Character Guide - Super Brainz!
Hey everyone,
This guide series aims to cover each playable character in the game with some depth and detail involved. In this guide, I will cover Super Brainz.
I used the following link for some of the information in this guide, the rest of it is my own information, however you can also refer to the link if you want to know more about Super Brainz, go here: https://plantsvszombies.fandom.com/wiki/Super_Brainz_(PvZ:_BfN)
Overview of the Character
Super Brainz is an Attack character on the Zombies faction that punches their enemies, and has 175 health by default. Its has a primary, secondary weapon and a shield which all do not count as abilities. Its primary weapon is "Heroic fists".
"Super Brainz are close-range brawlers. They close gaps by either leaping in or pushing forward with their Alpha Better Shield."
Secondary Weapon: Ultra Flying Fist - Hold (attack button) to charge up ranged fist attack.
Special - Project a personal shield by holding (aim button) and move faster while it's deployed.
Primary Weapons and Abilities
Primary Weapon
Primary Weapon: Heroic Fists. It is a 3-punch combo that have short delays in between each punch, and after each combo of punches as well. The first punch in the combo deals 30 damage, the second punch does 35 damage and the final one does 42 damage, meaning he can deal a total of 107 damage to enemies that are hit by this full combo. The Heroic Fists have infinite ammo and does not overheat, but it is limited to close range, and you do not move around as quickly while using this attack. You can cancel this attack during the combo if you do not wish to execute the whole combo, but you will not able to deal as much damage to enemies. You can punch multiple enemies at the same time if they are all close enough to you.
Secondary Weapon
Secondary Weapon: Ultra Flying Fist. It is the secondary weapon for Super Brainz, which is used by holding the attack button for enough time. you will charge up a ranged fist attack, but do note that this attack does not have infinite range. It has 3 stages of charge, if you get it to the first stage, it deals 21 damage to enemies that it hits, if you get it to the second charge, it does 50 damage to enemies. If you have fully charged this attack, it deals 71 damage to enemies that it successfully hits. This allows you to hit your enemies from a bit of a further range, but you still need to be relatively close to enemies to even be able to hit them.
Tertiary Weapon: Alpha Better Shield
Tertiary Weapon: Alpha Better Shield. It is the tertiary weapon for Super Brainz (secondary, if you simply count the Ultra Flying Fist as a charged up primary weapon). While you hold the aim button, Super Brainz pulls out the Alpha Better Shield, which is a personal shield that does not count as an ability. The shield has 160 health, and it has the unique ability where you move faster while the shield is active (if you do not include sprinting), instead of slower, unlike other shields. Just note that you cannot use your primary or secondary weapon while holding the shield. This is useful for closing the distance with your enemies with ease, or to protect yourself when you are low on health.
Abilities
Turbo Twister: This ability makes you spin rapidly, which pulls enemies towards you and deals quite high and rapid damage to enemies caught in your twister, over a short duration of time. If you are close to lots of enemies, or lots of enemies are close to you, you can use this ability to some really decent damage or to get vanquishes. Enemies can have a lot of trouble escaping this ability, unless they use an ability that provides immediate movement to get away. Do take into consideration that you cannot cancel this ability or do anything else while this is active, so be mindful of when you do this ability.
Turbo Twister Character Upgrades:
- Typhoon (2 upgrade points): When you hit enemies with your Turbo Twister, your enemies get knocked both up into the air and backwards. For some reason, this seems to knock burrowing Chompers out of Burrow. This can be a great upgrade to use if you like to confuse your enemies or to make it harder for your enemies to fight back.
- Recuperate (3 upgrade points): Dealing damage to enemies with your Turbo Twister heals you, by about 4 health for each time you deal damage to any enemy. You can gain overhealth in this way. This upgrade is great if you need a quick health boost, or if you aim to hit multiple enemies with your Turbo Twister at once, as you can gain lots of health at once.
Hyper Jump Thump: This ability launches you high into the air, then land back on the ground, which produces a shockwave which deals some damage to enemies which are close enough to be caught in the shockwave. You can actually move quite far while using this ability, so you can use this ability as an easy way to get around, get close to enemies or to retreat from a fight. Enemies hit by the shockwave gets pulled in towards you, so this is a good opportunity to use your Turbo Twister ability of enemies, especially if you hit a bunch of enemies.
Hyper Jump Thump Character Upgrades:
- Fallback Plan (3 upgrade points): If you do not deal any damage to enemies whenever you use your Hyper Jump Thump, you get about an 8 second reduction on your cooldown time. This is really useful if you prefer to use your Hyper Jump Thump as a form of mobility, if you wish to use the ability often or if you want to use it again quickly if you miss your enemies.
- Hero's Moment (4 upgrade points): For each enemy you deal damage to with your Hyper Jump Thump, regardless of the amount of damage you end up doing, you gain 15 health. You can gain overhealth in this way. This is useful if you need a way of getting some quick health, intend to hit and pull in multiple enemies with this ability or if you wish to try using the Recuperate upgrade with this one and do the Hyper Jump Thump and Turbo Twister combo to gain loads of health.
Super Ultra Ball: This ability launches an explosive ball, which does about 150 damage to enemies on a direct hit, or about 25-50 damage if you deal splash damage. This is the only way to deal damage at any range with Super Brainz, so be mindful of when you decide to use this. This can be effective against enemy groups as well, as you may be able to directly hit an enemy and deal splash damage to additional enemies. This ability has a bit of a delay involved before it resolves, and you are unable to move around during this delay, so think about where you decide to use it so you do not get vanquished easily.
