Introduction And How To Buy Worms
In this guide, I'll be explainging the four classes in Worms Revolution: Soldier, Scout, Heavy, and Scientist. Each class has their upsides and downsides. When making a formation, it's always a good idea to have variation of the worms classes. For new players, it is very important to play through some of the campaign levels in order to gain credits, which are neccessary to buy classes. Every time you buy a certain class, the price for that class rises. In the beginning, you already given multiple soldiers, so there's usually no need to spend credits on them. After gaining a substancial amount of credits, one can go to the "Custimization" in the main menu, then "My Worms", which will bring up a list of your current worms, with a "Buy Worms" option. There you can buy classes to mix and match in your formations
Soldier Class
The Soldier is the most balanced of the four classes in Worms: Revolution. As previously stated, multiple soldiers are given to new players automatically. The soldier has basic movement speed and jumping ability. When using weapons, the soldier has the second highest damage counter in the game, above the Scout and Scientist, but below the Heavy. When using utilites, such as a girder or turret, the objects have average durability, being able to survive some weapons based on the worm attacking. When using jetpacks in non custom games, the Soldier has more fuel than the Heavy, but less than the Scout and Scientist. The soldier is a great class to have if the player's combat strategy involves a mix between movement and power.
Scout Class
The Scout is the most agile and fastest worms of the four classes. They are best used when wanting to gain better positioning against enemy worms. They have to fall from large heights in order to take fall damage. Even with these attributes, the Scout is the weakest when defending and attacking. Their weapons do the least amount of damage compared to the other worms. When using utilities, they are very weak and not very durable. When using jetpacks in non custom game modes, the Scout has the most fuel in the game. The Scout is great for beginners wanting to learn how to Ninja Rope. With the Scout, a player can easily collect crates around the map and get into positions and holes other worms cannot. With the blow torch, no other class except the Scout can enter the blow torch hole. The Scout is best used for players that use positioning and collecting crates for other worms in the formation.
Heavy Class
The Heavy is the most powerful worm in Worms: Revolution. They do the most damage with weapons compared to the other classes. Though they are very powerful and dangerous, they are not great on basic movement. They are the slowest and have the lowest jump ability. Heavies also have the lowest jetpack fuel in non custom game modes. Though these hinder the Heavy's movement, when ninja roping, the Heavy is able to get around the map easily. With it being the largest, the Heavy is able to gain momentum very quickly. Heavies are great for players who like doing a lot of damage quickly, willing to sacrifice movement for it.
Scientist Class
The Scientist is perhaps one of the best classes in Worms:Revolution. It's speed and jumping ability is somewhat above the soldier. Whenever it is Scientist's turn, each of your worms gains +5 health, making it very dangerous if you don't take it out quickly. Addind to that, utilities used by the Scientist are much more durable than any other class. The damage and defence is slightly above the Scout, though nowhere near the Soldier and Heavy. When using jetpacks, the Scientist has slightly more fuel than the Soldier. Scientists are great for players wanting to hunker down in defence or slowly regenerate health for all the player's worms.
Anything I Miss?
If you feel like there is anything wrong or missing in this guide, feel free to leave them in the comments. Hopefully this guide helped you in some way, shape, or form. Have a beautiful day c:
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=166660179
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- Water Guide
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