and star in a new Netflix movie. The untitled film is based on the novel Good Morning, Midnight that was written by Lily Brooks-Dalton. Mark L. Smith (The Revenant) wrote the screenplay for the film, which is in pre-production.

Clooney plays the character Augustine, “a lonely scientist in the Arctic,” in the post-apocalyptic film that follows two parallel threads. Here is the full plot description:

“This post-apocalyptic tale follows the parallel stories of Augustine (Clooney), a lonely scientist in the Arctic, as he races to make contact with the crew of the Aether spacecraft as they try to return home to Earth.”

Production on the film is scheduled to begin in October. No release date has been set, and there is no word on who will star in the movie alongside Clooney.

“Having known and worked with George for over two decades, I can’t think of anyone better to bring this amazing story to life,” Netflix movie boss Scott Stuber said in a statement. “The book is powerful and moving, and Mark’s adaptation is beautifully written. At its core, this is a story about human nature, and one that I know our global audiences will fall in love with, just like I did when I read it.”

The untitled Good Morning, Midnight movie is being produced by Clooney’s Smokehouse Pictures, which produced the Oscar winning movie Argo, as well as films like Good Night and Good Luck, Leatherheads, and The Men Who Stare at Goats.

Clooney also worked on and appeared in the Hulu series Catch-22, but the new Good Morning, Midnight movie is his first feature film for a streaming service.

LeBron James Is Very Excited About Space Jam 2; Steph Curry Confirms He’s Not In It

Space Jam 2 is coming, and it appears filming is starting soon (if it hasn’t already). Star LeBron James, who plays the lead, wrote on Twitter today to talk about how he’s really very excited that the movie has finally come together.

“Man this really just hit me! I’m really shooting Space Jam 2!! This is so surreal and doesn’t even make sense to me! Where I come from man and what I saw growing up this doesn’t add up to me! I’m truly grateful and beyond blessed. This is CRAZINESS,” he wrote.

Just recently, it was reported that Space Jam 2 will also feature Damian Lillard, Anthony Davis, and Klay Thompson alongside WNBA stars Diana Taurasi, Nneka Ogwumike, and Chiney Ogwumike. “Several more” NBA and WNBA players will reportedly have roles in the film, but Steph Curry won’t be among them.

Curry told The New York Times that he couldn’t appear in the film due to scheduling conflicts. Some had speculated that Curry wasn’t contractually able to appear in the film due to his sponsorship deal with Under Armour, while James is with Nike. But it appears it was instead a scheduling issue.

The 1996 original Space Jam featured the world’s biggest basketball star at the time, Michael Jordan, in the lead role. The original film featured numerous famous basketball players of the time, with Larry Bird, Charles Barkley, Patrick Ewing, and others joining Jordan. They teamed up with Looney Tunes characters in a very high-stakes basketball game. Bill Murray was also in the movie.

Black Panther director Ryan Coogler is set to produce Space Jam 2, with Terence Nance (Random Acts of Flyness) on board to direct. The movie opens in July 2021.

The director of the original Space Jam, Joe Pytka, doesn’t think a sequel is a good idea; he thinks it’s “doomed.”

Xbox Boss Phil Spencer Talks About Giving Halo, Forza Teams Extra Time To Make Great Games

Microsoft’s E3 briefing this year was missing a few things some people might have expected. Forza Motorsport developer Turn 10 did not show its new game, while Microsoft’s new studio, The Initiative, also didn’t show up during the event. Some also expected to see the rumored new Fable game from Forza Horizon developer Playground’s second team.

Now, Xbox boss Phil Spencer has explained why Microsoft focused more on the games coming out in the closer future than those that could release further out.

Spencer told Kotaku that he was proud that 12 of the 14 first-party titles that Microsoft showed off at E3 were shipping in the next year. “We were really able to focus on what’s coming now, which I think is awesome,” he said. “And then I think about the studios: where was Initiative? Where was [Forza Motorsport studio] Turn 10? Where was Playground’s second team?”

Spencer said it felt “nice” to not have to show all of its first-party games at the show. He said teams like 343 Industries (Halo) and Turn 10 (Forza Motorsport) have been given “time” to come up with new games that really excite people.

