Overview
what every weapon and utility does. and how to use it
BALLISTICS
are shot with variable initial strength and shells are affected by gravity and wind
bazooka
a shell is launched into air with selected strength and direction; affected by wind and gravity; explodes on impact; maximum dmg 45
golden bazooka
only available on some platforms (i.e. Worms Facebook) or awarded for completing challenges, replacing the usual Bazooka; maximum dmg 60
bazooka pie
emits flame puffs on explosion
homing missile
same as bazooka, but aims at target you select before launching; only affected by gravity at start of its trajectory; bumps off water
THROWABLES
same as ballistics, but shells do not explode on impact, but on timer; only affected by gravity
grenade
throws a grenade over a ballistic trajectory affected by gravity; the grenade also rolls down the terrain and explodes when timer comes off; timer is set with numbers 1-5
silver grenade
awarded for challenges; more powerful and emits flare
gas grenade
same as grenade, but also emits a cloud of green gas which is affected by wind and poisons worms; poisoned worms lose 5 health each turn, until either healed or reach 1 hp
sticky grenade
can stick on walls or ground, does not bounce
cluster bomb
a grenade which breaks into smaller grenades on first explosion, which explode on impact with anything
cluster bomb Mk2
very powerful cluster bomb
delayed clusters
same as cluster bomb, but those smaller parts explode on full stop; effective when hostile worms hide in vertical tunnels
banana bomb
a very powerful cluster bomb; has larger mass and thus cannot be throwed too far away
super banana bomb
can be manually detonated, both the initial cluster and the smaller ones
worm stinger
same as lick, but explodes on proximity with worm (i.e. persists between turns); completely destroyed e.g. with a shotgun shot
tasty worm lick
launches a trail of small mines connected by chain which stick to terrain and explode after timer goes off; effective when it’s hard to make a precise shot, and hostile worms have few health points left
dodgy phone battery
a grenade which makes a chain-lightning effect between worms standing close to each other; can damage your own worms, too
unwanted present
a throwable dynamite which can be delayed for a number of turns; the more delay is, the ?? more powerful it explodes
holy hand grenade
a powerful grenade; makes a big hole in terrain; continues rolling and explodes on full stop only
holy mine grenade
also emits 3 mines on explosion
PROJECTILES
can be shot from a distance in straight lines, are not affected by gravity or wind
shotgun
can be shot over a short distance if a direct visibility exists between your worm and hostile; two shots with movement allowed between them; max 25 dmg each
training shotgun
same as shotgun, but with a laser sight
triple barrel shotgun
same as shotgun, but three shots; max 10 dmg each
uzi
shoots multiple small projectiles with a jittered direction; distance larger than shotgun; direction can be tuned while shooting
luzi
same, but projectiles bounce off walls; effective if shot into a small tight room where hostile worms hide; can be shot from large distances
minigun
a powerful version of uzi
PROXIMITY weapons
require you to get close to a hostile worm
alloy baseball bat
larger strength and dmg
flaming bat
?? less strength, but emits flame puffs
furious prod
twice as further prod
two handed prod
prod two worms in one turn
EXPLOSIVES
require you to drop the explosive; affected by gravity; timer is fixed and cannot be changed
vehicle mine
explodes on contact with a vehicle only
AIRSTRIKES
activated remotely or from cover; any distance; do not have retreat time
airstrike
calls an aircraft which drops multiple shells either from left or right, as selected
mine strike
drops multiple mines
liberty strike
shells bounce off the ground multiple (?? 3) times
carpet bomb
even more powerful version of liberty strike
bunker buster
falls from above, drills the ground, explodes on contact with a worm or when certain depth is reached; can fall through hollow areas on its way; max dmg 30
tri bunker buster
same, but 3 shells
mega buster
same as buster, but very powerful explosion
concrete donkey
a large shell falls from above and drills all the way down to water, dealing enormous damage to any worms or interactive objects on its way, and launching them into the air multiple times; maximum dmg is dealt if used inside V-shaped terrain areas; previously called Piano Strike
W1 rocket
can be delayed for selected number of turns
OMG strike
the terrain is destroyed from an angle with rays, jittering over the course; leaves a large hollow area which worms can barely stand on
armageddon
