Ok I got a few new ideas
. Sorry if someone proposed something similar, I don't want to steal ideas by any means.
Poisonous axe: Axe shot + poisoned state.
Single worm invisibilitySliding: (Pyro knows a bit about this one
) Either hold space while jumping, worm is now in sliding state until space is released, or press space once, the ability disappears when worm has stopped.
Blinding/flashbomb : Not sure about how you administer this. Basically, the affected worms are surrounded by a black spot, visible or not by the other teams. Shouldn't last forever.
Double pistol: shoots in the direction aimed AND in the opposite direction.
Concrete thrower: behaves like a flame thrower, but pixels accumulate instead of burning soil when they get rest. If snow doesn't glitch worms, this shouldn't.
Shockwave: repels everything within radius, once.
Grappling hook: (that's one of thems I think were talked about earlier, can't be sure.) Ok if you played legend of zelda, it works exactly the same. If fired at ground, the hook grabs, attracts worm there without the traditional rope gravity effect, then automatically releases when worm reached destination. If the worm hits something on its way, it falls straight down(or following the normal collision effects). Now, if the hook is fired at any object or worm, the object or worm is now attracted to the firing worm, with the same consequences if it hits something on its way. It simply uses ninja rope sprite, but instead the "cannon" is blue-grey-ish, and the rope fragments are grey.
Katana: (there again i think someone talked about this before) Usable while jumping and flying.. the worm flips while using its katana. Everything within range gets damaged, lets say -40 or just simply -30 for worms. When the flip is over.. the worm could either continue in the state it was before katana, or be in ehhh "ready to land" state.
Digging dragonball: Well................ The energy wave digs.
Dragon Kick: The attacking worm is propelled, foot first, anything in trajectory gets damaged, when he lands, he's sliding.
Judo Throw: Within prod range, the affected objects gets thrown practically upwards, with a little angle, and not too far, in the opposite direction in which the attacking worm is facing.
Spirit bomb: Inspired by Dragonball (the manga). Insta-use: 5 or 10 x the number of worms in the attacker's team is the damage inflicted by it. Build-up use: Sucks 1 hp to each worm on the team at a slow interval, until the attacking worm get its turn again, then he may use it. Creates a blast radius proportional to the damage at the first impact point. Could work like the arrow behaves when it goes outside the map boundaries.
Guard dog: A new kind of sentry! If an enemy is withing radius, the dog attacks... Not sure at all in which way: Explosion? Bite? Bite would be like that missile trap.. the dog charges at the coordinates in which the worm stands.. with some recovery time between each bite.
Pointer: haha. it's just to pointing stuff, if you click, a semi transparent X appears. I'm sure this would be useful. Could be invisible to the opposing team.. great for aiding team games.
Citizen worm as a map object: You know... that worm you gotta protect in some of the missions... I think KTK would improve from this.