14 - Springz

Method number 1: Enter the game with it.
Edit Objects Dialog Box
Use Logic: GruntStartingPoint with Powerup: = 14 ... other fieldz as necessary

Method number 2: Cover it up.
Edit Objects Dialog Box
Use Logic: CoveredPowerUp with Powerup: = 14 ... other fieldz as necessary

Method number 3: Leave it in plain sight.
Edit Objects Dialog Box
Use Logic: InGameIcon with Image_Set: = GAME_INGAMEICONZ_TOOLZ_SPRINGZ

Method number 4: Put it in a Giant Rock.
No matter what 'team' they are on, a Gauntletz Grunt, (Suicide) Bomber Grunt or Time Bombz Grunt can break or blow up a Giant Rock, or a Shovel Grunt can dig up a Time Bomb next to a Giant Rock, revealing the Tool in the middle, where Tile #290 was placed.

Method number 5: Ask for it.
One of the solver's Gruntz can use a Megaphone to call for the Tool.

Method number 6: Steal it (back).
Turn a Tool Thief carrying the Tool into a Goo Puddle , then pick up the Tool he leavez behind.

Springz may get a Grunt several placez he would otherwise not be able to go. A Grunt with Springz can jump over a single Hole, a single set of Spikez or over any other single 'Death Tile' (Quicksand, Tar Pit, Polluted Water, etc.).
But a Springz Grunt will still refuse to jump over Water ... unless it is from Landing Area or a Bridge tile to a Bridge tile or another Landing Area .
Springz Gruntz are smart, when it comez to Water ... they will not even start out across Water unless they can do so without getting their Springz wet.
They have to know that Bridge Tilez exist all the way to the destination (even if those Bridge Tilez are not always raised).

Springz are also useful as weapons, but take a while to re-charge.
Best plan of attack for a Springz Grunt is hit, run to re-charge, and return to hit again.

Travel speed: 800 millisecondz per Tile, 400 millisecondz per Tile with the Super Speed PowerUp.
When leaping : 400/200 millisecondz per Tile.

Used as a weapon
'Hit' value: 5/20 ... enemy turned into a Goo Puddle after fourth attack.

Assumption: Grunt teleportz into an enclosed area of two Tilez next to an enemy 'Post Guard' Grunt
(neither can move), and beginz the fight.
ID Opponent Hit Result Winner's
Reason for unusual resultz
0 Bare-handed 1 win 16
1 Bombz 20 draw 0 Actually, both lose.
2 Boomerangz 6 win 8
3 Brick(layer)z 4 win 8
4 Clubz 8 lose 5
5 Gauntletz 5 win 5
6 (Boxing) Glovez 1 win 16
7 Goober(Straw)z 2 win 12
8 Gravity Bootz 2 win 8
9 Gun Hatz 10 win 10
10 Sponge Gunz 1 win 18
11 Rockz 8 win 4
12 Shieldz 1 win 7 ** Shieldz take half damage from many other Gruntz.
13 Shovel 6 win 2
14 Springz 5 win 5
15 Spy Gear 4 win 8
16 Swordz 10 lose 10
17 TimeBombz 20 draw 0 Actually, both lose.
18 Toobz 2 win 15
19 (Magic) Wandz ? win 20 won't fight
20 Warpstone 0 win 20 can't fight, and enemy Gruntz can't carry a Warpstone piece !
21 Welder's Kit 20 lose 15
22 Wingz 2 win 16
* GunHatz take no damage from a SpongeGun (but are moved) and half damage from any other ranged weapon Gruntz.
** Shieldz take no damage from Bare-handed, (Boxing) Glovez or other Shield Gruntz, and they take half damage from many other Gruntz.
An opponent's 'Hit' value in Yellow indicatez half damage.
An opponent's 'Hit' value of '0' in Red indicatez no damage.
An 'undecided' result is because of random delayz (flailing, etc.) by either opponent.

Grade: B+ 38 W18-D2-L3 (+146 +106) ... good offense, unique utility

The solver, using "hit & run" tacticz, can greatly alter the resultz against most enemy Gruntz.