Super Ultra Ball Character Upgrades:
- Extra Special (1 upgrade point): When you activate your Super Ultra Ball, during the delay before it is fired, your Alpha Better Shield is automatically held out for you, without you needing to do anything. This is really useful if you wish to use your shield more often, if you do not normally use your shield at all or wish to stay protected while you use this ability.
- Scorched (3 upgrade points): When your Super Ultra Ball is fired out, it leaves a lingering area of damage where it hit, enemies that walk into that area within the next about 6 seconds takes minor damage rapidly while they are in the area. This is great to use if you wish to do extra damage with your Super Ultra Ball, or if enemies tend to cluster around an area, which you can shoot your Super Ultra Ball at and, even if you miss, you have another opportunity to deal some decent damage.
Legendary Upgrade: Brainium Basher!
Super Brainz has a unique legendary upgrade called Brainium Basher! This changes all of Super Brainz's primary attacks, in exchange for more mobility and potential damage output. However, you lose the regular attacks and the shield. Your primary attack becomes a charge up dash attack, which deals 50 damage if not charged, and 125 damage if fully charged. You propel yourself in the direction that you released the attack in, and it can go really far if you fully charge it, allowing you to be more mobile. Your secondary attack becomes an uppercut, which deals 40 damage to enemies it hits, and leaves you and them vulnerable in the air for a short while.
Find out more about this legendary upgrade, including some gameplay, in my guide devoted to this upgrade here: https://answers.ea.com/t5/General-Discussion/Legendary-Upgrade-Brainium-Basher-9001-Guide/m-p/9450113/highlight/true#M26189
Exclusive Character Upgrades
Super Brainz's exclusive character upgrades are as follows:
Reach (2 upgrade points): When you deal damage with your Ultra Flying Fist to enemies, you gain a shorter charge time for your Ultra Flying Fist if you charge it up again, by about 33% less time to charge, meaning you can use it frequently in rapid succession if you deal damage. This is great if you prefer to use your Ultra Flying Fist against enemies, or if your enemies try to escape from you. This applies only to your secondary weapon.
Stick and Move (2 upgrade points): If you successfully perform your 3-punch combo on your enemies using Heroic Fists, you gain a movement speed increase of about 50%, for about 3 seconds. This allows you to move to another enemy or to get out of a fight with relative ease. This can be useful if you intend to use your punches a lot, or you wish to move around faster to approach enemies or to retreat.
Ultra Combo (3 upgrade points): You get an additional, fourth, punch in your Heroic Fists, normally 3-punch combo, meaning you can punch enemies up to 4 times, instead. The bonus punch deals 50 damage, so you can deal a total of 157 damage to enemies hit by your full punch combo. This can be really good to use if you intend to use your punches frequently, or you wish to improve your damage output.
Speed Bag (4 upgrade points): Whenever you get a vanquish, the rate of fire of your Heroic Fists is increased by about 7.5% for 10 seconds. This upgrade can be stacked up to 3 times at once, for a maximum of approximately a fire rate increase of 22.5%. If this buff is already in effect and you get another vanquish, it stacks and the buff timer gets reset. This upgrade is great to use if you want to get lots of vanquishes or if you wish to deal more damage to enemies.
Usefulness in Situations
General
More effective against closer targets and grouped enemies, due to Heroic Fists, Hyper Jump Thump and Turbo Twister only being effective against enemies at close range and because Turbo Twister and Super Ultra Ball can be effective against enemy groups.
Reviving Allies
- Use your Alpha Better Shield while you are reviving to protect yourself from incoming fire. Place it where you are being attacked from, if applicable.
- You can use your Heroic Fists on enemies that get really close to you, as they are still effective at that range.
- You can charge up Ultra Flying Fists, if you do not need the shield and you wish to continue dealing damage to enemies.
Contesting the Objective
- Punch nearby enemies with your Heroic Fists, or charge up your Ultra Flying Fist on enemies further away.
- Use your Alpha Better Shield to protect yourself and increase your survivability, especially if you have been damaged.
- Use your Hyper Jump Thump to try and pull in a group of enemies, then try and use Turbo Twister to vanquish as many as you can.
- Use Super Ultra Ball on an easy target, or on a group of enemies, if possible.
When Abilities are Negated
- Once you have collected an item, use Heroic Fists on enemies that dare get too close to you.
- Charge up some Ultra Flying Fists if there are currently no enemies nearby, or if there are some, but they are too far away.
- If you have the Crystal Dog in a free-roam region, hold your Alpha Better Shield for lots of protection.
- Activate your Super Ultra Ball before you collect an item for a possible vanquish.
Tips
- When possible, try to aim for enemies that are closer to you or that are grouped for best results to get the most out of Super Brainz.
- Use your Heroic Fists on enemies close to you or that you are close to, and your Ultra Flying Fists if your enemies are further away. Use Alpha Better Shield if your enemies are way too far to close the gap, or to protect allies while they shoot your enemies.
- Try to use your Turbo Twister on clumped enemies, as you can deal serious damage to the enemy team this way. Use the Hyper Jump Thump to close the gap and pull enemies in, then Turbo Twister as a finisher.
- Use your Hyper Jump Thump to get close to enemies, to close the gap, or to retreat. You can also use it as a way to finish off weakened enemies or use Turbo Twister on enemies that you pull up.
- Use Super Ultra Ball on targets that are unreachable, or on a group of enemies. Be mindful of when you use it as you are vulnerable during the ability delay.
These are my Super Brainz tips. Thanks for reading!
Great job on the breakdown of SB... He is just so overpowered if you know how to use him or unfortunately are up against him.