Worms 2/Weapons

The following is a list of all weapons that appear in the game, ordered as they appear in the weapon menu (left to right, top to bottom). The key to toggle these weapons using the keyboard is also indicated.

Availability indicates with how much of the weapon you start up in a QuickMatch using default settings. If it says None, the weapon can only be acquired from falling weapon crates. Secret weapons cannot be modified with the built-in weapon editor and are much more obscure.

F1: Bazooka Weapons
The weapons of this row are launched from a Bazooka Launcher. They can be charged up by holding the button, and explode on impact.

Bazooka

 * Availability: Infinite
 * Power: 50

This is your basic weapon. Aim it at a worm and fire and it will fly where you fired it at, and explode either on impact or after twenty seconds (though it is extremely hard to get a Bazooka projectile to fly for this long without hitting anything). Note that the projectile is affected by the wind, which can be either helpful to guide the projectile around a cliff or landmass, or annoying if the wind is undesirable.

Homing Missile

 * Availability: 2
 * Power: 50

The Homing Missile has the major advantage over the Bazooka that it is a homing weapon, which is very useful if you can't get a good aim. To use it, simply select a target using your mouse and then fire the weapon. It will take a direct path to the target, ignoring any obstacles that may be in the way. However, note that it takes a while to activate, and is therefore impractical for small areas like caves.

One major advantage of the Homing Missile is that it has the ability to travel underwater. This can be useful in situations where you and the enemy worm are sitting on opposite sides of an island. Fire the Homing Missile slightly down (not too much so it doesn't sink before it activates) and it will travel under the island to its target.

Mortar

 * Availability: Infinite
 * Power: 20 plus five clusters

The Mortar is useful in situations where a worm (or several) is standing under a ceiling you can hit. It is always fired at full power (it does not need to be charged up) and upon its impact will release small clusters that similarly explode. It should not be fired directly at worms because the clusters have the tendency to move away from the impact site.

Before the patch, there was a bug where you could walk onto an enemy worm and fire the Mortar straight up, which caused it to come back down and explode together with all its clusters, which usually kills the enemy worm. This bug however has been fixed with the patch.

Homing Pigeon

 * Availability: None
 * Power: 75

The Homing Pigeon is similar to the Homing Missile, but it has some more power and is able to avoid obstacles (although it isn't exactly good at it and may still hit it accidentally). However, it loses the ability to fly underwater. If you get it, it should be used for hard-to-hit worms, although the high power makes it useful in other situations too.

F2: Grenade Weapons
Grenade Weapons have in common that they are not affected by the wind, making them ideal in situations where the wind prevents you from using the Bazooka. You can set the fuse with the number keys (it defaults to three seconds), and except for the banana bomb also the elasticity with the plus and minus keys on the number pad.

Grenade

 * Availability: Infinite
 * Power: 50

The Grenade should be used when you can't use the Bazooka. This is most commonly the case when the wind is undesirable or where there are objects in the way which would make the Bazooka explode prematurely.

You can set the fuse with the number keys. Choosing the right fuse is very important, because a too low fuse will make the Grenade explode too early, and a too high fuse will make the Grenade jump away from the enemy before it explodes. A good rule of thumb is that it takes a Grenade that has been fired directly upwards with full power exactly four seconds to return to the ground. Usually one second is enough for close targets and two to three seconds for more distant targets. The five second fuse is hardly ever useful, so avoid it.

The elasticity can also be changed if you so desire, but its use is very limited.

Cluster Bomb

 * Availability: 5
 * Power: 30 plus five clusters

The Cluster Bomb is quite similar to the Grenade, but when it explodes it releases small clusters that explode on impact. It is useful against groups of enemy worms or when an enemy is hard to hit with Grenades. Although you can also fire it at single enemy worms, there is no real point to it.

Before the patch, there was a bug where you could walk onto an enemy worm and drop a Cluster Bomb with a five second fuse on it, which caused it to explode together with all its clusters, which usually kills the enemy worm. This bug however has been fixed with the patch.

