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Re: Upgrades Discussion: Super Brainz Upgrades!

@TheSprinter85 Reach:good if you can pop off flying fists.

Stick and move: hit detection will now spit in my face. How's a plant suppose to know you'll suddenly move faster?

Ultra combo: good of it lands but how is a plant suppose to know a 4th punch is coming?

Speed bag: good if hit detection doesn't crap out. Great for ops.

Typhoon: kinda counterproductive since it knocks enemies away and the twister lasts like 2 seconds.

Recuperate: great in ops by seriously how is any plant suppose to know your twister will heal you.

Fallback plan: pretty good but it also adds into superbrainz mobility being a bit much.

Hero's moment: good in both ops and multiplaysr but once again why does superbrainz get so many healing upgrades.

Extra special: would be fine if the shield was so buggy.

Scorched: good in ops. Actually leaves an aoe plants can see. Decent upgrade.


Branium basher: any move that after a short charge allows you to kill 3/4ths of roster in one hit with an easy follow up and godlike mobility is not balanced in the slightest and it makes me wonder how it got of the drawing board and into the game. Now superbrainz has reinforced zombie supremacy after steam blaster snapped it like a twig.


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