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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Imp Upgrades!

This is the Imp upgrade discussion post!

Unique Upgrades

Butt Booster Booster (1 upgrade point): When you use your second jump, you hover in the air for an extra 2 seconds. This is good if you like to stay airborne, to reduce your chances of being hit, or you like to be very unpredictable when you attack. Imp normally can be hard to hit so use this to confuse your enemies further.

Arm Day (3 upgrade points): Your Imp Blasters have 25% less recoil on them, which means you can make your shots more accurate, and you can become more effective at long range. You should hit more shots, overall, if you use this upgrade. You should still find this to be useful when you attack at close range.

Mech Hunter (4 upgrade points): Whenever you deal damage to enemies, your Robo Call refresh time is reduced, which is great if you like to use your Mech more often. You can focus on hitting enemies that are easier to hit, and that have more health, with this upgrade, to reduce the Mech cooldown even more effectively.

Ability Upgrades

Pod Powered (1 upgrade point): When you use Explosive Escape to eject from your Mech, you gain a 25% boost to your movement speed for 5 seconds. This allows you to do a nice rapid escape or to get away from a situation where your enemies are swarming you and there is not much way out, while you leave with a bang.

Supermassive (2 upgrade points): The size of your Gravity Grenade is increased, which means it will be easier to capture enemies and you can capture more enemies at once, and more easily. You can use this to capture enemies that are not as close to each other or that are more spread apart.

Ripcord (2 upgrade points): Your Impkata's rate of fire is increased by 25%, meaning the ability will deal damage to your enemies faster, as well as resolving faster. You can use this in order to deal damage to enemies more quickly, or if you want to be vulnerable for a shorter amount of time as you can be hit more easily in Impkata.

Multiplying Madness (2 upgrade points): Whenever you get a vanquish using your Missile Madness, the refresh time of the ability is reduced by 9 seconds. If your enemies keep grouping, or you love or are good at using this ability, this is an excellent upgrade, and the reduced refresh time can stack as well.

Aftershock (2 upgrade points): Enemies get knocked upwards and take knockback when they are hit by your Bionic Bash. Use this to keep distance between you and enemies, as it is hard for you to hit enemies right in front of you, or to scatter your enemies around.

Energize (3 upgrade points): If you successfully deal damage to enemies with your Bionic Bash, you gain about 12 seconds of fuel for your Mech, and you gain 25 health, which stack if you hit multiple enemies. Normally, while in your Mech, you cannot gain fuel for your Mech or heal or gain health, so if you wish to use your Mech for long periods of time, or as long as possible, this upgrade is a must.

Centripetal Force (4 upgrade points): When you use your Impkata, you move around much faster than normal, and you are allowed to jump at any point during the Impkata. This is an excellent way of catching up to retreating enemies, or to massively reduce your vulnerability during this ability. You normally cannot jump during Impkata so this can be really useful.

Those are all of the upgrades for Imp! Imp gets a variety of different and useful upgrades, including ones that give him his Mech more quickly and an upgrade that can potentially allow him to stay in his Mech forever, which is actually really cool. As he gets lots of unique upgrades for his abilities, players have plenty of choices of what abilities or general stats they can boost, including a cheap upgrade which most players could use if they have a point to spare.

3 Replies

  • @TheSprinter85 Butt booster booster: I gotta disagree and say this actually makes imp much more predictable and vulnerable.

    Arm day: pretty good due to how badly they nerfed imp with recoil aince they couldn't be bothered with fall off.

    Mech hunter: how's a plant suppose to know that your mech will be back faster? Still seems decent enough.

    Pod powered: good to escape but it doesnt since the explosion radius in bfn covers 5 square miles.

    Suppermassive: make one of the worst upgrades on the game slightly bigger. Still bad.

    Ripcord: impkata's already terrible so I wonder why you would carry this to begin with. Especially since you have to ramp up damage anyway. The beat thing this upgrade does is end the ability faster.

    Multiplying madness: good if your good at hitting missiles.

    Aftershock: if a plants close enough for a bash it most likely will be enough to finish them with a simple follow up so I don't really see the point.

    Energize: making the mech even better in ops and a little less meh in multiplayer since you better pray there's only one citron.

    Centripal force: makes impkata better but it's still impkata.

    Imp's upgrades are pretty bad imo. He's already pretty underpowered in bfn due to the nerfing of powers like gravity grenade or imps massive close range recoil. The mech upgrades seem useful until you fight peashooter, citron, or oak who can easily shut you down in seconds before you can utilize your abilities.
  • Imp was new to GW2 and a fun character for sure. I miss the way the variants had different mechs, that was a huge lure of the class in GW2.

    Butt Booster Booster: Cheap upgrade and gives you more control over those jumping puzzles. I largely agree with @stukapooka though as hanging in the air longer makes you more vulnerable. This is similar to the long hang time on the moon maps in GW2 where the low gravity keeps you in the air and very vulnerable.

