Bench reference
Every tool and creep on the workbench
The maze and the firepower are the same objects. Learn which tools cover ground or air, then recognize the specialist creeps that change how a route should be defended.
The 15 tools
All tools are walls. Attacking tools have five standard levels; post-Master campaigns unlock Masterwork level 6 at wave 100 for eligible damage tools.
Nail · $3
Cheap maze filler for ground and air. At level 5 it trades firing speed for long sniper range.
Staples · $20
A rapid staple gun for ground and air; the direct-damage workhorse.
Paper Ball · $30
Long-range ground artillery that bursts into groups and reaches across the bench from a corner.
Dust · $40
Harmless sanding dust that slows nearby ground and air. Varnished Beetles resist half the effect.
Mallet · $50
A ground-only area thump that can stun everything close to the carver’s mallet.
Chips · $50
Four homing wood shavings for air only. The thin wedges bypass a Carpenter Bee’s armor.
Ink · $36
Ground splash with an inner dead zone. Ink keeps dealing damage and weakens plated armor.
Mousetrap · $40
A compact 1×1 trap that waits for a crowd. Each level adds a charge; a paid re-arm takes real time.
Slipstone · $50
No direct attack. It lends stacking damage to adjacent damage tools.
Highlighter · $70
A large 3×3 marker that makes whole clusters take more damage from every source.
Desk Fan · $55
A 3×3 control tool that blows creeps off course without fully stopping them. Flyers feel it most.
Rubber Band · $25
One post does nothing; two posts stretch a damaging line that launches heavy bosses furthest.
Burning Pen · $65
A rotatable 3×1 beam for ground and air. Its reach heats up along a clear line and stops at the first tool.
Coffee Mug · $60
A carved kuksa with no weapon. It lends stacking firing rate to adjacent cadence tools.
Glue Stick · $35
A rotatable ground strip that reaches through tools and slows whatever crosses it.
The 17 creeps
Ground creeps walk the route you build. Flyers cross a fixed air corridor. Actual life rises with both wave and difficulty.
Speck
A mote of bench dust with no special trait.
Curls
A tight pack of fragile plane shavings.
Termite
A late swarm whose large packs share shock and resist most area damage; pick them off singly.
Silverfish
A fast ground sprinter that punishes short routes.
Armored Silverfish
Overlapping plates reduce incoming damage to 70%, at the cost of some speed.
Varnished Beetle
A lacquered shell makes slows, stuns, wind, glue, and knockback only half effective.
Moth
A flyer that crosses the bench without following the maze.
Mini Bee
A fast airborne swarm that exposes slow, single-target air coverage.
Carpenter Bee
A heavy armored flyer. Chips slip between its plates while blunt hits glance off.
Mega Moth
A huge flyer that breaks into two Moths when killed.
Splinter
A jagged ground shard that snaps into two Slivers.
Sliver
The smaller, quicker half released by a Splinter.
Knot
Dense heartwood with flat armor; a few heavy hits beat many light ones.
Woodworm
A surging ground creep that heals as it bores and must be burst down.
Burl
A gnarled boss. Late commanders regenerate nearby members of their own escort.
Bark Beetle
A plated boss whose shell cracks twice into Termite broods; late commanders armor their escort.
Horntail Beetle
A charging boss. Its late command aura hastens its escort while making them slightly easier to hurt.
Auras, control, and marks
| Effect | Meaning |
|---|---|
| Edge | Damage lent by a Slipstone to adjacent damage tools. |
| Tempo | Firing rate lent by a Coffee Mug to adjacent cadence tools. |
| Mark | A Highlighter effect that increases all damage taken by the marked creep. |
| Shell | A Bark Beetle command that reduces damage taken by its escort. |
| Mend | A Burl command that heals its escort while the commander lives. |
| Rush | A Horntail command that makes its escort faster and slightly more vulnerable. |
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