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.