=============================================================================== Version 0.82 =============================================================================== # # ##### ##### ##### ##### # # # # # # # # # # # # # # # ##### # # # # # # # # # ## # # # ##### # # # # # # # # # # # # # # # # # # # # # ##### ##### # # # # ##### =============================================================================== Welcome. This is a guide to the four classes playable in Worms Revolution. They are Soldier, Scientist, Scout, and Heavy. You start with four soldiers, and have to buy the other kinds. How to purchase worms: Choose "Customize" from the main menu. Click "My Worms". Purchase new worms with credits earned from Single Player and Ranked Matches. You can have up to 4 worms of each class. Buying new worms gives you, as a bonus, cosmetic items to equip your team with. =============================================================================== Costs: 1st Scientist: 80 1st Scout: 80 1st Heavy: 80 2nd Scientist: 160 2nd Scout: 160 2nd Heavy: 160 3rd Scientist: 240 3rd Scout: 240 3rd Heavy: 240 4th Scientist: 320 4th Scout: 320 4th Heavy: 320 Total: 2400 ================================================================================ The following is ordered from strongest (damage wise) to weakest (damage wise): ================================================================================ 1. Heavy: Explosion Size: Very Large Damage Of Shotgun: 30 per hit Agility: Worst Weight: Most Jet Pack Ammo: 60 % Pros: Heavies deal the most damage, cause the most knockback, destroy the most terrain, and cause the largest explosions. Heavies also resist knockback better than other classes. Cons: Heavies are very slow, and don't jump very high. They take fall damage from lower heights than other classes. Misc: Although they look larger than other worms they can fit into tunnels created by Soldiers and Scientists. Uses: Heavies are good when trapped in small areas with other worms, when attacking from long range, and in easy to navigate maps. There is a game mode where worms can't move; this works well with heavies. Heavies tend to do better with longer turn times to make up for their poor speed. ================================================================================ 2. Soldier: Explosion Size: Large/Medium Damage of Shotgun: 25 per hit Agility: Average Weight: Average Jet Pack Ammo: 100 % Pros: Well balanced worms, easy to learn, and available from the start. ================================================================================ 3. Scientist: Explosion Size: Medium-Small Damage of Shotgun: 20 per hit Agility: Slightly Below Average Weight: Below Average Jet Pack Ammo: 110 % Pros: Scientists heal all worms on your team for 5 hitpoints every time it is their turn. This only applies to natural turns. Using the select worm item or playing a game with free select turned on will not give you more hitpoints. You can heal over your maximum health. There is no limit. ALSO: Summon objects created by scientists sparkle and have twice the health. The summon objects are: Girders, Sentry Guns, Magnets, and Sink Holes. Cons: Enemies will want to kill scientists as soon as possible before they become entrenched. Uses: Scientists gain the most out of using defensive "darkside" tactics. Every turn you prolong the game gives more health to your team. You might want to place them in protected areas and use global abilites or long ranged ones such as super sheep and homing missiles. Scientists do better in caves than islands, and better still in double-caves. When placing worms (when worm placing mode is on), you want to summon your scientist last so that the enemy cant counter you by placing their worms near you. ================================================================================ 4. Scout: Explosion Size: Small Damage of Shotgun: 20 per hit Agility: Best Weight: Worst Jet Pack Ammo: 120 % Pros: Scouts are extemely fast and jump very far and very high. They also can fall from much higher than other worms before they take damage. They can also fit through smaller areas than other worms. Cons: Scouts are extremely vulnerable to knockback and have the worst power level of any worm in the game. Misc: Holes created when using scouts can only be entered by other scouts. Grenades can still fit in them though. Uses: Scouts are good for clearing away mines; you can usually trigger them and because of your speed, escape before they explode. Scouts are also good for collecting crates and powerups and traveling long distances. The shorter turn times are the more valuable scouts become; they are also very good for difficult and treacherous maps. ================================================================================ ================================================================================ CLOSING: You are free to use whatever combination of worms you like. Mixed teams with a variety of worms work best in free select modes, where you can choose any of your four worms at the start of each turn Teams of all one worm depend on if you want reliability (soldier), power (heavy), speed and mobility (scout), or plan to play a "darkside" game of attrition (scientist). ================================================================================ ================================================================================ I hope this guide was helpful to you. Contact me at AppleSpider33 (at) gmail.com Written by DoctorCool_ (10/15/2012)