    Arm Day: Imp has always had a lot of recoil and reducing that means you can keep your shots on target more consistently. 

    Mech Hunter: I use this one a lot as getting the mech back faster is a great boon, even if you like actually using the mech like I do and not as just a big suicide bomb, which seems to be the most common mech play I've seen.

    Pod Powered: Since most mechs are used as giant bombs more than as weapon platforms, this is actually a decent upgrade as its cheap and you can get out of dodge faster. 

    Supermassive: One of the complaints about this ability in GW2 was that it's too large. Now they shrunk it in BfN, so making it bigger with an upgrade feels weird, but gravity grenade is not working all that well in BfN in the first place.

    Ripcord: I've never liked using Impkata much, not in GW2 or BfN. It's an amusing idea of course, but even with its armor in GW2, it takes away the Imp's primary survival ability; the agility. That being said, this means you get your damage out faster and can get back to full mobility faster, so not bad.

    Multiplying Madness: Another of BfN's ability that is amazing in PvE, especially Ops and skirmishes in free roam zones. It can be insanely good with lots of targets around.

    Aftershock: Indifferent to this one. Don't use it much to be honest.

    Energize: Now this upgrade I do use a lot. Again, it sounds like a broken record, but this is an ability that is so good in Ops and other PvE events with lots of targets. You can stay in the mech for a very long time with this in PvE, especially with some healing support. Not as good in multiplayer as either you'll get shot out of the mech, or blow it up quickly instead of being able to use it very long.

    Centripetal Force: Can't say much here as it's 4 of 7 points and I don't use Impkata much. I generally try to make all 3 of my character builds use as many different abilities as possible, but I've not used this one.

    Imp needed some work as when the zombie team had multiple mechs at once in GW2, it was a pain to deal with, singular mechs were mostly big targets as plant teams would focus them down quickly. Gravity grenade was also very obnoxious to deal with in GW2 so I fully get why they wanted to tone them down in BfN, but the class needs some work for a new game as the BfN version is not fully satisfactory and it butts heads with the station too often.

    Also, @TheSprinter85 did you do all the plants yet? I don't remember an Acorn/oak one.

  • Alright, here are my upgrade thoughts: 

    Butt Booster Booster: Alright, interesting thoughts. I feel like this upgrade becoming really useful depends on how you play Imp and if you can make use of the improved hover time. I used it today and got some use from it, although it should remain a cheap upgrade for sure as it absolutely is situational.

    Arm Day: The recoil is only going to have a huge impact when you play at long range. As you are more designed to attack at close range, you will not really need lower recoil when attacking up close, but if you want to attack more reliably from further ranges, try this upgrade out.

    Mech Hunter: B-b-back in the Mech! This is so great as you can take full advantage of your Mech and use it more often in a game. You can deal damage in any way to enemies and it does not matter how much damage you deal, just keep attacking and you can get your Mech back more quickly.

    Pod Powered: It depends, I suppose. It does not seem great, although it is cheap so that kind of cancels it out. You can jump from the Mech when you want, so when surrounded by enemies, get out of your Mech and use your faster movement speed to get back to the safety of your team.

    Supermassive: This upgrade seems really great, although the ability does not. You will get much more use from this when you go for grouped enemies, but that is about it. It should last for increased time personally, although enemies are more likely to walk into it while it is deployed.

    Ripcord: Super cool for sure. Impkata really does make you vulnerable, so why not get it over with more quickly? The increased speed makes it easier to charge up and resolve and your enemies are less likely to vanquish you during this time. It could be even faster though, you know.

    Multiplying Madness: Guess what? Missile Madness just became way better when you use this upgrade. It is great for dealing with grouped enemies, and if you can vanquish multiple enemies at a time, just keep using it in quick succession. Fun times and you can party now!

    Aftershock: This upgrade is decent but could be better. It is actually hard for your Mech to hit enemies right in front of you, so you can use your Bionic Bash when you use this upgrade to keep the distance and your enemies will be easier to hit, now that they are not right in your blind spot.

    Energize: What is this? Super rad is what! It may not be great in many situations, but you can use your Bionic Bash to keep your Mech for even longer or potentially forever, along with regaining health on your own. Your Mech cannot normally do either of these things, so it opens up new possibilites to your Mech.

    Centripetal Force: You know how Imp is vulnerable during Impkata? Well, not anymore! You can move faster to keep up with your enemies or get away from things, and the jump makes you more unpredictable so you are not standing there like a lemon. Awesome and the upgrade should cost less (ignore the last part)!

    Imp is generally one of my favourite characters to play, and that is mainly because of the upgrades to be honest. Having a way to use your Mech more often and to be able to restore battery fuel along with health in your Mech is actually super cool!

    @Iron_Guard8 I have not covered all of the plants yet. I am starting with Attack characters, and then I will go over the other classes!

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