Worms Ultimate Mayhem

Worms Ultimate Mayhem

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Weapon tricks in Worms UM
By Changustin
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Intro
This guide can help you when you play online.
General help
Controls:
Use the keys 1 to 5 (in the row that is high on top in your keyboard) to change the fuse of grenades.
If you dont remember how to use the selector, the key it is the same as the graphics, the Tab, 2 arrows in your keyboard, called Tab, it is 2 keys down from the key Esc.
Use R and F to move the aim of your weapon up or down without opening the shot camera. If you are very short of time, you can begin to aim up and down with R and F at the same time that you are moving and jumping.

Giving a weapon to another player, thanks to an error/bug
Sometimes you can give a weapon to another player, using a girder, explained on the girder section here on this guide. Sometimes, also, you can give a weapon to the next player, when your turn is about to end, you jump, open the weapon inventory, and select a weapon very, very near to when the count is on 0 seconds.
Old woman tricks


Every time that the woman hits a worm with her walking stick, she steals 1 to 8 ammo of a random weapon from that worm's player and you receive those stolen weapons.

If you can make a small space between you and an enemy worm, you can make her touch on the enemy worm more often, and therefore you will steal more weapons before she explodes.
Secret weapon tricks


When you are creating your secret weapon, the damage that your secret weapon does is Worm damage x 7,5 rounded down.
0 power = 1 damage if it is a gun, 0 or 1 if it is a grenade.
1 power = 7 for guns and air strikes (1 bomb), 8 for grenades.
2 power = 15 for guns and air strikes (1 bomb), 16 for grenades.
3 power = 23 for guns, 25 for grenades.
4 power = 30 for guns, 33 for grenades.
5 power = 38 for guns, 42 for grenades.
6 power = 46 for guns, 50 for grenades.
7 power = 53 for guns, 59 for grenades.
8 power = 61 for guns, 67 for grenades.
9 power = 69 for guns, 75 for grenades.
10 power = 75 for guns, 75 for grenades.

If you want more info about the Secret Weapon, go here -->
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2889913916
Alien tricks


The alien strike cuts in 2 the life of the abducted worms.
After being abducted, the alien worms will always have their life in a random number from 0 to 100 when every turn ends.

Alien worms can be cured with the icarus potion and will keep their current life. It is better to use the potion on alien worms with 70 life or more.

Because alien worms have random life points from 0 to 100 every turn. you may want to abduct your own worms if they have 1 to 25 health points.

Alien worms can become level 2 alien worms, but i still do not know why. Level 2 alien worms can teleport to a random part of the map every time that they are hit or when they are pushed by an explosion.

When a worm is sucked by an UFO, its venom is cured.

Alien worms some times use telepathy to talk to nearby alien worms.

You can use the alien strike to attract many worms in the same place.
Bubble shield tricks


This is what your position inside the bubble protects you from:

Placing yourself on top of the machine:
Hammers do not work on you.
When the machine is deactivated, your worm will fall, and will be detected by any sentry that is in range and vision.

Placing yourself inside the bubble but not on top of the machine:
You may have a better time getting 0 damage and no push from melee weapons, but a hammer will pin you to the ground.
Better protection from a rifle or a shotgun.

The bubble machine needs to be put on a flat surface / flat ground.

The weapons that you fire inside to hurt enemies that are inside sometimes work clunkily or dont work, depending of where you aim it from, and where the worms are placed inside the bubble.
Melee weapons sometimes dont work, i dont know why.
Bulleting weapons (shotgun, sniper rifle) can deal scattered damage or not work. You need to create some space between you and anything that you hit inside first.

The bubble machine lasts 6 turns.

The bubble machine is destroyed as soon as anything inside the bubble causes an explosion and damages the machine, which has just 1 life point.

As said in the sentry section, you can place a bubble machine on the ground fast and move inside. The sentries that shoot you do not harm you.

The bubble bounces anything that is not a worm and does not explode as soon as it makes contact with land.
The bubble does not let any weapon to get inside unless you get inside the bubble and fire a weapon there. There are rare cases where a sheep or a scouser enter the bubble from outside.
Selector tricks


If you dont remember what is the key to use it, it is the same as the graphics, the 2 arrows in your keyboard, called Tab, that are normally 2 or 3 keys below Esc.

