The Worm

Teleporter
The Worm teleports into the stage using their teleporter.

Move Origin
The Teleporter is a utility that first debuted in the original Worms game. It allowed the player to teleport the Worm into any point of the map, at the expense of losing their turn.

Neutral B: Bazooka
The Worm takes out their bazooka and shoots a missile out of it, which explodes upon contact. The move has very pitiful range unless you charge it up by holding down B, which allows the Worm to choose how long will the missile fly and also aim it up or down. The missile can harm the Worm too, which is a property shared by all of their weapons (except the Final Smash)

Move Origin
The Bazooka is the main weapon in the Worms games, making its debut in the original Worms game. It's one of the most basic weapons, simply being a missile that explodes upon hitting the ground or another Worm. Unlike in Nova, the Bazooka can be aimed before shooting, although you can also change the direction while charging up the shot.

Side B: Grenade
The Worm picks up a grenade, which limits their movement options while holding it (you can only walk and jump). The Worm can throw the grenade like an item in any direction that they want, which will explode when the timer over it goes down to 0. The Worm can change how long the grenade will take to explode by pressing A while holding it. The grenade cannot be picked up after it's thrown, but it can be hit with other attacks to throw it around. Being hit by the grenade itself also deals a little bit of damage.

Move Origin
The Grenade is another basic weapon found in the Worms games which debuted in the original game of the series. It works similar to the bazooka, except instead of exploding upon contact, it explodes with a timer, which the player can modify before throwing the grenade. The way the weapon is equipped and thrown in Lawl Nova is rather different to the original game, as a way to differenciate it from the bazooka.

Up B: Jetpack
The Worm equips their jetpack, which allows them to freely fly for a limited amount of time. The jetpack is very good for moving upwards, but a bit slow to move to the side, making it a more vertical recovery as opposed to a horizontal one. During the flight, the Worm can press A to cancel it, B to drop a grenade identical to the one used in Side B (unless you have a different grenade equipped, then they'll drop that one), or Z to use their tether grab.

Move Origin
The Jetpack is a utility found in the Worms games which made its debut in Worms Armageddon. It allows the Worm to fly around the stage freely for a limited amount of distance (determined by a fuel meter that appears over their head). In Worms, you are also able to drop weapons while flying with the jetpack, but in Nova this feature is limited to just the grenade and its improved versions.

Down B: Mine
The Worm drops a mine on the floor. When an opponent comes near it, the mine will start to tick and explode shortly after. The Worm is unable to activate the mine on their own, but the explosion can still affect them. Like the grenade, they are also able to hit the mine around with their attacks.

Move Origin
The Mine is a weapon found in the Worms games, making its debut in the original game of the series. It's a trap that, when a Worm comes nearby, will start to tick and then explode shortly after. The default timer of the mine is much longer in the Worms games, but some games in the series allows the player to change how long it takes for it to explode (so a countdown like the one found in Nova can be put as an option). And while the Worm that placed a mine can activate it unlike in Nova, that latter feature is inspired by the little time you get where you cannot activate your own mine after placing it (intended for the player to retreat).

Shield Special: Reinforcements!
The Worm looks up as a weapons menu appears over their head. You are able to swap weapons with this menu, which give the Worm alternative Neutral, Side and Down Bs with limited uses. Using up and down you choose which Special you want to swap, and right and left changes what weapon you will choose. These weapons are divided into three tiers that will be explained below. After a weapon runs out of ammo, you will be forced to wait a set amount of time, with a stop icon forbidding you from picking that weapon. Changing weapons won't reset the ammo of the weapons that you've already used (that only happens when you get KO'd).

Move Origin
This attack is simply inspired by the ability to change your weapons in Worms. Normally, your most basic weapons have infinite ammo, while the stronger and more gimmicky weapons have limited ammo that you can only restore by finding extra ammo on crates. The mechanic of having to wait to use your weapons is inspired by a mechanic found in the Worms games that forbids the player to use certain weapons (mostly the strongest ones) until a certain set of turns have passed. This is somewhat similar to the limitation found in Nova, but in reverse (having to wait after using up the weapons, rather than before).

