▼ Increased cooldown from 22 seconds - 25 seconds.▲ Increased Movement Speed Multiplier from 1.1 - 1.35.▼ Decreased Turbo Twister speed reduction effect on enemies from 50% to 25%. ▼ Decreased damage of Turbo Twister from 8 to 6.▼ Removed ability to cancel Super Brainz Turbo Twister.▼ Slightly reduced Turbo Twister movement speed.▼ Slightly increased Turbo Twister cool down.▼ Reduced damage absorption for Turbo Twister from 65% to 50%.Minor speed improvement to Turbo Twister but at the cost of decreased his armor while in Turbo Twister.▲ Whirlwind damage increased from 5 to 8.▲ Whirlwind cooldown decreased from 30s to 24s.It is also not recommended to attack Super Brainz when he's using this ability due to the fact he will severely reduce damage dealt to him unless he's at critically low health. Using the Chomper's Spikeweed or Burrow, Rose's Time Snare or Goatify, Citron's Spin Dash or EMPeach will force Super Brainz to automatically cancel the ability, only if they end up managing to run into it. If you are at low health and need to escape from Plants, you take 50% less damage while using this ability. In addition, each Multi-Rocket travels faster than the default Rocket, giving Plants less time to react before taking damage.Dealing damage with Turbo Twister heals the player at a rate of 4 HP per hit, can give overhealth.ĭue to its low damage output, the Turbo Twister should not be used as an attack, but rather as a defensive maneuver. Each rocket does only 35 damage per direct hit, unlike the default ZPG's 250 damage, but is still capable of killing most any Plant that is hit by all direct rockets. It fires four ZPG rockets instead of one. Also unlike Rocket Jump, the Foot Soldier can store two uses of Rocket Leap instead of one. This ability makes for fast travel or a quick escape. Rocket Leap doesn't shoot the Foot Soldier as far into the sky rather, it sends him far forward. Whereas Rocket Jump is more of a high jump, Rocket Leap is more like a long jump. In exchange for this benefit, however, the Super Stink Cloud does not last as long. The Super Stink Cloud, however, is a more powerful version of the regular Zombie Stink Cloud, doing 5 damage. It delievers in a grenade, a smoke cloud that not only obscures vision, but harms any Plant that finds itself within it. The Super Stink Cloud behaves much like it's counterpart. ZPG requires a 20 second recharge period before it can be used again. This ability fires a super powerful rocket straight forward that detonates on impact. Rocket Jump requires a 25 second recharge period before it can be used again. Use it to get on top of buildings for the perfect vantage point. This ability allows the Foot Soldier to launch into the air. Zombie Stink Cloud requires a 25 second recharge period before it can be used again. It can also be used for cover when taking an objective. This ability sends a smoke bomb out that will slowly damage any Plants within it. Zomboss Special Gold Ammo was a gift from Zomboss himself after winning the Battle of Whatnot. Weapon coating in a heat-resistant coating offers a reduction in overheating downtime. Reduce overheating by installing the Cooler Ammo Coolant mode. It should also be noted that firing the weapon slows down the movement of the player. Its inaccuracy and poor damage at longer ranges means General Supremo must get in close to fully engage targets, at which point the weapon performs well. The Golden Gatling is, by far, the most close range of all the Foot Soldier weapons. This is a fully automatic weapon with a high fire rate, poor range, and overheats after extended use. The primary weapon of General Supremo is the Golden Gatling. The Primary Weapon and Weapon Attachments are different. They share the same Levels, Challenge Stars, and Abilities. General Supremo is an unlockable character that is a variation of the Foot Soldier. Although, he forgot the detailed battle plans at the office so he's using a more agile process to fight the Plants instead - i.e. "The General Supremo was promoted to lead the charge against the Plants.
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