Forum Discussion
stukapooka
4 years agoLegend
@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.
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.
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