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TheSprinter85's avatar
4 years ago

Upgrade Discussion: Electric Slide Upgrades!

Here we are at the Electric Slide upgrade discussion!

Unique Upgrades

Malfunction (2 upgrade points): Every time you reload, you automatically create an electric explosion around you, which deals about 35 damage to enemies that are close to you, giving you a way of dealing damage while waiting to reload. This is useful if you want to have an extra way of dealing damage to enemies, have a form of self defense while reloading or to finish off a weakened enemy that is close to you. You can manually activate this reload when you like, by shooting some shots, starting to reload, sprinting to cancel it, and then starting the reload again. 

Jazz Hands (3 upgrade points): This upgrade is bugged and will do nothing if you use it, so equipping it will currently waste your upgrade points. I really hope this gets fixed. Here is what it is supposed to do: By dealing damage with your Boogie Bolt, you stun your enemies twice as fast, meaning you need to land less consecutive shots to temporarily stun your enemies. This is great for stopping the enemies in their tracks more often, and simply if you want to make use of landing the stun effect of your primary weapon more often.

Chain Lightning (3 upgrade points): Your Boogie Bolt can arc to an additional enemy if there are enough enemies around, which means you can hit up to 3 enemies per successful attack you deal, instead of 2, essentially meaning more damage against groups of multiple enemies. This is really useful if you wish to be more effective against enemy groups, you want to deal more total damage, or when there are masses of enemies around. The additional arcing effect means that you may be able to reach and vanquish weaker enemies even more easily as well.

Jumper Cables (3 upgrade points): Your Boogie Bolt has a longer arc range, which means the electricity will spread to enemies that are spread further apart than normal. This means that your enemies do not have to be as grouped together and you should still be able to trigger the arcing effect, even if your enemies are quite spread apart. If your enemies are trying to spread out because you are dealing grouped electric damage, you may be able to continue to successfully dealing arcing damage for longer due to the longer arc range as well.

Unique Ability Upgrades

Funky Bouncer

Amplification (2 upgrade points): You can capture your enemies from further distances from the Funky Bouncer, meaning you are basically more likely to collect more enemies with each use of Funky Bouncer. This is useful if you want to collect them all, of the enemies anyway. You may be able to push multiple enemies off a cliff this way, or to scatter your enemies more easily. This becomes very useful when enemies group quite heavily, but the extra capture range means that you are more likely to collect more up anyway.

Conduction (3 upgrade points): For each enemy you capture with Funky Bouncer, you get a cooldown reduction on your Disco Tornado of 2.5 seconds. If you wish to use your Disco Tornado more frequently, you can use your Funky Bouncer and this upgrade to collect as many enemies as possible each time you use this ability and reduce the refresh time of your Disco Tornado as much as possible, and so you can use Disco Tornado more often, although do wait until you have just used your Disco Tornado to make the most out of this upgrade.

Outta Fight!

Maelstrom (3 upgrade points): While you are in your Outta Fight! state and you are inside a Disco Tornado, you deal an additional 50 damage per second to enemies that are really close to you while you remain in this state. This is a very effective way of dealing extreme damage to multiple enemies at once in a safe way as well, as you will also be invulnerable until your Outta Fight! ends. Activate your Disco Tornado, use Outta Fight!, then expand the Disco Tornado when you are ready and quickly stand inside it for lots of damage to enemies.

Defibrillated (4 upgrade points): In your Outta Fight! state, you automatically reload and continuously gain health during this ability. This is really useful when you are getting low on health, as using Outta Fight! gives you a way to heal yourself effectively without even taking damage at the time, then you can continue fighting, and this is also an effective way to reload ammo without being left vulnerable for any time. You can stay in the fight much longer this way and can use the duration of Outta Fight! to change your positioning.

Disco Tornado

Turbulence (2 upgrade points): Whenever an enemy takes damage from your Disco Tornado, there is a 1 in 3 chance of them getting temporarily stunned for about 1 second, which means they cannot attack or use their abilities. This is really useful for reducing the chance of an enemy escaping from the Disco Tornado or making them even more vulnerable to your attacks, as well as your allies. The frequent damage that the Disco Tornado does to enemies while stuck in it will make the stun activate a lot, although note that you have to expand the Disco Tornado first.

Cooling Sparks (3 upgrade points): For each enemy you vanquish with your Disco Tornado, you get a cooldown reduction of 7.5 seconds, which means that you will be able to use this ability more frequently if you can successfully get vanquishes with it. To get these vanquishes more easily, focus on grouped enemies and enemies that are on low health for better results.  Vanquishing multiple enemies will give you access to this ability again very quickly, so if you like to make use of this ability often, this is a great upgrade to make use of.

The upgrades for Electric Slide are here! These upgrades are useful for improving your effectiveness against multiple or grouped enemies, allow you to make your abilities more powerful or to use them more often under certain circumstances. Some of these upgrades seem incredibly useful, although they generally have a high equip cost to go alongside it.

3 Replies

  • @TheSprinter85 Malfunction: great in ops. How is any plant suppose to see this coming? It would feel awful to die to since you had no counterplay.

    Jazz hands: At this late since the cancellation I don't think popcaps gonna touch any pvz shooter even if it's to blantantly fix something they screwed up. I can imagine this upgrade being extremely annoying to fight against.

    Chain lightining: basically an electrical arc upgrsde now allowing you to hit more targets. Solid upgrade.

    Jumper cables: good upgrade.

    Amplification: could be okay if the bouncer was so buggy.

