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.