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- @Stringer2048 Imp is good against single targets, especially with gravity grenade. Impkata is good for finishing off plants who have low HP. Overall, he is a good flanker.
Z-mech is a little difficult to keep alive, so the best thing to do is to deploy it as close to the plants as possible without letting them see you. If you do that, Z-mech can be good for flanking too and is pretty powerful at close range. If you find yourself surrounded, Explosive Escape will help a lot. - @Stringer2048 I use ripcord with imp, I find impkata very useful for being a fail safe, if I’m ever in combat and they are at low up, or if I run out of ammo, it’s great to use! It’s also pretty risky because of how vulnerable you are while using it, ripcord greatly reduces that vulnerability! I also use the supermassive upgrade, probably since I’m used to the GW2 gravity grenade being... well... supermassive! If your in combat, it’s best to stay agile, like nightcap, try your best to dodge projectiles and be an annoyance. Use Z-Mech when behind cover so people can’t spray you with bullets the moment you transformed!
- @Ninja2Blade does the arm day upgrade make any difference noticeably with his recoil, or can I just take it off
- @Stringer2048 The only useful thing arm day does is allow you to do consistent damage from long range, it doesn’t really affect close to mid range all that much, and since imp is good for flanking and getting up close, it’s pretty useless for him!
- @Stringer2048 I normally use either combo, supermassive, and ripcord, or I use ripcord and centripetal force. The first one is better overall in my opinion, and good if you have great aim, but the second one is better for being efficient with impkata and making it your go-to move, it’s also better if you have bad aim, since impkata has auto aim
- @Ninja2Blade ok thx, but lastly, is mech hunter worth it
- @Stringer2048 Oh definitely worth it. You mech will be available much quicker. I use it all the time, and Z-mech has very powerful abilities
- @Stringer2048 I don’t really use it, I mean it’s useful, but for battle arena it’s useless, and in TT almost everyone on the opposing team targets the mech! I really like the mech, but I don’t think it’s worth losing upgrades that can really increase your value as an imp, but it’s your choice!
I use Mechhunter, Butt Booster and Fearless as my main build where I plan on using my Mech often and Centripetal Force, Ripcord and Combo on another where I’m planning on being on foot more.
Staying mobile with the Imp is important, little swervy motions, jumping and double jumping helps your survivability when on foot. When you call your Mech resist the urge to act like you’re invincible- you’re a big target and you won’t last long if you’re reckless. Also, try to keep an eye on the health bar of your Mech and deliberately eject when you can instead of allowing the Mech’s health to reach zero- ejecting when you want gives you the self-destruct blast radius whereas having your Mech destroyed doesn’t, and you get trapped inside for a few seconds which increases the chance the Plants will be ready when you get ejected.
Imp is my favorite character, and the first Zombie I mastered. Once I've mastered every other class and gotten the "Time to seriously go outside" award for mastering 20+ characters, I'm going to start using him all the time again. There are three main points of advice I have for successfully playing as an Imp:
1. Be aggressive, and don't be afraid to head out alone. If you get the drop on someone, you'll usually always win as long as you're consistently applying damage. Gravity grenade, then get right up close and personal (unless it's a Chomper, then keep a bit of distance) and you'll usually get a vanquish long before they can hit you back. The only thing I can't stress enough is to not let them get high ground on you, especially if they're using a character like Oak or Peashooter and targeting you with Splash damage. In addition, try to approach from the side. Throwing a Gravity Grenade from the side and unloading a clip can often net you easy multi vanquishes.
2. Point towards your opponent when using Impkata. The damage increase for opponents caught in your crosshairs is significant, and again, your main concern should always be killing your target as fast as possible, since you're squishy. I'm surprised at how few players actually use this function, it can allow you to vanquish just about any plant before Impkata runs out. Obviously be wary of Citron during this.
3. DO NOT DEPLOY YOUR Z-MECH IN PLAIN SIGHT! Seriously. This is the biggest blunder an Imp can make. Your Z-mech is massive, powerful, and has a lot of health, but you're a HUGE target. Your size greatly works against you, and summoning your mech where the opponent can see you is more than enough time for a clever peashooter to go into gatling mode. As with the regular Imp, the mech is best used as a surprise attack, or as a way to make a pursuer regret chasing you. Enter your mech where the opponents can't see you, and try to get the drop on them. If they're engaged with your team at a Turk Takeover checkpoint, for example, a good Rocket Volley from the side can pretty much guarantee a garden capture. If they're distracted with a firefight with your allies, you flank them and get a ton of vanquishes. Not to mention that you definitely want to reserve your mech's death for Explosive Escape. You might be a tank, but you are also a massive target. Be sneaky at all times, as much as you are able, whether in Z-Mech form or not.
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