“We gave them time–we did, what, four Halos in four years?–giving them an opportunity to really think and have a creative impact when they launch. Turn 10 is similar. I want to give them time to think through their plans,” he said.

“I love what they do with Motorsport, but you’ve got to be able to listen to your studios when they need time and they want to focus on more things. And as you have more content, you’re able to do that,” Spencer added.

The executive went on to say that quality for first-party games is “very important.” He acknowledged that in the past it “became more difficult” to align the first-party Xbox portfolio of games with release dates chosen years before release. Now that Microsoft owns more studios–it now has 15 owned studios–it’s allowed the company to “create room for [Microsoft] to focus on quality.”

“I feel good about what Rod [Fergusson]’s done [at Gears studio The Coalition], what Bonnie [Ross] has done [at Halo studio 343 Industries], what Alan [Hartman] has done with Turn 10, and what Helen [Chiang]’s been doing with Minecraft.”

For Halo and Forza Motorsport, the wait is already longer than usual for a new release–and as Spencer says, that’s by design. Halo Infinite’s release in Holiday 2020 will be around 5 years after the release of Halo 5 in 2015, which is longer than the average interval between the previous mainline releases. Meanwhile, the Forza Motorsport series (not counting Horizon) has been released every two years since the first game in 2005. The latest instalment, Motorsport 7, was released in 2017.

Microsoft acquired or set up a number of new studios in the past year, the most recent of which is Brutal Legend studio Double Fine that Microsoft announced in June.

List Of Xbox Game Studios Developers

  • 343 Industries
  • The Coalition
  • Compulsion Games
  • Double Fine
  • Microsoft Studios Global Publishing
  • The Initiative
  • inXile
  • Mojang
  • Ninja Theory
  • Obsidian
  • Playground Games
  • Rare
  • Turn 10 Studios
  • Undead Labs
  • Age of Empires

Toy Story 4 Opens To Franchise-Best Box Office; How It Compares To Every Other Pixar Movie

Pixar’s newest movie, Toy Story 4, opened in theatres this weekend–and it was a massive success. The movie made an estimated $118 million in the US and Canada, according to box office numbers from Entertainment Weekly. That’s below industry projections of as much as $165 million, but despite the lower-than-expected result, it’s still a juggernaut.

Its $118 million is above the $110.3 million that Toy Story 3 made over its opening weekend in 2010 to become the best opening-weekend in the entire Toy Story franchise.

Additionally, Toy Story 4 is one of the most successful animated movies in the history of cinema, only behind The Incredibles 2 ($182.7 million) and Finding Dory ($135.1 million) from Pixar, as well as Shrek the Third ($121.6 million) for best opening weekend for an animated movie in the US and Canada. What’s more, Toy Story 4 is the third movie so far in 2019 to open with more than $100 million over its first weekend; the other two are Captain Marvel and Avengers: Endgame, both of which are also Disney movies.

Toy Story 4 made an estimated $120 million from overseas markets this weekend, so globally, it’s now pulled in around $238 million after only three days in theatres. The movie also boasts an enviable A CinemaScore rating, which suggests positive word-of-mouth will help it continue to succeed in the coming weeks.

Scroll down to see a ranking of best opening weekends for Pixar movies over the years.

Toy Story 4, which is directed by Josh Cooley, brings back a lot of the original voice cast including Tom Hanks as Woody and Tim Allen as Buzz Lightyear. Everyone’s favorite person right now, Keanu Reeves, also voices a new character in the film, while Jordan Peele, Keegan Michael-Key, and a long list of other huge names also have roles.

June 21-23 US/Canada Box Office

  1. Toy Story 4 — $118 million
  2. Child’s Play — $14.1 million
  3. Aladdin — $12.2 million
  4. Men In Black International — $10.8 million
  5. Secret Life of Pets 2 — $10.1 million
  6. Rocketman — $5.7 million
  7. John Wick: Chapter 3 – Parabellum — $4.1 million
  8. Godzilla: King of the Monsters — $3.7 million
  9. Dark Phoenix — $3.6 million
  10. Shaft — $3.6 million

Pixar Domestic Box Office Opening-Weekend Ranking:

  1. Incredibles 2 — $182.7 million
  2. Finding Dory — $135 million
  3. Toy Story 4 — $118 million
  4. Toy Story 3 — $110 million
  5. Inside Out — $90.4 million
  6. Monsters University — $82.4 million
  7. Incredibles — $70.5 million
  8. Finding Nemo — $70.3 million
  9. Up — $68 million
  10. Brave — $66.3 million
  11. Cars 2 — $66.1 million
  12. Wall-E — $63 million
  13. Monsters Inc — $62.6 million
  14. Cars — $60.1 million
  15. Toy Story 2 — $57.4 million
  16. Cars 3 — $53.7 million
  17. Coco — $50.8 million
  18. Ratatouille — $47 million
  19. The Good Dinosaur — $39.2 million
  20. A Bug’s Life — $33.3 million
  21. Toy Story — $29.14 million

EA CEO Explains What Happened With Anthem And Why The Game Will Become “Something Great”

BioWare’s Anthem released in February this year, and it wasn’t a huge critical success. Part of the reason why the game struggled, according to EA CEO Andrew Wilson, is because it attempts to appeal to two different audiences. He talks about the game’s struggles and opportunities for future growth and success in a new interview.

“We brought together these two groups of players who were making this emotional value calculation on two different vectors,” Wilson told GameDaily. “One was traditional BioWare story-driven content, and the other was this action-adventure type content. About the 30 or 40 hour mark they really had to come together and start working in on the elder game. At that point everyone kind of went, ‘Oh, hang a minute.’ Now the calculation is off.

“It’s off because I’ve got a friend who sits in this other category of player. They want to play the game a certain way. I want to play the game a certain way. The promise was we can play together, and that’s not working very well. Oh, by the way I’m used to 100 hours of BioWare story, and that’s not what I got,'” Wilson explained. “Or, ‘I expected that this game would have meaningfully advanced the action component that we’d seen in games like Destiny before, and I don’t feel like it has.'”

While Anthem might have struggled out of the gate, Wilson said EA is committed to supporting the game in the long-run. In fact, he mentioned that Anthem could have a “7-10 year cycle.” Wilson said EA feels good about investing in Anthem in the long-run because the game has a strong foundation to build on.

“If we believed that at the very core the world wasn’t compelling people, if we believed at the very core that the characters weren’t compelling for people, or the Javelin suits weren’t compelling, or traversing the world and participating in the world wasn’t compelling then provided we hadn’t made promises to our players… we might not invest further,” Wilson said. “IP lives for generations, and runs in these seven to ten year cycles. So, if I think about Anthem on a seven to ten year cycle, it may not have had the start that many of us wanted, including our players. I feel like that team is really going to get there with something special and something great, because they’ve demonstrated that they can.”

The full interview at GameDaily is in-depth and wide-ranging, touching on a number of other subjects including loot boxes, layoffs, and a wider look at the future of EA. Go read it.

At E3 this year, Anthem lead producer Ben Irving said he believes Anthem has a “very bright future.”

“We’ve learned a lot these last few months, we really want to make the game better, we believe Anthem can be a really amazing game,” he explained. “We know we have some work to do, we just want to work with the community and build it together and make it the game that everyone wants it to be.”

Journey To The Savage Planet’s Lets You Make Your Own Laughs With ‘Interactive Slapstick’

Getting humor in video games right is tough. While games share a lot with the medium of film in terms of visual storytelling, the presence of a player introduces an unpredictable variable that can totally blow a joke. You never know if they will miss the gag, look the wrong way at a crucial moment, or ignore a punchline because they’re too busy running, shooting, jumping, or looking for their next challenge.

Humor is a big part of Journey to the Savage Planet, the first-person “explore-’em-up” and freshman offering from Typhoon Studios. Savage Planet puts you in the role of a space explorer hired by the fourth-best space company in the universe, Kindred Aerospace, and dumps you on a strange world where it’s your job to explore and catalog the flora and fauna. The creatures are all a bit goofy, like orb-shaped Dodo-like birds that eat slop and poop valuable resources. Interacting with them elicits one-liners delivered by your AI–which is eager to help you explore, but more eager to warn you about limits to Kindred’s legal liability should you meet a horrific demise.