There is a mechanic that is: your turn does not end until the worm that you use now is hurt.
This means that whenever your worm is about to be hurt, you can use the selector to change to a different worm, and you will keep your turn. Also, you can come back to use the hurt worm, if he is not being damaged currently anymore.
This means that you can use the select to save yourself from: falling before you hit the ground, being about to be damaged from a mine or an explosion, being about to be shot from a sentry that envisioned you.
It can be a good idea to use the selects as soon as possible to save worms that are in danger of being pushed to the ocean.

Tips)
If you have enough selectors, use them before doing any attack to move worms far out of the water.
Dynamite tricks


If you are using the ninja rope, and you launch a dynamite, you can shoot the ninja rope, without moving your aiming, and the ninja rope will catch the dynamite, so you can move it to a farther worm and away from you.
Firepunch tricks


If you have an enemy above your head in a ceiling or a floor, you can hit it if you place yourself exactly below of it. See the map on top left to see if you are right below the enemy worm.

Sometimes you can hit 2 or 3 times (dealing 60-90 damage) a worm that is too cornered on a narrow space against a wall.
You are invincible when you are in the air.
Girder tricks


Girders can cover the vision of sentries so they do not detect other worms.

I recommend that you place a girder on the head of an enemy worm that you are about to hammer so he loses chances to attack with homing missiles or launchable weapons.

It can be a good idea to make a wall for worms that are about to be pushed to water.

There can be 45 girders in a map. After placing that amount, nobody else can place girders.
Girders have a height limit.

Sometimes you can place a girder near the level of the ground and if you place a cluster weapon inside the clusters explode on the roof of the girder strongly.

Giving a weapon to another player:
Sometimes you can give a weapon to the player next to your turn. This may be useful if you play teams of 2 vs 2.
It is not clear when this error happens, but generally it happens if you build girders too fast.
Jump and open the weapon panel. Select the girder fast and build it fast, clic right and left clic at the same time as soon as you place the girder, select a weapon fast. Your turn ends, but the next player will begin with the weapon that you draw. The ammo will not be consumed.
Grenade tricks


The grenade can blast/push enemies stronger when it explodes a bit higher than on the head of a worm, not on the same altitude. This is because the explosion of the grenade is not actually where it explodes, it is lower.
Hammer tricks


You cannot be hammered if you are on the top of the head of another worm, on top of a teleporter, on top of a bubble shield's machine, and possibly if above a broken mine. You can try to put a worm above a barrel if you really have to not be hammered as top priority.

I recommend that to get free you use cluster grenades launched to your feet instead of mines. Because you will receive generally 25 to 30 damage instead of 30 to 40, and mines have a 25% chance of being venemous.

If you are hammered on top of a teleporter, you will be transported unhammered either way.
You do not need to get damaged to be free of being hammered. You have to use anything that can destroy land.

Optionally, if you get hammered down to the ground, you can invest on a secret weapon with a small level of land damage and 0 worm damage and launch it in yourself to get free of the ground.

Tip)
Try to hammer the enemy worm that will have the following turn, so your enemy wastes selectors.
Homing missile tricks


Generally, with the Homing Missile, you will give 47 or 49 damage to a worm when the missile hits in his body. To deal 50 damage you need to hit the ground where he is standing on, without touching the worm, but very near to his body.
Icarus potion tricks


To fly better, you can try to:
Use separated fast double-presses of spacebar (space space, wait half a second, space space, wait half a second)
Do one press of space bar every the same amount of time (space, half a second, space, half a second, space, half a second, space)

You do not get hurt from fall damage no matter what height you jump from.

The potion can cure venom and can cure being an alien.

You can drink an icarus potion before you use a shotgun. After firing the shot 1, jump and fly away, and the time will be stopped until you land on the ground again near another enemy worm, so you deliver the shot 2 to it.
In worms 4, sometimes you could drink it and switch to a launched weapon fast, to fire it many times in the same turn in cascade form.
Jetpack tricks


Most tips here are for very expert players.