    Conduction: decent if it works on a large amount of enemies.

    Maelstrom: this upgrade seems really specific and if plants aren't already gstting away from the tornado they were gonna die anyway.

    Defribrilated: I hate this upgrade. It's almost always a win button for slide with no downsides and there is no way a plant can see it coming. Energy warp was NEVER this busted and unfun to fight against.

    Turbulence: how's a plant suppose to know about the potential stun if they have to cross it?

    Cooling sparks: *redundant comment about ops here*.

    I've begun to notice that a lot of upgrades are simply cool down reductions or health/restorations.



  • Electric Slide is a new character who I love the idea, but she has some issues and upgrades that if fixed would make her more fun to play as and against.

    Malfunction: I use this one on a build, as I find it amusing. That being said, it is of limited use in multiplayer, but decent in PvE.

    Jazz Hands: Was it always bugged? I don't remember. The idea is solid though. Stun is annoying to get hit with, but it's not as bad with ES's version as it can be in some other games where you're vulnerable for a long time.

    Chain Lightning: & Jumper Cables Great upgrades to be sure. The reason why a lot of people get annoyed at Electrician in GW and GW2 is how many people he can hit with it's massive AoE. Using both together makes you almost as effective against large groups of plants in a similar fashion, but it leaves you with only 1 point left for other upgrades if you do that, and as usual for large AoEs, it's much better in PvE than multiplayer.

    Amplification & Conduction: Funky Bouncer is very unreliable so these upgrades are less effective than they could be if that were not the case. When they do work, amplification can certainly be nice to toss lots of AI off the ledge at the Ops spots on Z-Tech Factory, and Conduction means more uses of Disco Tornado, which is a decent ability despite its own problems (like getting stuck on almost any change in elevation).

    Maelstrom: Generally, you use Outta Fight to get out of combat, not to hang around, so not the most useful upgrade unless you plan for this well. It can be powerful when you do plan that out though, it's just not seen much as Outta Fight is used mostly to just run away.

    Defibrillated: This is the upgrade that makes this character so obnoxious to fight against. Get in a bit of trouble as an Electric Slide, hit this, and while invulnerable you heal and get ammo back. This thing is busted and annoying to deal with. It shouldn't be a thing at all, much less costing only 4 points. If we get this character back in a new game, and I do like the character so I hope we do, this thing has got to go.

    Turbulence: The stun is short and makes this ability more effective. At 2 points it feels fine as the stun doesn't last long and doesn't trigger all that often from my experience, but does increase ES's damage without making this ability oppressive, so it works out well.

    Cooling Sparks: Getting your AoE damage ability back faster by using it for what's designed for, works out well. It's of course better against AI hordes, but it's fine in multiplayer too.

  • Let us go over these upgrades:

    Malfunction: This just in, reloading now counts as an attack, which is kind of cool. You can use it when enemies get close to you or when surrounded by enemies, or to push for damage when an enemy is nearly vanquished and you need to reload. You may not always find it useful, but it is cool.

    Jazz Hands: This upgrade does not currently work but let's assume it does. If you can continue hitting your enemies rapidly, you can stun them multiple times, effectively stunlocking your enemies and making them unable to properly retaliate against you, which can be great.

    Chain Lightning: Becoming even more effective against enemy groups is great for this character. You will not get much use if only a couple of enemies are around, but when multiple enemies bunch up together, you can use this upgrade to deal way more damage than you may be used to.

    Jumper Cables: Because the electricity now has a longer range, you can use this on enemies that are splitting up or that may not be as close together as you would like them to. Great for becoming even more effective against your enemy groups, and to reliably chain your electric damage.

    Amplification: Your Funky Bouncer can now reliably capture more enemies, which can bunch them up if they were further apart. Use your Funky Bouncer to bunch your enemies up and shoot them for more efficient damage. Pushing your enemies away has never been any easier now, has it?

    Conduction: Any enemy caught by your Funky Bouncer will reduce your cooldown on Disco Tornado, so this upgrade can be great if you want to use Disco Tornado often. Corral as many enemies as possible with Funky Bouncer, and you can get use from your Disco Tornado even more often.

    Maelstrom: This upgrade is tricky to set up, but gives out excellent results if executed properly. Activate your Disco Tornado, then use Outta Fight! You can detonate the tornado in Outta Fight!, and you got to stand in it while invincible, and you can deal loads of damage to enemies. This is excellent when many enemies are near you and can yield you excellent results.

    Defibrillated: When you use this upgrade, you theoretically gain a second life, as you can wait until your health is nearly empty and use it to heal, while being immune to damage and changing your position. This upgrade is kind of insane, so perhaps the total healing you should get is half of your maximum health, and no more than that, instead.

    Turbulence: The only real issue is that this is a chance, but being able to stun all enemies caught in your Disco Tornado when they take damage can make it really hard to escape and easy for you or your allies to finish. Use your Disco Tornado on grouped enemies and use your primary weapon to improve your stun capabilities further.

    Cooling Sparks: If you can get multiple enemy vanquishes with each use of Disco Tornado, you can use this ability multiple times in rapid succession. Use this to your advantage, target low health enemies and grouped enemies, and you will be dealing enemy groups faster than they can deal with you, hopefully anyway.

    Electric Slide has a bunch of upgrades to more effectively deal with enemy groups and for lowered refresh times on her abilities so they can be used more frequently. These can be used well to deal with enemy groups quickly and to cause havoc to your grouped enemies. Surprise your enemies with a sneak attack for improved results and have fun.

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