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These traits encourage dark side play (a somewhat frowned upon tactic involving digging deep tunnels and adding in turrets, girders, and other defenses that prevent your enemies from reaching you) like never before, and it’s hard to ignore the temptation to bury your scientist somewhere deep and let him keep your frontliners alive. Even worse than that, however, is that each time a scientist takes a turn, every worm on their team gains a small amount of health. Because of this fact alone, they’re ideal when sequestering themselves behind an assortment of defenses, especially with how deceptive the range on sentry guns actually tend to be. Any sentry guns and girders they place withstand more damage, and their magnets will never run of power. The most potentially troublesome of worms, however, are the scientists. However, they do less damage with all weapons and get flung around with much more force, making hazards and drops much more of a problem for them. Scouts are their opposite, moving faster, jumping higher, and making paths with the blow torch other worms can’t follow them in. They are, however, much harder to push around through explosions, and send enemy worms much further through melee attacks. Heavies are far slower and much worse at jumping, making it much harder for them to get place to place without help. Soldiers are worms as we know them, with no special strengths or weaknesses. The Scientist, The Heavy, The Scout, and the Soldier. Nowadays, now that the game’s time has passed, it’s not as much of an annoyance, since you’ll likely get more out of the single player component anyways. In the days when the game was new, this would mean you’d have to work your way through the single player before you really got the chance to experiment with different team builds. Depending on how many worms you want on the field, it can take some time to build up the exact sort of team you may want. How it works is somewhat strange – you have to ‘buy’ worms of each of the four classes with in-game money, with the price going up for its type each time you purchase one. The first thing the game makes front and center from its logo is that worms can now take one of four different classes, each of which offers its own strengths and weaknesses. Credit has to be given for effort, at least. Unfortunately, few, if any of its shotgun blast of ideas really manage to hit the mark. While Revolution still never really struck the spark Armageddon did, those many long years ago, it does feel, at the very least, like an attempt at doing something new and fresh with the brand. Entries like Open Warfare 2 were acceptable for handhelds, while releases like Worms 2: Armageddon felt more like obligations from Team 17 than real passion works.
WORMS REVOLUTION SEANANNERS SERIES
The Molotov cocktail is mini upgrate to greande, when it explodes, it easily damaging a fire of worms.Worms Crazy Golf was somewhat of a break in a series that had seemed to lose its focus and creativity alike, one dull release at a time. The Banana Bomb is a pumped up version of the Cluster Bomb, when it explodes, it rains a volly of high damage bananas down on your foes! Select your target with the mouse and then fire. The Homing Missile is a weaker bazooka that has homing abilities. The Cluster Bomb is a grenade that drops clusters when it explodes, easily damaging a group of worms. The Grenade can sometimes be hard to master.
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The Grenade is similar to the bazooka, except it has a fuse, and is not wind affected.
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The Bazooka is a classic, it fires a wind affected projectile that inflicts about 50 damage. Note: When Damage figures are shown, it is for the Soldier.
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There's also many NEW weapons in Worms Revolution: Water Bomb, Telekinesis, Wrench, Stick Up, Boggy B., the list goes on! There are many weapons in Worms Revolution, including some great classics like the Bazooka, the Holy Hand Grenade, the Sheep, and more.