Banana Bomb

 * Availability: None
 * Power: 75 plus five clusters

The Banana Bomb is a very powerful weapon. It does 75 damage by itself, and releases five clusters that also do 75 damage each. This makes it ideal against enemy worm concentrations, since it destroys them and easily penetrates terrain with its sheer power. However it is quite jumpy, which may make it fly to a totally unintended location...

Homing Cluster Bomb

 * Availability: None
 * Power: 50 plus five clusters (25 per cluster)

This weapon is sort of a merger of the Cluster Bomb and the Homing Missile. When it explodes, it releases five clusters that then home in on the selected target. However, note that the clusters are very inaccurate and scatter a lot.

The use of this weapon is limited, but it can be used against enemy worms the Homing Missile cannot hit. Due to the inaccuracy, you don't want to throw the main bomb too far from the target though.

F3: Guns
These weapons are instant-hit weapons: whatever you target will certainly be hit. This means that they do not need to be charged up. They're useful if you need to shoot across large distances, and due to their relatively low power, they can also be used in areas where space limitations prevent the use of the Bazooka or Grenades.

Shotgun

 * Availability: Infinite
 * Power: 25
 * Shots: 2

The Shotgun is a very special weapon, because it allows you to shoot twice and move your worm between these shots. Therefore, you can hit two different targets if you want, which is very useful in certain situations (especially on no land maps and during sudden death, where every hit is a kill). Since a perfect hit will always yield 25 damage, and perfect hits are easy, it can also be useful against close enemy worms, since four perfect shots will kill a worm under default settings.

Handgun

 * Availability: Infinite
 * Power: 5
 * Shots: 6

The Handgun is only of limited use, due to its low power. It can be used to hit other targets like mines or oil drums, and it can also be used in very small spaces where you can't even use the Shotgun. As such opportunities are limited, this weapon is only of small use.

Uzi

 * Availability: Infinite
 * Power: 5
 * Shots: 10

The Uzi is like a better version of the Handgun. Since its shots spread a lot, it is only really useful at close range. It can be used to knock an enemy worm over a cliff and into the water.

Minigun

 * Availability: None
 * Power: 5
 * Shots: 20

The Minigun is even more powered up, but gains a lot in inaccuracy too. It is useful in close range, since a perfectly aimed Minigun will fully kill a worm under default settings. Other possible uses are limited because of the very high inaccuracy.

F4: Melee Weapons
Melee Weapons require you to be able to walk up to the enemy, more or less. They do not need to be charged up, and there's no possibility of accidentally hurting yourself (except of course with Kamikaze) so it can be used in very small areas. You can also use most of them while jumping, which is useful in a few circumstances.

Fire Punch

 * Availability: Infinite
 * Power: 30

The Fire Punch makes your worm fly straight up while punching with his fist. It penetrates terrain, so you can use it to hit enemy worms standing on a platform above you. You can also collect crates with it (although it is usually just a waste of a turn). Since it makes the enemy fly upwards, it is very useful for knocking enemy worms over cliffs.

Dragon Ball

 * Availability: Infinite
 * Power: 30

The Dragon Ball, which is unrelated to the Dragon Ball franchise if you were wondering, creates a ball that travels a short way and disintegrates if it does not hit an enemy worm. A hit enemy worm will fly primarily forwards, so you can use it to push an enemy worm into a mine or a depression in the terrain. Since you can use the Dragon Ball while jumping, you can also hit enemy worms on a different height than you.

Kamikaze

 * Availability: Infinite
 * Power: 30

The Kamikaze kills your worm. It does more than that however, your worm first travels a fair way, destroying terrain and any objects including mines and worms that may be in the way before finally exploding. Because you lose a worm when performing this, it is of very limited use, but it can be useful if your worm is weak and can hit multiple enemy worms with it. Otherwise, you should generally not use it.