The writing is part of the humor of Journey to the Savage Planet, but it’s not Typhoon’s main focus in getting you to laugh. The game primarily leverages what creative director Alex Hutchinson calls “interactive slapstick,” where Savage Planet’s systems let you create moments that turn out funny, whether on purpose or by accident.

“I think the problem with humor in video games traditionally is people have tried not to embrace the player,” Hutchinson told GameSpot in an interview during E3 2019. “You know, they basically see it as a movie. So all the humor is in the dialogue. And we have what we hope our witty one-liners happening there as well. But I think the true humor in the game is in the actions the player performs, and it’s kind of an interactive slapstick where the player can launch a joke that ends up paying off on themselves. If we get these systemic collisions, then I think it’s a new form of humor, because it’s based on decisions you made as a player and the wacky consequences that float out of it.”

Hutchinson was previously creative director for Far Cry 4, a game known for its in-game systems sometimes interacting in unexpected and hilarious ways. Moments like those served as inspiration for what Typhoon is trying to do in Savage Planet.

“In Far Cry 4, there was nothing funnier than seeing a bear on fire rush into the camp and kill your friend after you’d thrown a molotov cocktail 30 seconds earlier, and it was a joke you created,” he said while appearing on GameSpot’s E3 stage. “So we’re trying to get that sense of interactive comedy into the game, because one-liners and things are funny, but they’re funny once.”

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Making A Bet On Laughs

While those moments feel random or unexpected for the person playing, they’re not completely emergent from the design side. Hutchinson said the process of creating interactive slapstick is partially about iterating unexpected moments, and partially about working systems into the game that the team knows will lead to funny moments.

Hutchinson described filling an encounter with explosive pods, for instance, knowing that one stray shot could turn a battle with a dangerous creature into a deadly fireworks display that could kill the player, or trigger other interactions they might not see coming. But the player’s options are finite, as are the behaviors of creatures and other elements in the game–so from a design standpoint, the team knows how things are going to work, and therefore, is often looking to set up ridiculous situations.

“I think there are some [mechanics and level designs] where you make a bet,” Hutchinson explained. “…You bet this is what can happen, and then we have to work on it and iterate to make sure it sort of happens. And then other [funny moments] just start to emerge and when they emerge, you can reinforce them, you know? Then you can make them happen elsewhere in the game, or encourage the player to do them.”

Mechanical jokes might be the focus of its humor, but there also is plenty in the way of comedic writing in Savage Planet as well. Kindred’s position as the fourth-best aerospace company means that it’s perpetually strapped for cash, so despite the fact you work for the corporation, you’re also bombarded with its ads.

Those commercials are largely gags–they look like those old TV infomercials in which some hapless actor catastrophically tears open a bag of chips or slams a hammer through a wall, then mugs for the camera to show us how frustrated they are with their own foibles. But the ads shown in Savage Planet’s E3 preview, for things like gross space food Grob or a mall for sea monkeys, double as world-building. They set up a satirical universe where even on a distant planet, you can’t escape the ever-present force of someone trying to sell you something.

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The Gravitational Pull Of The Gun

Several of Savage Planet’s in-game ads focus on the items you wield in your left hand as you explore. Those items are meant to yield clever ways to solve problems and deal with the hazardous life you encounter–as opposed to the gun in your right hand, which provides a more straightforward solution.

Hutchinson said he had hoped to keep that gun out of your hand in favor of goofier, nonviolent solutions to problems, like using bait to draw creatures toward other things that might eat them, or planting springy pads in their paths that might send them over cliffs.

“The biggest challenge is always to rise above the noise and to offer something compelling and unique that will hopefully resonate with people,” Hutchinson said. “So, you know, we chose to be optimistic and upbeat and colorful and humorous, and also to try and get you to use different tools, you know, than just the gun. Because we’re never going to be the best shooter on the planet.”

Despite Hutchinson’s best efforts, though, Typhoon couldn’t manage to keep a gun out of Journey to the Savage Planet, he said. But the studio is still working on making it possible to avoid firing it if you don’t want to when the game releases in 2020.

