Jump into the air, then land with explosive energy.
Statistics[]
Basic stats
Jump height
Cooldown
Slam damage
Slam effective radius
Slam maximum radius
Shockwave damage
Shockwave radius
9 m (29.53 ft)
11 s
40
4 m (13.12 ft)
8 m (26.25 ft)
10
10 m (32.81 ft)
Pull buff stats
Enemy pull radius
Pull effect duration
Pulled enemies movement speed
Pull direction
12 m (39.37 ft)
0.35 s
0x
3.25 m (10.66 ft) upwards 6.25 m (20.51 ft) forwards toward player
Associated upgrades[]
Fallback Plan
● 3
Hyper Jump Thump refreshes faster if it doesn't deal any damage.
Reduces Hyper Jump Thump's cooldown time by 8 seconds if it misses.
Hero's Moment
● 4
Gain health for knocking an enemy into the air with Hyper Jump Thump.
Dealing damage with Hyper Jump Thump heals the player at a rate of 15 HP per hit.
Strategies[]
Hyper Jump Thump is an incredibly versatile and useful ability. Due to the loss of Super Brainz's high jump, Hyper Jump Thump is essentially the replacement for it. You can use it to get to high ground, approach or catch up to enemies, or even as a last-ditch retreat. One should take note that plants are dragged near Super Brainz when he lands, and this pulls them into the splash damage. Thus, the ability can combo well with Turbo Twister and be used as a great method of crowd control, or an inescapable deadly attack. But one should be careful when using this ability, because even though the splash damage and pull radius is generous, it’s easy to overestimate the distance of the jump. You can also unburrow Chompers with the hit.
There is also a strategy that is a glitch with the launch pads that you can find in Giddy Park, that, if time right, can cause you to launch from the pad while doing the Hyper Jump Thump which safes the damage until you fall and hit the ground. The downside however, is that it is extremely hard to pull off when doing it from other launch pads other than the ones at the Zombie HQ.