User blog:Milesprower2/Brainball Strategies

Want to win in Brainball? Well, provided no one is hacking or using cheats, these strategies should help you out. I'll discuss each Zombie Wave, some of the nastiest plants and how to beat those plants.

The Plants
Let's go over the more dangerous plants.

Long-ranged Shooters
Aspearagus Aspearaguses (Aspearagi?) do medium-low damage, but their range can be a threat on long paths, especially against weaker zombie types. Stun them and boost fast zombies to get along the path with minimal damage.

Shamrock
Shamrocks are a staple town defense plant, as they are long-ranged AND powerful. In groups, these can easily bring down the toughest of zombies if you don't boost the zombies and stun the Shamrocks. A long path defended by these guys will be VERY hard to beat.

AoE Fighters
Beet Beets, the worst nightmare of anyone until you get Ice Block Zombies. Beetnut combos are common, and very hard to overcome with weaker waves. Stun the Beets and use high-health zombies to get past, but even this isn't foolproof.

Beetboxer
Most of the time VIPs aren't much more of a threat than the standard version, but Beetboxers are just LETHAL, dealing double the damage of a Beet. Do yourself a favor and just stay away until you get Ice Blocks.

Bamboo Shoot and Bamboom
In the late-game Beetnuts are replaced with Bamboo-nuts. Quadruple the damage of a Beet, better AoE, longer range but one disadvantage: A very low rate-of-fire. You can often stun a Bamboo Shoot/Bamboom TWICE without letting it get one shot in, meaning that stunning can deal with them easily, as can Mall Cops or Weightlifters to get past the nuts.

Others
Wall-nuts and Hard-nuts Hard-nuts are BAD BAD BAD NEWS, as they can resist a hit from a Weightlifter's Barbell. Even a Wall-nut can resist a Gas Can Zombie's explosion, but Mall Cops and Gargs can render both useless.

Snow/Flaming Peas
If there's a Snow Pea or Flaming Pea (Or Ice Queen Pea) avoid using a zombie that is weak to that plant, or just keep that plant stunned permanently, because it can cause real problems.

The Zombies
Now for the zombies! If you master them, you can overcome almost any defenses.

Zombie and pals
Zombies: Basic.

The Basic Zombie wave has only one use: For breaking into a house when the flag is a couple of tiles away.

Conehead Zombie and pals
Zombies: Conehead, Basic.

This wave is slightly tougher, and in the early-game a few of these waves with good boosting and stunning can overcome your opponent's defenses, in the late-game, use as a Basic Zombie wave.

Barrel Zombie and pals
Zombies: Barrel, Conehead, Basic.

This wave is suited to long paths, just protect a Barrel Zombie when it's running, as it won't survive long if you don't stun nearby plants. Works well with a Gargantuar Wave when the Imp has planted a flag near the house you're attacking.

Buckethead Zombie and pals
Zombies: Buckethead, Barrel, Conehead.

Use as a reinforced version of a Barrel wave, the Bucketheads provide a nice amount of health in the early-game, but it's not much better than a Barrel wave.

DJ Zom-B and pals
Zombies: DJ, Buckethead, Conehead.

This wave is good for short paths and Beetnuts, as the DJs and Bucketheads take a beating, but all the zombies are quite slow.

Rocket Zombie and pals
Zombies: Rocket, DJ, Barrel.

This is the first really high-speed wave, good for long paths, but be wary of Snow Peas, as they render Rocket Zombies useless. Keep the Snow Peas stunned and boost the Rocket Zombies out of their range and you'll be fine.

Conga Leader and pals
Zombies: Conga line, DJ, Buckethead.

This wave requires some real tactics to use properly. First of all, boost DJs and Bucketheads ahead of Conga Leaders, as the plants will usually target the zombie farthest from the grave. When all you have left are conga lines, you have two options: One is spend your fog on boosting zombies towards a Wall-nut and eating it really fast, another is to do nothing except for collect fog, so you can save up for the next wave.

MORE COMING SOON!