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stukapooka's avatar
4 years ago

Boss discussion: Disco zombie

Disco zombie

Bfn Description: He'll make sure you get down, and stay down!

He's armed with a rapid-shooting recorder he actively carries and a high-damage whirlwind attack he'll use if you get too close. His attacks are named Disco Stick and Disco Whirlwind. He can also bite enemies when Disco Whirlwind is reloading.

Gw: Triggers the super disco wave which summons backup dancers to his aid. Has a special intro where he has a spotlight turning on in a dark room. Then, a disco ball appears from the floor, and he unearths himself. He then summons four Backup Dancers and gets out of the hole. Then he kicks the stone near the hole and whirls in dance. The recorder then comes out of the hole and grabs it. In bfn he tries to mimic this with lights from the ground.

Gw2: spawns in dancers and customized imps. Same as gw1 otherwise.

Bfn: Has electric slides, tv heads, and browncoats in elite waves. Summons browncoats instead of dancers. His elite wave has him spin and become invincible once a quarter of health is gone until he is lured to a gramophone. His hair and shoes have been altered. Only 10 minutes to defeat him.

All elite waves with him play: Boogie your brainz right over here.

The disco stick shoots 15 bullets, with each bullet dealing 4 damage. Rapid fire. Disco will spin before using it.

Disco whirlwind deals 35 damage. It activates when he approaches an enemy and this also deals knockback. After that, he will be stunned for 5 seconds and stumbles around dizzy. Can be stopped by burrow. Is invincible when activated.

Disco jump: uses his disco ball as a helicopter to reach high rooftops.

Uses the disco crunch to bite enemies up close. Only used when his whirlwind is recharging.

Summons a trio of backup dancers. They have roughly 100-125 health and deal 25 damage. Can dance there way onto rooftops.

Health in gw games:

Easy: 1200 HP

Normal: 1800 HP

Hard: 2400 HP

CRAAAAAZY: 3000 HP

Most noticeable in the PS3 version of gw1 but his suit has sparkling lights on it. He has fish swimming in the bottom of his shoes which appear to be glass much like his pvz1 Design. Still in gw2 but not really noticeable.

Only boss zombie affected by flag zombie and can be frozen by iceshroom in gw1.

When using disco jump he will strike a dancing pose.

His rapid attack can be stopped by the Chomper's Goop ability in gw1

However, in gw2, he will no longer cancel his attack, and he will shoot while gooped.

He moonwalks walking backwards and dances upon death.

Fights in the backyard.

Can be heard saying "Ah yeah", "Get it on", and "Boogie".

He's a really easy boss but I dont think that's necessarily bad as he's good for newer players to learn the mechanics of ops as he forces them to leave the rooftops or risk being flung off. Him being vulnerable for 5 seconds makes him easy prey when your team is coordinated but still a handful on crazy if he backs you into a corner with whirlwind. Still easy though as gw1 pots could severely chip away his health. His dancers can actually be quite threatening in the higher difficulties since they can get on rooftops and hit hard.

Removing the stylized intros from gw was a mistake and while bfn tries to be a bit more cinematic it also falls flat with the lack of customized environments, backup dancers, and the inferior lighting.

His elite wave in bfn is also a joke as it's a rip off of his disco whirlwind but now with colors. It's just a dragged out fight that's has been padded to the extreme. And while disco's always been a pushover he really suffers from the lack of difficulty in bfn as he can't scale accordingly and browncoats aren't threatning the way dancers were.

2 Replies

  • As I'm sure you and other veterans know, disco zombie first appeared in the original PvZ to replace the original dancing zombie that resembled Michael Jackson from his very popular Thriller videos (my mom loved that album and a song that has the grand master of horror; Vincent Price, speaking in his haunting voice upon it can't be bad). They made the swap after Michael passed away and it's actually better for the series with all the disco jokes he brings with him.

    Love the stylized intros for super boss waves in GW, wish 2 would have kept that.I especially love the super Yeti boss wave cut scene with the Slurpee!

    He is the easiest boss, even his elite version in BfN is very easy unless you get someone that just doesn't cooperate with the gramophones. I'm not against having bosses of varying difficulty, but he's so much easier than some of the others (like Yetis and the GW2 Super Bean), that I wish they'd make the bosses a bit closer in that regard. The difference between a super disco wave and a super yeti wave in GW2 is massive.

    The lack of individualistic AI minions for the bosses in BfN is a big reason as to why the Ops in BfN are so disappointing. The lack of back up dancers, vampire zombies, and the others, plus they could have made new keyed minions for other bosses and the new dill pickle boss, is a huge issue with BfN and also makes it less engaging and interesting. They do use the Electric Slides with this guy at times, which helps some, but having him summon generic brown coats is a major loss.

    I miss the ability of Chompers in GW and GW2 to burrow under him to interrupt some of his abilities, even though of course he can't be swallowed.

    Watching unaware players and AI get utterly destroyed by his disco ball spin is amusing to be sure. But he otherwise isn't a huge threat, and I would largely consider him the beginner boss.

  • stukapooka's avatar
    stukapooka
    4 years ago

    @Iron_Guard8The zombie bosses are designed in a way where the more normal sized bosses like zen sensei, baron, and disco don't hit very hard but they can counter rooftops players which is something every gargauntuar boss struggles at. The regular sized bosses also have no aoe attacks and less health but can summon minions at will unlike the gargs who only get backup in waves.

    Yeti's the anomaly though as he's big but not as big as the gargs, fast, spawns minions, has aoe, can bomb rooftops, and can apply elemental effects. The only downside is his low health.

    Replaying gw1 ops and i understand that chompers more of a support and pressure character now as he bypasses armory, scares mooks away, slow their advance with spikeweeds, can one shot armor, and stun bosses for his team with goop.

    Bfn ops feels so stagnant as you're fighting the same enemies with no real difference in strategy as the high ground of rooftops is pretty much gone and now we have TV heads with knock back grenades so there's no real reason for them to program smarter enemies who can jump to rooftops. Compare daisy drive high ground to suburban flats rooftops in gw and you'll see what im talking about.

    He definetly feels like the beginner boss as he's in the early gw2 mission's. He also gets spammed in the backyard a lot and dies rather quickly to even weeds thanks to his 5 second stun.

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