-Dud Dynamite (explodes if hit with other weapons)
-Dud Grenade (acts similarly to Dud Dynamite)
-Booby Trapped Utility crates
-Sickness can kill worms
-Game mode: Hide and Seek (Players cannot see each other's worms)
-Automatic updates
-Snorkel (Use this to swim around in the water; this is great for when you fall off the map, but it is recommended that you use Teleport to end your turn)
-Catapult
-Fridge Strike (can freeze enemy worms for one turn)
-Lightning Strikes can disable magnets
-Possession (Possess an enemy worm and use them to kill other enemy worms; if the possessed enemy worm dies, your worm returns to its original spot before the possession occurred)
-Machete
-Hammer
-Laser Cannon
-Satellite Strike
-Swarm of Bees
-Surrender forces you to send weapons to enemy team
-Armageddon for Sudden Death
-Game mode: Lights Out (It is completely dark but your worms have a small illumination spot)
-Fake Surrender
-If you are a COW, you'll be frozen until the amount of COW turns end
-Collaboration soundbanks (KND, SMG4, etc.)
-If you are unable to collect crates for a specific amount of turns during a Shopper game, a crate will be dropped near one of your Worms as a Mercy bonus
-In a Race game, a Health Crate will be placed on the finish line; whoever collects the crate ends the round and is declared the winner
-In a Wormopoly game, a Health Crate will be placed at the end of the board; whoever collects the crate ends the round and is declared the winner
-If a player spawns their worm on the Health crate in a Race or Wormopoly game, they'll be placed at the starting line/beginning of the board to prevent cheating