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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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