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.