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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Super Brainz Upgrades!

Here we are at the upgrade discussion for Super Brainz!

Unique Upgrades

Reach (2 upgrade points): When you deal damage with your Ultra Flying Fist to your enemies, you gain a shorter charge time for your Ultra Flying Fist for a limited time, by about 33% less time to charge, meaning you can use it frequently in rapid succession if you deal damage to enemies with it. This is great if you prefer to use your Ultra Flying Fist against enemies, or if your enemies try to escape from you. This only applies when you charge up your punch and does not apply to your regular punches.

Stick and Move (2 upgrade points): If you successfully perform your 3-punch combo on your enemies using Heroic Fists, you gain a movement speed increase of about 50% for about 3 seconds. This allows you to move to another enemy or to get out of a fight with relative ease, and it can be useful if you intend to use your punches a lot, or you wish to move around faster to approach enemies or to retreat after an attack. This only applies to your regular punches and does not work if you charge them up.

Ultra Combo (3 upgrade points): You get an additional, fourth, punch in your Heroic Fists, which normally is a 3-punch combo, meaning you can punch enemies up to 4 times, instead. The bonus punch deals 50 damage, so you can deal a total of 157 damage to enemies hit by your full punch combo. This can be really good to use if you intend to use your punches frequently, or you wish to improve your damage output with your punches. This only applies to your regular punches and does not work if you charge them up.

Speed Bag (4 upgrade points): Whenever you get a vanquish, the rate of fire of your Heroic Fists is increased by about 7.5% for 10 seconds. This upgrade can be stacked up to 3 times at once, for a maximum of approximately a fire rate increase of 22.5%. If this buff is already in effect and you get another vanquish, it stacks and the buff timer gets reset. This upgrade is great to use if you want to get lots of vanquishes or if you wish to deal more damage to enemies with the faster attack rate.

Unique Ability Upgrades

Turbo Twister

Typhoon (2 upgrade points): When you hit enemies with your Turbo Twister, your enemies get knocked both up into the air and backwards. This can be a great upgrade to use if you like to confuse your enemies or to make it harder for your enemies to fight back. As the Turbo Twister has quite good range, you can knock them all around the place and probably leave them vulnerable for a while.

Recuperate (3 upgrade points): Dealing damage to enemies with your Turbo Twister heals you, by about 4 health for each time you deal damage to any enemy. You can gain overhealth in this way. This upgrade is great if you need a quick health boost, or if you aim to hit multiple enemies with your Turbo Twister at once, as you can gain lots of health at once. You will benefit even further if you damage groups of enemies at once.

Hyper Jump Thump

Fallback Plan (3 upgrade points): If you do not deal any damage to enemies whenever you use your Hyper Jump Thump, you get about an 8 second reduction on your cooldown time. This is really useful if you prefer to use your Hyper Jump Thump as a form of mobility. You can almost instantly use it again if you do not deal damage to enemies and you could do this on purpose for additional mobility.

Hero's Moment (4 upgrade points): For each enemy you deal damage to with your Hyper Jump Thump, unaffected by the damage you deal, you gain 15 health. You can gain overhealth in this way. This is useful if you need a way of getting some quick health or you intend to hit and pull in multiple enemies with this ability. You want to target enemy groups to gain the most from this effect.

Super Ultra Ball

Extra Special (1 upgrade point): When you activate your Super Ultra Ball, during the delay before it is fired, your Alpha Better Shield is automatically held out for you, without you needing to do anything. This is really useful if you wish to use your shield more often without having to deploy it yourself and be unable to attack, if you do not normally use your shield at all or wish to stay protected while you use this ability.

Scorched (3 upgrade points): When your Super Ultra Ball is fired out, it leaves a lingering area of damage where it hit. Enemies that walk into that area within the next about 6 seconds takes minor damage rapidly while they are in the area. This is great to use if you wish to do extra damage with your Super Ultra Ball, or if enemies tend to cluster around an area, which you can shoot your Super Ultra Ball at and, even if you miss, you have another opportunity to deal some decent damage.

Legendary Upgrade

Brainium Basher 9001 (5 upgrade points): Your primary weapons are replaced by a dash attack, which you can charge up to gain more distance and damage, and an uppercut, which will keep enemies stuck in the air for a short while along with some damage. You lose all of your regular primary weapons, including your shield, although you can deal much more damage and you gain huge amounts of mobility.

Those are the upgrades for Super Brainz! These upgrades can allow you to survive more easily when you are in close range encounters with your enemies, which is what Super Brainz is designed for. Some of the upgrades may contradict each other, for instance why would you want to equip an upgrade that benefits you only when you do not deal damage with your ability and another one that only benefits you when you do deal damage with this ability. These upgrades can be used well and could allow you to survive and escape more easily during combat.

3 Replies

  • Reach: A decent upgrade that does as advertised. Good for dealing with plants that are trying to stay away from melee with you.

    Stick and Move: A good upgrade but with BfN's hit registration being worse than either GW  game (and hit registration has been a problem in all 3 games to be clear), it can be iffy to get all 3 hits in. When it works it's a good one as being a melee focused character means you need to keep enemies close, and faster movement is a huge help with that.

    Ultra Combo: Ignoring the hit registration issues again, as they affect melee in BfN more than anything else, this is a solid upgrade. In fact, it's so solid that I see lots of complaints about it being too good. I imagine we'd hear more of that if all the punches landed more often.

    Speed Bag: Once again, an upgrade that is amazing in PvE when it works to full effect. You can decimate lower health AI plants and stack this thing up and keep it up for some time. It's especially good against bosses when they summon minions as you can take the minions out and use that extra speed to pile on the damage on the boss. 

