Reaperz Worms 2 Utilities
 


Bazooka Homing Missile Mortar Homing Pigeon Grenade Cluster Bomb Banana Bomb Homing Cluster Bomb Shotgun Handgun Uzi Minigun Firepunch Dragon Ball Kamikaze Prod Dynamite Mine Sheep Super Sheep Air Strike Homing Air Strike Napalm Strike Postal Strike Blow Torch Drill Girder Baseball Bat Ninja Rope Bungee Parachute Teleport Super Banana Holy Hand Grenade Salvation Army MB Bomb Petrol Bomb Priceless Ming Vase Sheep Strike Mike's Carpet Bomb Mad Cows Old Woman Cloned Sheep Concrete Donkey Skip Go Surrender Nuclear Bomb Patsy's Magic Bullet
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Welcome to the first modern site dedicated to Worms Utilities and Goodies.

Weapon Map





Firepunch - F4 - Max Damage 30
The Fire Punch is a great close combat weapon. It can be used at close range with, no damage inflicted on the players Worm (unless of course the Worm who was punched, dies and explodes right next to the player). A trend amongst W2 experts is to apply the mid-air Fire Punch. Jump towards the enemy, (with Fire Punch selected) and just as the Worms touch, a quick press of the spacebar sends the enemy flying! A great move and impressive to watch if done correctly.

The Firepunch also comes in handy when the player needs to get at an enemy Worm which is on some landscape above. The Fire Punch has the ability to cut through the landscape as well as inflict a good 30 damage. It is possible to get a 'two-hit-combo' from the Fire Punch if used correctly. It takes practice but it is possible to Fire Punch an enemy Worm who is trapped by the landscape - a full 60 damage!

The Fire Punch is also used to knock enemy Worms off the landscape into the water, due to its ability of lifting the enemy Worm up into the air as the punch makes contact. All in all, a very versatile move.

Dragonball - F4 x2 - Max Damage 30
The Dragon Ball is used in the same way as the Fire Punch, using pretty much the same tactics (mid-air moves). Only the Dragon Ball has the ability to hurtle the enemy Worms much further than the Fire Punch, but instead of knocking the Worm high into the air like the Fire Punch, the Dragon Ball doesn't quite have the height. Each of the two close combat moves have their own place in the game, e.g. if the player wanted to send the enemy hurtling across a long distance, they'd use the Dragon Ball. But if the player needed to knock the enemy over an object into the water, they'd opt for the Fire Punch.

Kamikaze - F4 x3 - Max Damage 50
Most people think of this weapon as a last resort, but experts use it as the tactical, devious weapon it is. For example, if the player has 2 Worms left and the enemy has just one, the best bet would be for the player to Kamikaze one of their Worms into the enemy - Worm for a Worm. This would leave the player with one Worm left, winning the match. The Kamikaze weapon can also be used in mid-air, and also has the ability to cut through the landscape.

Prod - F4 x4 - Max Damage Unknown
Sarcasm personified in a move. Press the spacebar to nudge a Worm and send it to it's doom.

Not the most powerful weapon in the game, but one which no-one likes to lose a Worm to! Remember that this move doesn't actually take any energy from the victim, so make sure that the Prod is going to send them somewhere that they won't be coming back from!

A dirty little trick for players is the old 'Set Prod to 100 Damage Value and Don't Tell Anyone' trick. Like the name says, set the Prod to 100 damage value in the Weapon Editor, don't tell anyone, then in the game let the Killer Prod loose. It's a dirty trick, but it wins matches and that's what W2 is all about.

Dynamite - F5 - Max Damage 75
This powerful weapon is one of the most-used in W2. With such classic tricks such as placing the Dynamite by the side of a Worm then watching him go flying when the Dynamite explodes. But in W2, new tricks such as Dynamite from a rope are what wins matches. The ability to swing away to safety once the Dynamite has been dropped makes this weapon even more useful.

Like most other powerful weapons, Dynamite is best used on multiple Worms - wasted on just one.

Mine - F5 x2 - Max Damage 50
Mines are generally used in the same way as Dynamite, they just aren't as powerful. One trick is to jump over the enemy Worm and drop a Mine, mid-jump, onto the Worms head, before making a quick get away to stand back and watch the fireworks.

Expert players plan ahead when using Mines. If calculated correctly, players can set a shot so that one Mine sends the victim Worm hurtling straight into another Mine - maximum damage!

Sheep - F5 x3 - Max Damage 75
The main thing to remember when using the Sheep, is make sure that there is a clear path which the Sheep can use to reach your target. (Use Girders, Blowtorch, Pneumatic Drill etc. to make this path if necessary). It is also important that the Sheep cannot return back to the player's Worm if it becomes stuck and as a consequence turns back round the way it came. To ensure this doesn't happen most players elect to drop Sheep from a safe place such as a cliff or from a rope.

Super Sheep - F5 x4 - Max Damage 75
An important factor to take into account with the Super Sheep is the space that the unleashed Sheep needs when it changes to the Super Sheep. All W2 players, at some time, will need to master the art of piloting the Super Sheep. A good idea is to make a special landscape on which to practice in the Terrain editor. Here at Team17 QA we went through a phase of making special 'Sheep run levels'! Perfect for just this purpose.

A little-known fact is that Super Sheep can also be used to collect crates. Once mastered the Super Sheep is a truly amazing weapon, no Worm is safe from it's furry force.

Air Strike - F6 - Max Damage 30
A guaranteed hit, very useful on groups of Worms standing out in the open, especially in Sudden Death mode, use wisely. And be prepared to be moaned at for taking 'the easy option'.

Homing Strike - F6 x2 - Max Damage 30
Pretty much the same as the Air Strike except for the fact each cluster hits the same spot. The Homing Air Strike is best used when no other move can be taken, or if there is a definite chance of a kill. If your opponent has a Homing Air Strike, all we can suggest is that you hide, quick!

Napalm Strike - F6 x3 - Max Damage Unknown
Wind plays a large role with this Air Strike-style weapon. Many new players of W2 dive straight in, not allowing for the wind, and end up torching half of the landscape leaving the enemy Worm un-injured. Perfect your skills with this weapon before attempting to use it in an important match, as you may end up doing more damage to your own Worms than the oppositions.

Nevertheless, this is a great Sudden Death weapon, and therefore best saved until the end or if there is a definite chance of a kill. The Napalm Strike is capable of covering a large distance with the fire spread, so it is best used on multiple Worms.

Mail Strike - F6 x4 - Max Damage Unknown
Letters of fate, dropped from the sky by a flying post box... Doesn't sound scary does it? Well wait till you see it! These letters have the power to take out any nearby Worms. Strongly affected by the wind, the Mail Strike is a weapon worth mastering, many a time has it saved my skin in Sudden Death mode!

Before dropping the Mail Strike, take into account the wind along with the wide bomb spread, when used in the right situation it has amazing capabilities. It is also an extremely useful weapon in Sudden Death mode, the way in which the first few letters destroy the landscape opens it up for the following letters, making it a great weapon for exposing (and hurting) 'Dark Side' Wormers! A true match winning weapon!

[Borrowed] - Official Site