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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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