If you dont get pushed from an explosion, there is no way to receive fall damage while you are wearing the jet pack.
You waste more fuel to start to go faster than when travelling faster already. If you are travelling fast, conserve the fuel using it in short bursts.

Suicidal launch:
When you waste the fuel, you will be launched on a slightly different angle than what you were travelling. This means that if you launch your worm in the air in a straight line, you do not fall exactly where you launched from. Despite this, you can use the suicide trick to push an enemy worm far away with the death of your worm. Place yourself in front of an enemy worm, fly up enough, (generally you will get 50 fall damage, so your worm has to be low on health), and then fall again. If you get hurt enough you can have an explosive death and push the enemy worm far enough. You can also try to use the selector to select other worm while you are falling, so you can attack somewhere else or select back the fallen worm and move it closer to another enemy, so you explode next to it when the turn ends, because the game will not kill the fallen worm until the turn ends or someone receives damage or is moved externally.
Mine tricks


If you are trapped inside a house, try this: Use your turn to put a mine in front of a door. Move away from the mine. In your next turn, move to the mine again. Before it explodes, go away fast. After it explodes, you will have a hole in the door / wall. Now you can escape, and have a turn to use a new weapon.
Official normal probability of a mine breaking and failing to explode after a worm is close is 10%.
Because you cannot modify the default 4 seconds fuse of the mine, dodging a mine that is placed by a worm is very easy.

Mines have 4 variations:
Normal mine (25% chance), deals 40 damage
Venemous mine (25% chance), deals 40 damage and has venom
Cluster mine (25% chance), weakest form, deals generally 30 damage and does not push
Compact mine (25% chance), sends worms flying very far away, deals 10 damage. it needs to be close to a worm to damage, if not, it will push it but not hurt it.

If you need to fly to a high place you can risk yourself jumping into a mine right when it is about to explode, and you wil have a 22,5% chance that the mine that you jumped into does not damage but pushes your worm high.
You can use the firepunch or the baseball bat to push the mines like a tennis ball, if you have enough time to do it.
Random fuse mines actually have a fuse of 2 to 5 seconds, with a very small chance of being of 1 second.
Using a mine as a weapon while you use the jetpack will keep you the jetpack and your escaping time will be replaced by 5 seconds.
Ninja rope tricks


Most tips here are for very expert players.

The ninja rope can catch boxes, barrels, mines.
If you get stuck on a wall, keep pushing into one single way using one single key.
You can make catched objects bounce, but it is hard to do.
You can aim down and clic fast to get launched upwards strongly, but it is hard to do.
Parachute tricks


The parachute opens automatically before you have the possibility to receive damage. If you do not clic, you will not get damaged from falling. This can only be an exception on very rare situations when you get pushed from an explosion before jumping from high ground.

If you need to go faster, try to balance right and left. When you are inclined, you move faster. You can also try to balance right and left until you travel backwards. Traveling backwards is around 100% faster than normal.
Sentry tricks


You can dodge the bullets trying to protect yourself with walls, but it is safer to hide in a hole in the ground. The ground of the map is much more difficult for the sentry to destroy than the particles of structures (buildings, mountains, structures).
You can create a girder in front of a sentry to cover her detection/vision and make her unable to see your worms.
You do not get damaged if you place a bubble shield before the sentry starts to attack you and get inside.
You can select a different worm with the selector fast when the sentry detects you, you do not lose the turn, and you can use your worm again after the sentry stops to attack.
Sometimes you can walk in a stright line away from an enemy worm and the sentry behind so the enemy worm absorbs shots like a meat shield.

The sentry has 75 life points.
The death of a sentry can damage worms that are very close to it.
It detects worms that are flying inside a scouser.
The sentry needs to be put on a flat surface / flat ground.
Shotgun tricks


If you drink an icarus potion, select the shotgun, shoot the 1st shotgun shot and fly away fast after you shoot the shot, the time will stop and you can fly infinitely until you land on the ground again.
Venemous weapon tricks


I do not have any secret for these weapons, but i have tips.

Tips)
Use venom on the worm that was the last turn. That worm is the worm that will need to wait the most time until he is cured.
Use venom on the player that is behind you, in turns. He will have to wait more time until he can cure his worms.
I recommend that you use venom whenever you cannot have opportunity to kill any worm instantly.
Armor tricks
You can get armor from a purple box, but rarely.