    Typhoon: Knocking enemies away from you when you're melee focused is a bit counterproductive, but it can help your team out as you cause havoc in the plant team and allow your allies to take advantage of it. 

    Recuperate: This thing is amazing in the right situation. As usual, it's far better against lots of enemies, so Ops and skirmishes more than multiplayer matches, but even there it's very useful as you can jump in with hyper jump thump and then immediately turbo twister, using this upgrade to keep yourself up. Combine it with Vampiric or Hero's Moment and you're actually very difficult to take down.

    Fallback Plan: This has 2 uses. One is to use it to for long distance travel as you can leap away from plants and since you did no damage, can use it again soon to get even further. Second is of course if you miss when attacking the plants and you can use it again to hit them after the first one didn't connect.

    Hero's Moment: Super Brainz has a lot of self-healing and this one rewards you for aggressive play and even more so if you have high health before jumping into the fray. Love this one as my favorite build uses this with recuperate, so jump in and heal, then spin and heal! Very good against large groups as is more or less the standard for these!

    Extra Special: At only one point it's very cheap. It's not amazing but it's not bad. If it were more than 1 point I feel it'd be too expensive, but it's fine where it's at.

    Scorched: I've never used this one, so can't say with any experience. It certainly could be useful with objectives and against clustered AI. While I try to use most/all upgrades, I missed this one in my builds.

    Brainium Basher 9001: I hate this thing. I don't hate the concept, as most/all of the ideas for the PvZ games are interesting and often amazing, but this thing is a mess. The fact that it's so overused in multiplayer, between its crazy mobility and very high damage, should be an indicator as to how good it is. Many of us have adjusted to dealing with it, but that doesn't mean it's ok. If they want to have a character/variant based on this idea, they need to balance it better.

  • @TheSprinter85 Reach:good if you can pop off flying fists.

    Stick and move: hit detection will now spit in my face. How's a plant suppose to know you'll suddenly move faster?

    Ultra combo: good of it lands but how is a plant suppose to know a 4th punch is coming?

    Speed bag: good if hit detection doesn't crap out. Great for ops.

    Typhoon: kinda counterproductive since it knocks enemies away and the twister lasts like 2 seconds.

    Recuperate: great in ops by seriously how is any plant suppose to know your twister will heal you.

    Fallback plan: pretty good but it also adds into superbrainz mobility being a bit much.

    Hero's moment: good in both ops and multiplaysr but once again why does superbrainz get so many healing upgrades.

    Extra special: would be fine if the shield was so buggy.

    Scorched: good in ops. Actually leaves an aoe plants can see. Decent upgrade.


    Branium basher: any move that after a short charge allows you to kill 3/4ths of roster in one hit with an easy follow up and godlike mobility is not balanced in the slightest and it makes me wonder how it got of the drawing board and into the game. Now superbrainz has reinforced zombie supremacy after steam blaster snapped it like a twig.


  • The upgrade thoughts:

    Reach: The only issue that I really have is that you only benefit by using your charged fists. Ignoring that, though, the upgrade is useful and you can use that on enemies that you may want to keep a distance from or for a higher damage output.

    Stick and Move: I do not really get how you can stick and move at the same time, although not a problem. The increased speed can allow you to keep up with an enemy, find another enemy or to escape if your health gets low because the enemies decide to attack you.

    Ultra Combo: You had the super combo, now for the ultra combo! The additional punch can massively improve your damage output and can even allow you to vanquish enemies with high health much more quickly. The additional damage is excellent and should not be underestimated.

    Speed Bag: Why punch when you can punch faster? It does not matter how you get a vanquish and the additional punch attack speed can allow you to deal damage much more quickly, so this upgrade is super great, and you can keep getting vanquished to improve the duration of the effect.

    Typhoon: Do you want the enemies to get out of your face? Instead of pulling them in, pull them out! It seems interesting why you would want to deal knockback, rather than keep them in your attack range, although you can knock them all around and get them all confused with your haywire.

    Recuperate: This effect can be used to a great potential as you can deal so much damage to multiple enemies quickly, giving you a huge burst of healing while dealing damage to enemies. Use this to stay alive in the fight, and focus on your enemy groups. So cool!

    Fallback Plan: It is infinite mobility time! You can use Hyper Jump Thump almost always, just like a primary weapon, as long as you do not deal damage to enemies. Use this to get in and out of fights easily, and then use it to deal damage to enemies and go back to normal. Weird but awesome!

    Hero's Moment: Every hero needs a moment! Use this to your advantage by dealing damage to multiple enemies and restoring plenty of your health. This will be great when you enter a fight to help you survive or as a way to heal quickly when you need it. This is so useful for so many reasons!

    Extra Special: You can now deal damage with your shield deployed, which is so excellent as you can use this as a last resort option. When low on health, deploy your Super Ultra Ball and you will most likely get it out. Use this upgrade if you do not use your shield often. It is really good that this upgrade is cheap.

    Scorched: Leaving an area of effect is useful and I always notice it as an enemy. When your enemies group, call on your Super Ultra Ball to deal splash damage, along with the area of effect at the end to deny an area where enemies group. 

    Brainium Basher 9001: Super cool but not as well. The dash and high damage is useful, although too useful. It's too good and it should cost 7 upgrade points or more maybe! I actually prefer the primary weapons and shield that he normally has. It is my least favourite out of the Legendary Upgrades, although I do still like it.

    Super Brainz has plenty of upgrades to help him in melee combat and to restore his health while in combat. Along with the fact that I am sure that he passively gains health when punching enemies without the need for additional upgrades, it can allow him to thrive in combat, even when facing enemy groups, when he is with his team for backup.

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