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VOICE OVER: Dan Paradis
These powers and abilities put the shock back in Bioshock…at they also put the fire, bees, hornets, crows, mind control and telekinesis back in there too for good measure. Check out our picks for the very best of Rapture and Columbia, those biological wonders of science that allowed Jack, Subject Delta and Booker DeWitt get for enough to witness those shocking twists!

Special Thanks to our user "MikeyP” for suggesting this topic on our interactive suggestion tool at http://WatchMojo.comsuggest/Top+10+Bioshock+Powers

#10: Undertow “BioShock Infinite” (2013)

Be it for grabbing or repelling, there’s quite a lot of good to be mined from this octopus-themed power. Found in the office of Jeremiah Fink, Undertow grants its user the ability to knock back enemies and even throw them to the ground. This particular aspect of Undertow can be quite the damage-inducing blow to pair with other Vigors, particularly those that deal in levitation. Further, Undertow can also be used to grab the nearest foe and drag them into firing range, making for a quick means of dispatching one’s targets.

#9: Hypnotize Big Daddy “BioShock” (2007)

While perhaps one of the more specialized Plasmids available, this is nonetheless a valuable tool. Obtained as a reward for saving three Little Sisters, this power takes the form of a tiny, throwable globule meant for use on Big Daddies. Any of these diver suit-wearing brutes hit with the globule will have their helmet lights change to green... and their allegiance shifted to that of the Plasmid owner. Thus, players gain the protection of a mind-controlled Big Daddy, who will defend them against any foe encountered for a short time. It can even be used to pit Big Daddies against one another, if one is so inclined.

#8: Charge “BioShock Infinite” (2013)

Nothing quite beats running head-first into battle, right? That seems to have been the mentality behind the creation of Charge, the sixth obtainable Vigor in “BioShock Infinite”. As the name suggests, Charge grants its user the ability to suddenly surge forward in combat, slamming into foes with incredible force. On its own a powerful means of dispatching enemies, the Vigor can also be charged up – no pun intended – to increase the amount of damage done. Plus, Charge can be a handy way of dodging attacks or getting into optimal fighting positions with ease.

#7: Incinerate! “BioShock” (2007) & “BioShock 2” (2010)

Turns out we do want to set the world on fire. Required to progress through the Medical Pavillion, Incinerate manages to be make its worth known within seconds of using it. For one, it lets the player shoot a stream of fire, which naturally set enemies ablaze. This can be quite useful for overwhelming weaker foes, such as Splicers, or leaving combatants open to other forms of attack. Incinerate also has a secondary use: igniting flamable elements in levels, such as oil-covered floors or propane tanks. Just be sure not to get to close to the resulting explosions.

#6: Sonic Boom “BioShock” (2007)

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Not quite delivered at the speed of sound, but still it’s quite the sucker punch. Sonic Boom enables “BioShock” hero Jack to emit a large air burst that throws back Splicers, with increased versions of the Plasmid even having killing power. It also carries the extra ability to deflect thrown projectiles, so players no longer have to fear an unblockable molotov cocktail or grenade to the face. From an aesthetic side of things, it’s one of the rare Plasmids that doesn’t cause the player character’s hand to appear unnaturally altered, instead leaving the power to speak for itself.

#5: Return to Sender “BioShock Infinite” (2013)

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In case of unwanted “gifts”, just send them back... with force! This Vigor primarily allows Booker DeWitt, the ex-Pinkerton agent you play as in “BioShock Infinite”, to instantly deploy a bullet-resistant energy shield in front of him. This would be invaluable on its own, if Return to Sender didn’t also allow players to reflect attack damage back at foes. The Vigor’s charged ability absorbs attacks from enemies, and transfers the resulting energy into a molten metal ball that can be shot at Booker’s opponents. Seeing players engage in a devastating back-and-forth firefight using Return to Sender is at once thrilling and tactically satisfying.

#4: Telekinesis “BioShock” (2007) & “BioShock 2” (2010)

A classic element of superhero stories, the gift of telekinesis has felt underappreciated and underutilized at times. So it was a nice surprise that “BioShock” featured this as one of the earliest Plasmids available in the game. Telekinesis lets Jack move objects – and occasionally bodies – with the power of his mind. The simplicity at play allows for all kinds of strategic options, such as disorienting Splicers, pelting Big Daddies with Proximity Mine-laced objects, or simply constructing a barrier. Valid in matters of defense and attack, Telekinesis emphatically proves that old ideas aren’t automatically unworthy of being revisited.

#3: Insect Swarm “BioShock” (2007)

Though we’re certainly fond of Murder of Crows, the Plasmid that seems to have inspired it still captures our attention more. The Insect Swarm is remarkably straight-forward in concept: you shoot forth a stream of homicidal bees from one hand, in order to overwhelm one’s adversaries. In practice, however, it’s something of a multi-purpose tool that can be applied to many situations. Insect Swarm works well to overwhelm and stun hapless Splicers, but it can also root out enemies playing possum. The Plasmid can be fired at long-range targets, or sent to different rooms in order to scout out the area ahead. All that’s missing is a wicker basket and insane over the top acting.

#2: Electro Bolt “BioShock” (2007)

Early on in Jack’s excursion through the flooded, dilapidated halls of Rapture, he comes upon a lone Plasmid bottle that has a very overwhelming effect, to say the least. Thus, he and the player are introduced to Electro Bolt, as well as plasmids in general, with this one granting its wielder control over deadly bolts of lightning. Capable of stunning enemies and security devices alike, this shocking ability is among the most devastating of its kind – especially when used on bodies of water. The sheer killing power and visual flourish of Electro Bolt is such that it gained a largely-unchanged successor in the form of the Shock Jockey Vigor.

Before we unveil our top pick, here are a few honorable mentions:

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Winter Blast “BioShock” (2007)

Security Bullseye “BioShock” (2007)

Devil’s Kiss “BioShock Infinite” (2013)

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Possession “BioShock Infinite” (2013)

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#1: Bucking Bronco “BioShock Infinite” (2013)

Cyclone Trap may have come first, but this is the true levitation-based powerhouse. Bucking Bronco unleashes a shockwave that sends its targets into the air, suspending them briefly. It also decreases the amount of damage resistance in enemies, meaning a savvy player could easily toss up their foes before switching to other weapons for a swift kill. Adding to that, Bucking Bronco affects all organic foes and can be charged to affect a larger area. Combined with the right gear, you can chain the levitation effect to other enemies, effectively wiping out whole groups without ever letting them touch the floor. Suffice to say, it’s pretty awesome, especially with it’s catchy jingle. Do you agree with our list? What’s your favorite power from the BioShock games? For more empowering Top 10s published daily, be sure to subscribe to WatchMojo.com.

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