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stukapooka's avatar
4 years ago

Ability discussion: sprint tackle and ultra tackle

Sprint tackle and ultra tackle.

Sprint tackle-default

Gw description:

With an amazing burst of speed the All-Star Zombie can charge his opponents causing heavy damage and sending them flying

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Bfn description:

Dash forward to send enemies flying. A vanquish with Sprint Tackle reduces ability refresh

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All star charges forward at the sound of a whistle in a ball of fire dealing 75 damage while plowing through all plants in his way. 30 second cooldown.

In bfn it deals the same damage but has a 14 sec cooldown and gets shorter upon successful. Also appears to not break through multiple plants.

Has two upgrades. Follow through: Sprint Tackle knocks enemies 9m (29.53 ft) upward and backward and Sprint Tackle refreshes after a vanquish with it. Enemies are knocked back further.

Shoot the gap:

Travel further when using Sprint Tackle

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In gw vanquishing 5 opponents in one session with sprint tackle gets you the offensive line achievement.

This ability is also used as Blitzer's main attack albeit nerfed in damage.

Ultra tackle-Super rare

Gw description:

Isolating himself in the Zen Tackle Tower for 5 years, the All-Star tried to master the art of tackling stuff. End Result? A more damaging tackle! But it can't be used as frequently

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All star charges forward in a even more visible fire like effect and deals 90 damage however he must wait 45 seconds to use it again. It can go through multiple plants.

All star yells BRAINZ upon use.

In gw1 this ability was nerfed from 100-90 damage, a change for the better.

I prefer the gw version honestly. Yeah its powerful given that it can bulldoze through multiple plants but it also has a lengthy cooldown and has more indication than the freaking imp punt. The bfn version also feels very janky and unsatisfying to use.

Ultra tackle players seeing a vampire flower: DIE UNHOLY CREATURE!

3 Replies

  • I had swapped to Ultra Tackle for a time but the shorter cooldown for the regular version makes it more practical when chompers are around so I swapped back to the regular Sprint Tackle in both GW games and stayed that way since.

    BfN's sprint tackle suffers from the same issue that many of the movement abilities in BfNl; awkward to use and the movement is not smooth at all. Add to that the fact that you just stop abruptly when you hit a plant just feels weird.

    It does have a much better warning than either Imp Punt thankfully. I see you posted that as well.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 I mainly use sprint tackle but i sometimes switch to ultra if theirs an high number of sunflowers.

    I don't get how bfn could make the abilities so unsatisfying to use and make them look worse in a lot of ways, especially since this is the 3rd game.
  • Charge time!

    SPRINT TACKLE

    Sprint Tackle for the All Star is an ability that launches the All-Star forward with a charge tackle, which deals damage and knockback to all enemies that are hit by the ability. In BFN, however, it only deals damage to the first enemy that you hit, although you can still hit multiple if the enemies are closely clustered This is really great for a burst of movement, which can be used to get into a battle or to escape a tough situation, although it deals significant damage to enemies so it can be used well by hitting multiple enemies. It travels a good distance as well so this can be used effectively to get even more use out of this ability. I find that this is a great ability, as it gives the All Star a needed mobility boost or can be used to deal heavy damage to plenty of enemies at once, meaning it is really quite a versatile ability. 

    GW Alternate Abilities

    Ultra Tackle: This ability deals more damage, launches you a further range and resolves more quickly overall compared to regular Sprint Tackle, however it has a significantly longer cooldown. All of these changes are beneficial apart from the longer cooldown, as the extra damage can vanquish enemies more easily or to deal even more damage, the longer range is great for more mobility or possibly being able to tackle more enemies and the quicker resolve time leaves you vulnerable for nowhere near as long, although you need to be strategic about when you use it because of the longer cooldown. I find this ability awesome, as it is a direct upgrade to Sprint Tackle, but you need to be mindful of the longer cooldown, which is fine.

    BFN Alternate Upgrades

    Shoot The Gap (2 upgrade points): Your Sprint Tackle travels a further distance than normal, which is great for better mobility or being able to make contact with enemies that are further away from you. This could also be useful for closing the distance between you and your enemies if you have no enemies close to you, or confuse the enemies as of to think how you were able to travel so far. I find this upgrade is useful, as the additional distance can really come in handy often, such as getting back to a fight more quickly or closing the distance between your enemies. 

    Follow Through (3 upgrade points): Dealing damage to an enemy with your Sprint Tackle deals additional knockback to them, which can be great for a quick follow up escape or just to create distance with your enemy. You also get a reduced cooldown on your Sprint Tackle if you successfully vanquish an enemy with it, which is great if you want to use your Sprint Tackle more frequently. I think that this can be a useful upgrade, the extra knockback will not always be needed or necessary but it could be useful in some situations and the reduced refresh time of Sprint Tackle when getting a vanquish with it can be great as you can use it multiple times in relatively quick succession.

    Conclusion

    This is a great ability that can be used in many different scenarios, such as closing the distance, dealing heavy damage to enemies or for a good form of mobility which can be used for getting back to a fight or escaping. This ability is very versatile, but has quite a cooldown so it is a good idea to decide a good time to get use out of it. I really like this ability, as it helps the All Star to get around more easily and it is a good way to deal plenty of damage in a firefight.

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