User blog:Tecku/TT: Superpowers Ranked

Hey guys. Normally after content for PvZ2 comes out, I review it. As such, you probably want my opinion on the new upgrade system. However, I really don't have much to say about it. Like I said in my baffling descisions list, it doesn't add a lot to the game right now, and I really think they should have waited to add this to PvZ3. I'm just gonna have to wait until more content comes out before I have something to say.

In the meantime, I want to make some things for my blog. Since I recently talked about the superpower locks, I thought it might be a neat idea to list the superpowers in order to determine which ones are the best. There are 50 superpowers total, 30 standard and 20 signature, and I'll make seperate lists for both categories. Here we go!


 * #30: Whirlwind. Bounce and random are not two things you want to hear together. Bounce is a mechanic devoted to countering a strong opponent, or when you're about to hit the hero and need a lane clear. Random not only negates these, but it can make the fight worse by letting the enemy replay zombies with "When Played/Revealed" effects.


 * #29: Dolphinado. Same as Whirlwind, but it at least stacks with Cat Lady and Zookeeper.


 * #28: Bubble Up. When you play Gaurdian plants, they already tend to have enough health. Moving can have pontential, but this implies that you already have a nut in a bad spot, which is less likely when since plants play second.


 * #27: Dance-Off. Unless you get this your first turn, you probably don't need it. It can boost Unlife of the Party and can be boosted by Aerobics Instructor, but if you get this card any later than turn three, you probably have other dancers that can work better at this. Furthermore, the dancers do not have bullseye, which can build up superpowers for the plant hero fast.


 * #26: More Spore. Buff Shroom and Punish Shroom make this better than its zombie counterpart, but there are better mushroom cards that can be played on the first turn.


 * #25: In-Crypted. While replaying zombies and avoiding combat is good, the biggest flaw is that this card removes two of the biggest advantages of Gravestone cards: mystery and protection. Since the player now knows what the upcoming card is, they can plan for it. It also can't protect non-Gravestone zombies from tricks until they've already been through a plant round.