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Shogun Showdown / Shogun Showdown

36 skills, shops and build planning

The 36 skills are grouped by shop category, with normal prices, effect requirements, combinations and common failures. Fill missing tile roles first, then consider three build examples for cooldowns, collisions and money.

Scope: PC full release, version 1.0 series (sources compared through official patch 1.0.2.1). Excludes Prologue, old Alpha versions and mods. Behavior has not been verified through gameplay or video, and individual console patch numbers remain unconfirmed. / Content checked: October 2, 2026

Two common skills: inventory and selling

SkillCategoryNormal priceRequirements and effectsWhen to use itCosts and exceptions
Big PocketsCommon10 monAdds one consumable inventory slotSave healing and shields found on the way for the final battleAdds an empty slot; does not give you a healing item itself
Rogue RetailCommon10 monLets you sell consumables outside shops and adds 1 mon to their selling priceFree inventory space and turn spare consumables into upgrade fundsDo not rush to sell when short of healing or escape options
  • Prices are in mon before sales. Check the shop's displayed price for the current tier and unlock state before buying. Permanent unlock costs in skulls are separate.
  • Whether identical skills stack and how tier values change varies by skill. Do not plan as if every skill always has three tiers.
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Eight weapon skills: meet attack requirements

SkillCategoryNormal priceRequirements and effectsWhen to use itCosts and exceptions
Back StabberWeapon15 mon+1 damage to attacks hitting an enemy from its backLand melee tiles after swapping positionsAttacking behind yourself alone does not fulfill it. The enemy's facing matters
SniperWeapon15 mon+1 damage to attacks against enemies at least four squares awayBoost distant Arrow or Lightning damageA narrow board or adjacent boss does not provide enough distance
Unfriendly FireWeapon10 monIncreases damage between enemies by 1Swap positions to put another enemy in spear rangeDo not expect the same bonus on your own direct attacks
MindfulnessWeapon20 monWaiting restores 1 extra CD to tiles and the special abilityShorten the cooldown wait so a dodge becomes readyWaiting also advances enemy actions. Secure safety before a telegraphed attack
MonomancerWeapon20 mon+1 damage when the attack queue contains only one tileSupports a build that hits multiple times using one main tileQueuing a movement tile alongside it breaks the condition. Maximum tier is 1
Close CombatWeapon20 mon+1 to attacks on adjacent enemies. Does not apply to movement tilesStrengthen stationary melee tiles such as SwirlCharge itself is excluded. Targets can change position partway through a queue
Central DominionWeapon10 mon+1 to attacks made from the battlefield's center. Movement tiles are excludedExecute front-and-back tiles from the centerMoving to the center alone does not make you safe. Read telegraphed attacks on both sides
Odd CurseWeapon10 monCurses one enemy at the start of odd-numbered wavesRecalculate the damage needed for the cursed targetYou cannot choose the target. It does not curse everyone on every wave
  • Prices are in mon before sales. Check the shop's displayed price for the current tier and unlock state before buying. Permanent unlock costs in skulls are separate.
  • Whether identical skills stack and how tier values change varies by skill. Do not plan as if every skill always has three tiers.
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Eight Combo skills: turn multiple kills into recovery and money

SkillCategoryNormal priceRequirements and effectsWhen to use itCosts and exceptions
Combo CoinCombo15 monEarn extra mon from enemies killed in a ComboTurn multiple kills in ordinary waves into moneyDoes not apply to summoned enemies from 1.0 onward. Do not use old infinite-money strategies
Combo RechargeCombo20 monRestores 4 CD to the tile making a Combo; 8 at tier 2Ready your main multi-kill tile for the next waveNot an effect that recharges the entire hand regardless of Combo participation
Triple-Combo HealCombo20 monRestore 1 HP after killing three enemies in the same turnCreate healing for a no-consumables challengeTwo kills do not heal. Check the in-game display for how summoned targets are treated
Combo CurseCombo15 monCurses one surviving enemy after a ComboReduce the damage needed for the next attackTarget is random. Do not assume it will always curse the intended boss
Combo DealCombo10 monUsing two consumables in the same turn gives another consumableCombine necessary uses, such as a shield and healingNot triggered by a Combo. Using two unnecessary items reduces your stock
Kobushi ComboCombo15 monClears CD on tiles left in your hand when a Combo occursReady an unused heavy tile for the next attackDoes not clear the CD of the tile currently executing
Combo BoonCombo15 monHas a chance to give a consumable on a ComboCombine with Rogue Retail to sell surplus dropsThe dropped card is not an additional tile. Version-specific probabilities remain under review
Chilling ComboCombo20 monFreezes one enemy after a ComboSlow a surviving enemy while restoring CDCannot select the target or reliably freeze a resistant opponent
  • Prices are in mon before sales. Check the shop's displayed price for the current tier and unlock state before buying. Permanent unlock costs in skulls are separate.
  • Whether identical skills stack and how tier values change varies by skill. Do not plan as if every skill always has three tiers.
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Eight armor skills: shields and maximum-HP costs