“We tried really hard to emphasize that stuff, but this sort of gravitational pull of a gun was too much to bear,” he said. “A player, after playing, was like, ‘I love these tools, but sometimes I just want to shoot him in the face.’ … So the goal for the game is to say that you don’t have to use the gun, but obviously you can–we’ll see how it pans out. At the moment, we haven’t figured out a way to make it so you can beat the bosses without the gun. But that would be the goal.”

“I have a very soft spot for nonviolent approaches in video games,” Hutchinson also said on the GameSpot stage. “There’s a joke at the start of Far Cry 4, which is, essentially, if you just listen to [Pagan Min] and wait, he lets you do the thing you came for without having to murder anybody. So these things, I’ll sneak it in as much as I can–I wanted to do it again on this game. It’s very tricky but we’re getting closer and closer. I can’t promise that there will be a purely nonviolent way through the game, but there’s often a way to avoid [using a gun] if you want.”

Harry Potter: Wizards Unite Wand Guide: How To Make Your Favorite Characters’ Wands

Harry Potter: Wizards Unite, Niantic’s follow-up to Pokemon Go, is now available on iOS and Android. It’s a dense game; Pokemon Go players will notice a number of parallels to Go’s mechanics, for example. One of the most iconic things about the Harry Potter universe is also the trickiest: wands. In Wizards Unite, you customize your own wand (in the books, the wand “chooses the wizard”). You can choose from wood types, pick a core, change the wand’s flexibility, and then select the length. Having so many choices can be intimidating!

If you’ve read the Harry Potter books or watched the movies, you might have a passing understanding of the series’ wand lore. In short, different materials are suited for different types of magic, like charms or defense (among other things), and witches and wizards have a kind of bond with their wands. While your wand in Wizards Unite doesn’t affect anything in the game, it can still be fun to fully immerse yourself in the role of a witch or wizard. In that spirit, we’ve gathered all the details we can about famous Harry Potter characters’ wands so you can match yours to your favorite witch or wizard.

For the purposes of this feature, we’ve referenced Pottermore for each character’s wand materials and length. Some characters have complete wand information, but for those who don’t, usually the flexibility is missing–so have fun with that one and make it your own! There are also some popular characters whose wands we know nothing about, so we’ve included some of them here for your reference.

Harry Potter: holly wood, phoenix feather core, “reasonably supple” flexibility, 11 inches

Ron Weasley’s first wand: ash wood, unicorn hair core, 12 inches

Ron Weasley’s second wand: willow wood, unicorn hair core, 14 inches

Hermione Granger: vine wood, dragon heartstring core, 10 and 3/4 inches

Rubeus Hagrid: oak wood, 16 inches (broken)

Albus Dumbledore/The Elder Wand: elder wood, Thestral tail hair core [not available in Wizards Unite], 15 inches

Minerva McGonagall: fir wood, dragon heartstring core, “rigid” or “solid” flexibility, nine and a half inches

Luna Lovegood: no data

Neville Longbottom: cherry wood, unicorn hair core, 13 inches

Ginny Weasley: no data

Draco Malfoy: hawthorn wood, unicorn hair core, 10 inches

Voldemort: yew wood, phoenix feather core, 13 and a half inches

Severus Snape: no data

Cedric Diggory: ash wood, unicorn hair core, 12 and 1/4 inches

Cho Chang: no data

Viktor Krum: hornbeam wood, dragon heartstring, “rigid” flexibility, 10 and 1/4 inches

Sirius Black: no data

Remus Lupin: cypress wood, unicorn hair core, “pliant” flexibility, 10 and 1/4 inches

Nymphadora Tonks: no data

Bellatrix Lestrange: walnut wood, dragon heartstring core, 12 and 3/4 inches

Dolores Umbridge: birch wood, dragon heartstring core, 8 inches

Newt Scamander: no data

Lily Potter: willow wood, 10 and 1/4 inches

James Potter: mahogany wood, 11 inches

Garrick Ollivander: Hornbeam wood, dragon heartstring core, “unyielding” or “quite bendy” flexibility, 12 and 3/4 inches

For more on Harry Potter: Wizards Unite, you can find all the important details in our roundup article. We have a guide to battles, fortresses, and Wizarding Challenges, a feature on how to get more Spell Energy, and an explainer on Professions–be sure to check them out!