Worms W.M.D

Worms W.M.D

32 ratings
Arms & Weapon Descriptions
By ivan866_z
what every weapon and utility does. and how to use it
recommended tutorials: here[youtube.com]
related topic: here
wiki: here[worms.fandom.com]
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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
the projectile is same as bazooka, but aims at target you select before launching; you can target any part of terrain (including a spot in the ?air for various interesting trajectories) as well as worms; only affected by gravity at start of its trajectory; NOTICE: affected by magnets during launch; bumps off water
homing clustile
on impact tears apart on several cluster patches, which explode on full stop
THROWABLES
same as ballistics, but shells do not explode on impact, but on timer; only affected by gravity
notice all shells and projectiles in W:WMD have DIFFERENT masses; therefore, you have to learn required throw strength separately for each weapon and throwable/ballistic tool in the game, while also considering wind and launch angle!
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; max damage 45
silver grenade
awarded for challenges (permanently); 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; max damage 50
sticky grenade
can stick on walls or ground, does not bounce; also has a timer; is affected by magnets
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 thrown too far away
super banana bomb
can be manually detonated, both the initial cluster (<Space> key ???) and the smaller ones
worm stinger
same as lick, but explodes on proximity with worm (i.e. persists between turns); it gets destroyed by segments when contacted by water, but completely destroyed e.g. with a shotgun shot or when contacted by fire puffs; is ?? affected by magnets?; can be used to hang from ceilings to block entire corridors from traversing by anyone's worms; NOTICE stinger does NOT have to be in pixel-perfect contact with a worm in order to detonate; can be safely destroyed with blowtorch; max damage 20
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 and/or objects (mines, vehicle mines?, sentry guns, barrels?, crates) located close to each other; destroys sentry guns; can damage your own worms, too; notice this weapon has a tactical potential: it can damage worms even when they are hidden underground through a large amount of distance; NOTICE: chain MUST go either left or right, it never goes both sides at once
charged phone battery
max damage 65
unwanted present
a version of holy hand grenade which can be delayed for a number of turns; the more delay is, the more powerful the explosion; max damage 75
can be tossed away with baseball bat / prod / ??firepunch
really unwanted present
either flame puffs or poison cloud on every turn; can bounce, but not be destroyed (?); max (final) damage 100
holy hand grenade
a powerful grenade; makes a big hole in terrain; continues rolling and explodes on full stop only; has no timer, therefore escape time can be limited
holy mine grenade
also emits 3 mines on explosion, which explode ONLY on full stop
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; long range shots are also possible, but require extreme precision; 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; ineffective from large distances??; direction can be tuned while shooting; max damage 45
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; projectiles go through worms; max damage 45
minigun
a powerful version of uzi; most effective against a group of worms when shot horizontally; max damage 70
PROXIMITY weapons
require you to get close to a hostile worm
firepunch
launches an enemy worm into air with small amplitude and slightly towards; your worm collects crates ?? from above during the hop; can be activated while mid-air for higher reach; max damage 30 + any fall damage
mega punch
twice as farther trajectory?; max damage 35
baseball bat
launches an enemy worm very far away by a ballistic trajectory; can often be used to throw him into water or offscreen; max damage 25
alloy baseball bat
max damage 40
flaming bat
max damage 45; destroys sentry guns
prod
gives a very slight impulse to an enemy worm; only useful when you need to push him right from the cliff, but no further; max damage 10
furious prod
twice as further prod; max damage 1 (plus any fall damage)
two handed prod
prod two worms in one turn; does NO (???) damage!