Prod

 * Availability: Infinite
 * Power: 0

Yes you read right, this weapon does no damage. It is some sort of joke item, and the only real use for it is to knock an enemy worm into a nearby pit, since it pushes an enemy worm only a small bit.

F5: Explosives
Explosives are simply dropped onto the ground, thus they do not need to be charged up. You also need to be able to drop these onto enemy worms, because otherwise there's no point in using them.

Dynamite

 * Availability: 1
 * Power: 75

The Dynamite is simply dropped onto the ground. Once that is done, you have five seconds to run away before it explodes. The Dynamite deals a lot of damage, but you only have one in a game using standard settings, therefore the target needs to be chosen carefully. You should especially avoid targets that can be easily knocked into the water or mines anyway, since for these, other weapons are better choices. It is best used with enemy worms in the middle of the island. Since a hit enemy worm flies quite a fair way, you can use it to make the enemy worm fly over large obstacles and possibly into the water. You can also drop the Dynamite down a cliff onto enemy worms below.

Mine

 * Availability: 2
 * Power: 50

The mine is dropped to the ground. Then, you get some time to retreat until the mine is armed. If you dropped it onto a worm it will explode doing its usual 50 damage, but if you just drop it somewhere on the field it won't explode, which gives it a great strategic value. You can use this to prevent the enemy worm from walking up to you, for example.

Sheep

 * Availability: 1
 * Power: 75

The Sheep is a Dynamite with four legs. Once you drop it, it will start walking forward. The sheep can jump over gaps and worms and it can also collect crates. Pressing again makes it explode, or it will explode on its own if you leave it alone.

Because it jumps over worms, it is rather difficult to use. However you can use this to shoot a worm straight down if it is standing on a thin platform.

Super Sheep

 * Availability: None
 * Power: 75

The Super Sheep acts like a normal Sheep at first. But when you press again, it will start flying upwards. You can then control the sheep using the arrow keys and fly it all around. To detonate the sheep, either fly it into the terrain, or press again which will cause it to revert to an ordinary Sheep which will then explode on impact. While you can collect crates while flying, it is difficult and you should not try it if you're inexperienced.

Its free movement mode allows it to be controlled anytime, even when out of bounds on a cavern map. This can be used to fly from one side of the cavern to the other by flying over the impenetrable ceiling.

F6: Airstrikes
Airstrikes are dropped from above, therefore the enemy worm should be on free terrain. They require a target to be selected with the mouse, you can also select from which direction the aircraft should arrive (which is useful if the enemy worm sits on a cliff). By definition, airstrikes are not available on cavern maps.

Air Strike

 * Availability: 1 (after four rounds)
 * Power: 30
 * Missiles: 5

This is a simple air strike that does moderate damage. Use it if you're enclosed in a cave and unable to hit the enemy worm in any way. It can be used against enemy concentrations too and will work very well in this case. Note that especially against sloped terrain, you may need to adjust the target because otherwise the missiles will miss it.

Homing Air Strike

 * Availability: None
 * Power: 30
 * Missiles: 5

This is very similar to the above, but all missiles home in on the target. If directly targeted at an enemy worm, it will usually die. This is a very precise weapon, but if the target is in mid-air, the missiles will fly around the target before being thrown outward. This is especially important for small platforms, where the first missile may destroy the platform enough for the other missiles to circle around the target.

Napalm Strike

 * Availability: 1 (after four rounds)
 * Power: Variable
 * Missiles: 5

The Napalm Strike launches five missiles, which explode in mid-air and release a carpet of burning fire. This weapon is best used against enemy concentrations due to its large area of effect, and for enemy worms which are positioned on a cliff. Note that the fire is affected by wind, so you need to take this into account especially for cliffs so the fire doesn't harmlessly fly away.

Mail Strike

 * Availability: None
 * Power: 50
 * Missiles: 5

This airstrike launches a volley of... mails. The mails are greatly affected by wind, and when they hit the ground they explode doing high damage. The mails are also slightly inaccurate and spread out a bit so watch out. This is again best used again enemy concentrations, mainly because of its inaccuracy.