multiple large shells fall from all directions under random angles and destroy almost entire terrain, leaving only the most deeply hidden worms alive
WALKING weapons
activate weapon from your position, then it begins walking in chosen direction; do not have retreat time
old lady
walks in direction and drops off cliffs, emitting gas puffs on her way
agile old lady
can jump on key press
barbecued sheep
flame puffs on each hop and on explosion
electric sheep
emits lightning
super flatulence sheep
emits poison gas while flying
sheep launcher
like bazooka which launches sheep which deploys on impact
REACHING utilities
various utilities for traversing the terrain; teleport, blowtorches and girders end your turn; all others don’t
ninja rope
shots a hook and attaches your worm to a wall or ceiling, swinging on a rope; can be swinged multiple times depending on game setting; a special technique exists allowing the rope to make a full round upwards, thus can be used to climb cliffs or launch your worm into air
parachute
allows slowly flying downwards and sideways; allows dropping weapons during flight; affected by wind
combat parachute
is not affected by wind
party balloon
allows flying upwards and sideways; weapons can be used while flying; heavily affected by wind
jetpack
allows flying through the map and dropping throwables or explosives from above; can be combined with parachute or ninja rope; can have variable amount of fuel depending on game setting
jetpack eco
half the fuel consumption
teleport
instantly teleport your worm to any part of the map; ends your turn
safe teleport
does not end your turn after teleporting, but you cannot change your weapon after that; 10 seconds remaining
blowtorch
direction can be changed while active, in multiples of 45 degrees; you lose your turn if drilling upwards or when there is no terrain to drill; can damage worms even from beneath through the terrain if close enough
full blowtorch
drills longer tunnels
tunnel kit
same as blowtorch, but allows to stop drilling, walk, and drill again; total 3 charges, but ? half as long
girder
a piece of structure that can be placed somewhere in air; rotates in multiples of 45 degrees and has short and long version; protects your worm from weapons, from being reached or used to block other worms inside their covers; can be distance-restricted depending on game setting; can be placed while your worm is mid-air, say, after roping
girder girth
longer and bigger version of girder
STRATEGIC utilities
various items for defense
sentry gun
ends your turn
mischievous drone
allows gathering crates and medkits; ?? can fly underwater; does not end your turn
SG magnetic drone
same as mischievous, but also has properties of repelling or attracting magnet; can be used to either get multiple mines out of your way or to gather them and drop on the hostile worms! flies longer; ends your turn!
electromagnet
either attracts or repels all metallic weapons, tools and shells (bazookas, mines)
worm select
allows to switch to another worm amidst your already ongoing turn; use <Tab> key; does not end your turn
kamikaze
launches your worm at any direction in multiples of 45 degrees; the worm damages other worms on impact, and explodes at end of his trajectory
MISSING weapons
from previous versions
grenade
Worms Armageddon
throwables allowed setting bouncing amount, either <+> or <->, effectively turning grenades into rubber balls which can bounce off from ground and reach otherwise impossible paths
dragon ball
Worms Armageddon
a firepunch which can be launched over a short distance towards an enemy worm, including being mid-air; very effective if used over small cliffs separating you from the opponent, especially during late match stages
ninja rope
Worms Reinforcements
rope was not affected by terrain collisions, thus allowing for longer swings and roundabouts
bungee
Worms Reinforcements
like ninja rope, but allows only to swing downwards from a cliff; was replaced with a parachute which allowed to fly away from cliffs, covering large distances
pneumatic drill
Worms Reinforcements
like blowtorch, but allowed drilling terrain downwards; can be used to drop on top of a hostile worm through the terrain; later both function replaced with blowtorch; technically, could be used as a variant of parachute, bcuz activating the drill right before impact with the ground prevented the fall damage
mole bomb
Worms Armageddon
airstrike weapon; moles start digging the terrain in random directions, leaving scorched earth afterwards; exploding on worm impact
ferrets
Worms Reloaded
walking weapon; 3 creatures walk by the wall in chosen direction, exploding on impact with a hostile worm
kamikaze
Worms Armageddon
current physics-based kamikaze version is almost useless and rarely does what it was capable of previously