EXPLOSIVES
require you to drop the explosive; affected by gravity; timer is fixed and cannot be changed
mine
explodes on contact with any worm (including your own) after a set delay (in game settings); can be dropped from a cliff, or used to block access into a tunnel; delays more than 2 sec allow jumping over the mine without taking damage; notice mines can also be tossed with ??bats if the fuse timer allows it; can be used for surprise attacks if planted inside building entrances; retreat time is always 5 s, no matter what the global game setting is; max damage 45?
vehicle mine
explodes on contact with a vehicle only
dynamite
explodes after 5 sec timer; max damage 75?; is dropped with <Space> when walking, but <Enter> when mid-air!; NOTICE: retreat time is always 5 s
poisoned dynamite
dynamite which emits poisonous gas cloud, which is affected by the wind
stuffed turkey surprise
a (heavy) throwable dynamite; second explosion emits flame puffs
ming vase
a very powerful dynamite which breaks into multiple smaller bombs; often damages the attacking worm, too; max damage >200
AIRSTRIKES
activated remotely or from cover; any distance; do not have retreat time
airstrike
calls an aircraft which drops 5 shells either from left or right, as selected (<Tab> key); max damage 70
mine strike
drops multiple mines (very bouncy, and therefore only feasible if either mine fuse timer is 0 or when there is an attracting magnet nearby)
demon strike
airstrike + flames (kind of napalm strike)
liberty strike
10 shells bounce off the ground multiple (?? 3) times
carpet bomb
even more powerful version of liberty strike
stinking carpet bomb
+ poison gas
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; can hit a single worm with all 3 projectiles in rare case when he stands inside a diagonal tunnel which is aligned with your buster volleys; max damage 100
mega buster
same as buster, but very powerful explosion; max damage 60
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
concrete angry donkey
emits flames on each hit; max damage 80 (contact), but usually worms drown in the crater left by this weapon
W1 rocket
can be delayed for selected number of turns (1-6); is affected by magnets and used magnetic drone; the direction of rocket when it falls is not strictly vertical, but is compensated for the current wind; W1 Rocket is the only weapon which remains invisible between turns and brings unpredictability to your strategy; does NOT have retreat time
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; direction can be switched with <Tab> key
OMG LOL strike
a version with a wider ray
armageddon
multiple large shells fall from all directions under random angles and destroy almost entire terrain, leaving only the most deeply hidden worms alive
wormageddon
larger explosions, but fewer ?
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 (<Space>); explodes automatically after 5 s timer
sheep
goes in a select direction, jumps when reaching a cliff, or ?? intermittently if none reached; explodes on maximum timer or a keypress; swaps direction if colliding a wall/ceiling; current physics-based version is very prone to getting stuck in narrow tunnels or going an infinite cycle; can pick up crates; notice sheep can be deployed while jumping
sheep on a rope
can only explode AFTER it has attached to a rope; or when the timeout goes off; notice sheep is heavier than a worm on a rope
sheep on a long rope
longer rope
goat on a rope
VERY long rope with easier swings; and controllable jumps ??
barbecued sheep
flame puffs on each hop and on explosion
electric sheep
emits lightning to hostile worms
super sheep
after first keypress turns into a flying sheep, like a drone; can also be used to pick up crates
super flatulence sheep
emits poison gas while flying
sheep launcher
a semi-throwable; like bazooka which launches sheep which deploys on impact; launch strength cannot be set; you can manually detonate the shell even before deployment
minions
multiple old ladies which kick hostile worms; max damage 35 to each attacked worm; minions collect crates on their way
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
ninja rope pro
long rope
newbie rope
easier usage; less affected by gravity
parachute
allows slowly flying downwards and sideways; notice it will automatically deploy after a certain amount of free falling, but you can also deploy it manually at any time; allows dropping weapons during flight (<Enter> key); affected by wind; can be used AFTER ninja rope or jetpack, usually as an automatic safety measure
combat parachute
is not affected by wind
party balloon
allows flying upwards and sideways; weapons can be used while flying; heavily affected by wind; notice it also automatically deploys, like parachute; notice you can chain parachutes after using balloons, making steep trajectories (but not during the retreat time); notice chaining balloon and parachute can only be done ONCE per turn
jetpack
allows flying through the map and dropping throwables or explosives from above (<Enter> key); can be combined with parachute or ninja rope; can have variable amount of fuel depending on game setting; fuel is optimally spent when used in short bursts, by taking advantage from inertia; NOTICE: fuel for retreat time is unlimited!