Final Smash: Air Strike
The Worm pauses time as they take out a communicator. Now you control a cursor that you have to move around to set a target. After you press B to choose a spot (or some time passes), a jet plane will fly through the stage and make missiles fall off, exploding upon contact.

Move Origin
The Air Strike is a weapon found in Worms games which made its debut in the original game of the series. When you use it, you have to select a spot on the map, and missiles will rain on it to hit all of the Worms found on that point of the map.

Tier 1
This tier's weapons have 3 units of ammo, and after using them up you need to wait 10 seconds to replenish them.

Neutral B: Mortar
It shoots out a fast travelling bullet that, upon contacting with a solid object, will explode into multiple bomblets which also explode. You don't need to charge it up like the regular bazooka, but you can hold down B to aim it.

Move Origin
The Mortar is a weapon found in the Worms games which made its debut in Worms 2 (although a near-identical weapon named the Grenade Launcher existed in Worms: The Director's Cut). It was essentially an improved version of the bazooka, which traded raw power with the fact that it was always fully charged and that its bullet exploded into several bomblets.

Side B: Cluster Bomb
It works identical to the grenade, but the explosion is weaker and it releases bomblets after they explode.

Move Origin
The Cluster Bomb is a weapon found in Worms games which made its debut in the original game of the series. It's an improved version of the grenade which traded raw power with the fact that it exploded into several bomblets.

Down B: Gas Barrel
The Worm places down a Gas Barrel which, if it's hit, will release a cloud of poisonous gas that will make the opponents gain percent overtime until the poison effect is over.

Move Origin
The Gas Barrel is the only move in Worms' arsenal that is not a weapon from the games, but rather an element found on the maps. It is exclusive to Worms 4: Mayhem and it's remastered version Ultimate Mayhem. If it's hit by a weapon, it will release a poisonous cloud that will poison any Worms that are nearby. Other games in the series have a similar map element called the Oil Drums, which function the same way but releasing fire instead of gas.

Final Smash: Mine Attack
Works the same way as the air strike, but instead of missiles, mines will fall on stage. These mines work identically to the default Down B.

Move Origin
The Mine Attack (also known as Mine Strike) is a weapon found in the Worms games which made its debut in Worms Armageddon. It works identically as the air strike, but it drops a series of mines which behave the same way as the regular mine weapon.

Tier 2
This tier's weapons have 2 units of ammo, and after using them up you need to wait 20 seconds to replenish them.

Neutral B: Homing Missile
Like the mortar, this missile doesn't require charging, but you can hold down the B button to aim the initial shot. After the missile is released, it will turn red and chase after the closest enemy. It still can be dodged, reflected or outsmarted though.

Move Origin
The Homing Missile is a weapon found in Worms games which made its debut in the original game of the series. It's an improved version of the bazooka which allows the player to choose a location of the map and shoot a missile that will attempt to fly directly there.

Side B: Petrol Bomb
The Worm pulls out a petrol bomb which, upon being thrown and contacting a solid object, will set the floor on fire. Any opponents (or the Worm) who step on the fire will get a bit of damage. This fire trap will stay there for a few seconds before extinguishing.

Move Origin
The Petrol Bomb (also known as Molotov Cocktail) is a weapon found in the Worms games which made its debut in Worms: The Director's Cut. It's a throwable weapon that scatters fire upon landing on the floor, which would stay there for a few turns before extinguishing for real.

Down B: Dynamite
The Worm drops a stick of dynamite which, after a few seconds, will explode with a massive explosion. It also cannot be kicked around like the mine.

Move Origin
The Dynamite is a weapon found in Worms games which made its debut in the original game of the series. It's an explosive that you drop and will explode after 5 seconds, giving you enough time to retreat before the explosion hits you.

Final Smash: Concrete Donkey
After choosing a target like with the other two Final Smashes of a lower tier, a donkey made out of concrete will fall on the stage and bounce around a couple of times trying to hit all of the opponents that are nearby. After some bounces, it'll fly away.

Move Origin
The Concrete Donkey is a weapon found in the Worms games which made its debut in Worms: The Director's Cut. After a target location is selected, the Donkey will fall from the sky and crash into the map multiple times, essentially hitting every Worm that was located on that vertical area and destroying that part of the map until falling into the water.

