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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.
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