jetpack eco
half the fuel consumption
teleport
instantly teleport your worm to any location on the map; ends your turn
safe teleport
does not end your turn after teleporting, instead allowing for 10 more seconds (can be used to hide INSIDE the building)
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; however, blowtorch CAN be used to drop from heights (any heights ??) without losing turn; can damage worms even from beneath through the terrain if close enough; can be used to pick up crates; max damage 35
full blowtorch
drills longer tunnels; max damage 20 ??
tunnel kit
same as blowtorch, but allows to stop drilling, walk, and drill again; total 3 charges, but ? half as long; max damage 30?
girder
a piece of structure that can be placed somewhere in air; rotates in multiples of 45 degrees (either with a <Tab> key or <,>/<.>) and has short and long version
protects your worm from weapons, from being detected by sentry guns, from being reached or used to block other worms inside their covers
may be distance-restricted depending on game setting; can be placed underneath your worm in mid-air, say, during roping or while flying a parachute; WARNING: cannot be placed over your nametags over a bug!; can be used to make a drilling boat sink during the sudden death by blocking it from above
girder girth
longer and thicker version of girder
STRATEGIC utilities
various items for defense
sentry gun
a steady turret; detects movement and attacks hostile worms and drones (even if your worm was 'disturbed' during someone else's turn); does not react to a worm switching his view direction ??? (NOTICE: you must be VERY careful not to actually move it)
CAN shoot both vertically down (when mounted on a tip of a cliff) and up
explodes if attacked by blowtorch or flaming bat
notice you can outplay the turrets either by using one worm to make it turn the other direction, then quickly leave its detection radius, and on next turn your other worm will have an advantage bc the turret will waste time turning around again, or alternatively you can block the turret sight with girders
max damage 30; ends your turn
sentry gun lite
a throwable version; it is very lightweight and even bounces!; max damage 30
TF1 sentry gun
bigger trigger radius ??; also launches explosive projectiles (like tank)
mischievous drone
can be used for picking up crates or activating mines; can be used to peek inside buildings; ?? can fly underwater
the drone has a 5 s timer which activates either when you start controlling the drone, or when it has covered a certain maximum (unactivated) distance; the drone can be canceled with <Space> key when not required anymore
does not end your turn
SG magnetic drone
same as mischievous, but also has properties of repelling or attracting magnet (use <Tab> key); can be used to either get multiple mines out of your way or to gather them and drop on the hostile worms! (notice mine's timer activates as soon as it is attracted); if the mine timer is too small to transport them anywhere, it can be used to simply attract mines which are in proximity to hostile worms; leaves a magnet after usage; turntime is spent while controlling the drone; longer lifetime than mischievous; ends your turn!
electromagnet
either attracts or repels (use <Tab> key) all metallic shells (bazookas, mines); can be used to repel nearby mines instantly; the magnet is destroyed once it takes damage, or after ? 3 turns
industrial electromagnet
more range and power; outperforms common magnets of the same polarity?
worm select
allows to switch to another worm amidst your already ongoing turn; use <Tab> key; does not end your turn
worm select adv.
same, but adds 10 sec to your turn; you can stack it infinitely
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; kamikaze is the only weapon which defies gravity and terrain completely, but at a cost of sacrificing your worm
skip go
do nothing
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
cluster bomb
Worms Reinforcements
previous version of this weapon, when used wisely, was one of the most powerful tools in the game (only comparable to the Ming Vase); placed inside a narrow tunnel and stuck on top of a worm's head, it did almost 150 of damage; either an intended feature or not, it was very fun to use; hiding in a tunnel was dangerous!
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 in schemes with low mobility settings, especially during the 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; you could have used it to turn an almost unwinnable round into a draw rather often
2 Comments
Marcus Aurelius 30 Apr, 2024 @ 9:42am 
You don't even know how to use the secondary weapon, fail.
Marcosdonalt 1 Jun, 2023 @ 12:10am 
Usefull. Devs should hire you. By looking deep into game files the damage count can also be found.