The default damage reduction of armor is exactly 25% of the received damage rounded down. So 50 damage is transformed into 12.
Some weapons do not have reduction. The most damaging weapons for worms with armor are the scouser (40-60), firepunch, baseball bat (30).

Armored worms get the same amount of damage from venom than normal worms.

The fall damage of armored worms is not covered. It is also suspected that the fall damage is stronger on armored worms, around 33%.

Armored worms get pushed less from explosion impulsive blasts, they are pushed around 40% of the normal distance.
Box tricks
Boxes can be catched if a melee weapon is used on them, as well as the animal weapons.
If you move a box near to a worm using the ninja rope, and then shoot something to explode the box, the box damages nearby worms and adds a little blast power when destroyed.

Sometimes it is better to make an enemy take a mystery box instead of you, if the mysteries are negative, using the ninja rope to move it.
Anything box content that is accidentally catched by an enemy worm will be given to that player.
It can be convenient to make your inactive sick worms (inactive worms are the worms of your team that you are not using in your turn) to get life boxes, pushing them or moving a life box to them with the ninja rope.
Death tricks and suicidal tricks

Worm deaths push other worms very strongly away. Use this to push enemy worms to water.
Death of a worm does the most damage when the worm that dies dies in the top of the other worm, but there is not much difference against dying right in front.
The registered maximum damage of a worm death is 35, yet when pushed strongly against the floor or a wall, a worm that was pushed by a worm death may get up to 55 damage.

With a shotgun - If your worm has 10 to 15 life or less, you can draw the shotgun and fire the first shot to an enemy worm, then get close to him, and fire the second shot on the ground between you and the enemy worm. You can even position your worm to push the enemy to a dangerous location.

With a jetpack, and optionally a selector - Put yourself in front of an enemy worm, fly up to the sky until you do not have fuel anymore, and start to fall down. You may not fall in the exact position from where you launched, because getting out of a jetpack pushes you slightly to a random direction.
When you start to fall, if you have a selector, use it, and switch to a different worm. Wait until your jetpack worm hits the ground, and then switch back to the jetpack worm again. Now you can move your suicidal worm to wherever you want, and it will explode when the turn ends.

With a selector - You can die on purpose in any way you want, as falling, activating mines, but when you are about to take damage, use the selector to select another worm (switch to other worm, but do not use it). Wait 3 seconds, and switch back the worm that received damage. Use this worm to get it close to an enemy, and when the turn ends, your worm will explode in front of whatever you want.
Map tricks
The ground is less damaged from explosives than the structures that look blocky, as buildings and some hills and mountains.
Some maps have undestructible objects in them, such as the orange spaceship in the map with garages.

Because the ground is less affected by bullets than from explosions, it can be good to hide in a hole in the ground or below the ground height if you start to be shot by a sentry.
Mine factory tricks
Mines launched from a mine factory will fall around worms and teleporters, not very close, but always circling around them.
Older mines are replaced if there are too many, but this is not very influential to the match.
The mine factory by default throws 10 mines every 7 passed turns, and only if the mine count is too low.
It does up to 100 raw damage in a small-medium area and pushes worms strongly when it is exploded from an explosion of any weapon.
Teleporter tricks
You cannot hammer down any worm in a teleporter, they will teleport to a random teleporter free from the ground.
You can try to place a mine on a teleporter, if you dont want any enemy worms to exit from it.
Unless there is a worm above a teleporter, a worm will spawn on the highest possible place above in a straight line. So if you place a girder above a teleporter, worms will spawn above the girder, no matter how high it is.
Teleporters deal extra damage when they are destroyed.
5 Comments
ʚ Mayo ɞ 15 May @ 1:20pm 
Thank you!
Changustin  [author] 3 Apr, 2023 @ 9:38am 
Patched
Prumek 3 Apr, 2023 @ 8:12am 
Is the icarus potion bug still in game, or have it been patched?
Changustin  [author] 26 Nov, 2022 @ 3:13pm 
That's right
darwin 26 Nov, 2022 @ 2:24pm 
wow