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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.

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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

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The following is ordered from strongest (damage wise) to weakest (damage wise):

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1. Heavy:

Explosion Size: Very Large

Damage Of Shotgun:       30 per hit
Damage of Bunker Buster: 35
Damage of Bazooka:       55
Damage of Super Sheep:   75

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.

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2. Soldier:

Explosion Size: Large/Medium

Damage of Shotgun:       25 per hit
Damage of Bunker Buster: 30
Damage of Bazooka:       45
Damage of Super Sheep:   65

Agility: Average
Weight: Average
Jet Pack Ammo: 100 %

Pros:
Well balanced worms, easy to learn, and available from the start.

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3. Scientist:

Explosion Size: Medium-Small

Damage of Shotgun:       20 per hit
Damage of Bunker Buster: 25
Damage of Bazooka:       40
Damage of Super Sheep:   60

Agility: 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.

Summon objects created by scientists sparkle and have twice the health.
The summon objects are: Girders, Sentry Guns, Magnets, and Sink Holes. 
Magnets last 6 turns instead of 4.
Sink Holes absorb 400 units of water instead of 300.

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.

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4. Scout:

Explosion Size: Small

Damage of Shotgun:       20 per hit
Damage of Bunker Buster: 20
Damage of Bazooka:       35
Damage of Super Sheep:   55

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.

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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).

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THE FOLLING WEBSITES HAVE PERMISSION TO POST THIS GUIDE:

Gamefaqs.com    
Neoseeker.com   
Supercheats.com 

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I hope this guide was helpful to you.
Contact me at AppleSpider33 (at) gmail.com

Written by Doctor Cool (10/15/2012)
Also known as DoctorCool_