Tier 3
This tier's weapons have 1 units of ammo, and after using them up you need to wait 30 seconds to replenish them.

Neutral B: Sheep Launcher
This is the only Neutral B that you cannot aim. After pressing the button, the Worm will launch a sheep out of their bazooka, which will walk around and is able to jump if you press B. If it hits an opponent, it will create a massive explosion.

Move Origin
The Sheep Launcher is a weapon found in the Worms games which made its debut in Worms Armageddon. However, the way it works in Nova is closer to the regular Sheep weapon found in the original Worms game and onwards. The Worm throws a sheep that starts walking on its own and will explode after a few seconds or upon pressing the shoot button again. In most games you cannot control its jumps, but you can do that in the 3D entries.

Side B: Holy Hand Grenade
It behaves like a grenade but without the ability to set up a time limit. After thrown, it will first need to come to a full stop. Then a chorus will sing "HALLELUJAH", and then it will explode into a very large explosion.

Move Origin
The Holy Hand Grenade is a weapon found in the Worms games which made its debut in Worms: The Director's Cut. It is a very powerful grenade that only explodes after it's come to a full stand still, although not before a chorus sings Hallelujah to make it explode.

Down B: Sentry Gun
The Worm places a sentry gun, which will shoot a barrage of bullets if an opponent gets near it. The Worm can hit the gun to make it turn around. The gun will stay on stage for a while before it disappears.

Move Origin
The Sentry Gun is a weapon found in the Worms games which made its debut in Worms 4: Mayhem. It is a turret-like weapon, allowing you to place it and making it shoot at enemy Worms that get nearby.

Final Smash: Armageddon
This is the only Final Smash that doesn't require the Worm to select a target. After pressing the B button, a rain of meteors will fall on the stage, dealing damage to whoever gets hit by them.

Move Origin
The Armageddon is a weapon found in the Worms games which made its debut in Worms Armageddon. It is a devastating weapon that causes a rain of meteors to happen on the map, being very devastating but with the side effect of it being able to hit your own Worms like any other weapon (it is just more deadly here considering there is no way to aim it).

KO Sounds

 * KO Sound 1: "Bye Bye!"
 * KO Sound 2: "Oh dear!"
 * KO Sound 3 (If The Worm is KO'd by a team mate): "Traitor!"
 * KO Sound 4 (If The Worm is KO'd by their own weapon): "Oi, nutta!"
 * Star KO Sound: "Noooooooo!"
 * Screen KO Sound: "Ouch!"

Taunts

 * Up Taunt: *takes their eyebrows, puts them on as a moustache, and them puts them back on*
 * Side Taunt: *jumps using the Skip Go* "Boring!"
 * Down Taunt: *takes a piece of the ground and eats it*

Victory Options

 * Victory Option 1: *jumps up and down* "Victory!"
 * Victory Option 2: *glides into the stage with the Parachute, and upon landing makes their head grow big* "Amazing!"
 * Victory Option 3: *collects a crate, a crown falls on their head, and smirks* "Brilliant!"
 * Losing Pose: *waves a white flag*

Normal

 * Neutral attack -
 * Dash attack -
 * Forward tilt - Swings the Baseball Bat forwards.
 * Up tilt - Performs a fire punch upwards.
 * Down tilt -

Smash

 * Forward smash - Shoots a dragon ball forwards.
 * Up smash - Swings the Battle Axe upwards.
 * Down smash -

Other

 * Ledge attack -
 * 100% ledge attack -
 * Floor attack -
 * Trip attack -

Aerial attacks

 * Neutral aerial -
 * Forward aerial -
 * Back aerial -
 * Up aerial -
 * Down aerial -

Grabs and throws

 * Grab - Grabs the opponent using the Ninja Rope. It can be used as a tether recovery.
 * Pummel -
 * Forward throw -
 * Back throw -
 * Up throw -
 * Down throw -

Animal
Skunk: It can walk, run and fart, creating a gas cloud that poisons opponents hit by it.

Art
"Art Class": A drawing of a purple stickman that is found on the Worms Armageddon map "Art Class".

Bob Ross Painting
Super Earthworm!