SkillCategoryNormal priceRequirements and effectsWhen to use itCosts and exceptions
HealthyArmor15 monMaximum HP +2Compensate for low maximum HP from Day 5 onwardLack of escape-tile CD recovery must be solved separately
FortressArmor20 monStart battles with a shield at the cost of 2 maximum HPPrepare for a wave's opening actions or consecutive boss attacksCompare HP after losing the shield. It does not nullify every attack
Reactive ShieldArmor20 monDeploys a shield after taking damagePrepare for the next hit of a multi-attack sequenceCannot help if the first attack kills you. Retriggering from a shield-blocked hit remains unconfirmed
Shield RetentionArmor15 monCarries a shield into the next battleUse leftover shields or Kami Brew outside combatDoes not create a shield. Combine with a shield-granting skill or consumable
KarmaArmor10 monReturns damage equal to an enemy attack receivedSupplement counterattacks in a build with sufficient durabilityKilling an enemy may open a rear enemy's firing line. Consider the cost of planning to take hits
Chilling BloodArmor15 monFreezes all enemies when you take damageWait for CD and reposition after being hitDo not depend on it against Ice-resistant bosses. It cannot save a fatal hit
Iron SkinArmor20 monReduces damage taken by 1 and costs 3 maximum HP. Minimum damage is 1Compare reduction against large hits with the HP costMaximum HP 5 becomes 2. Durability against small attacks may decrease
Overflow GuardArmor15 monGain a shield when healing exceeds maximum HPTurn excess healing from Triple-Combo Heal or Edamame Brew into a shieldHealing exactly to maximum HP does not fulfill the condition
  • Prices are in mon before sales. Check the shop's displayed price for the current tier and unlock state before buying. Permanent unlock costs in skulls are separate.
  • Whether identical skills stack and how tier values change varies by skill. Do not plan as if every skill always has three tiers.
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Eight movement-art skills: special abilities and movement

SkillCategoryNormal priceRequirements and effectsWhen to use itCosts and exceptions
Two-Way MoveMovement art15 monLets the special ability work on the opposite side tooDodge without spending a turn changing direction1.0 removed the old CD +1 cost. Its necessity differs for the Chain Master, whose ability already handles both sides
Quick RecoveryMovement art15 monReduces special-ability CD by 1Ready swaps or throws before the next telegraphed attackCannot fix a position where the ability itself is impossible
Damaging MoveMovement art15 monAdds 1 damage to the special ability's targetProvide initial chip damage for collisions or Scar StrikeNo old CD +1 cost from 1.0 onward. The ability's positional requirements still apply
Dynamic BoostMovement art15 mon+1 attack damage when moving with a tile during the same turnBuild an attack queue including Charge or Smoke BombNormal movement on the previous turn does not meet the same requirement
Cursing MoveMovement art15 monCurses the special ability's targetPreserve the multiplier for a large hit after dodgingA push collision may consume the Curse first
Chikara CrushMovement art15 monAdds 1 to damage from enemy collisionsStrengthen Ronin or Jujitsuka throws and Dragon PunchThe Chain Master's position transfer alone does not cause a collision
Mamushi MoveMovement art20 monPoisons the ability's target at the cost of +1 ability CDSecure an escape route while poison progressesThe escape ability recharges later. Check whether it will be ready before the next attack
Two-Faced DancerMovement art20 monMakes turning free, but turning twice consecutively curses youAdjust facing before enemies moveBeware of repeatedly pressing to turn back. This serves a different objective from the fixed-facing achievement
  • Prices are in mon before sales. Check the shop's displayed price for the current tier and unlock state before buying. Permanent unlock costs in skulls are separate.
  • Whether identical skills stack and how tier values change varies by skill. Do not plan as if every skill always has three tiers.
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Two reward skills: revival and rerolls

SkillCategoryNormal priceRequirements and effectsWhen to use itCosts and exceptions
Fenghuang’s FeatherReward20 monRevives after a fatal hit with half maximum HPKeep insurance for recovering in the final battleRounding after revival and complete reuse requirements remain under review
Seiryu’s ScaleReward20 monThe first reroll at each reward is freeLook for rewards that fill missing range or escape rolesDoes not make every shop reroll or second and subsequent rerolls free
  • Prices are in mon before sales. Check the shop's displayed price for the current tier and unlock state before buying. Permanent unlock costs in skulls are separate.
  • Whether identical skills stack and how tier values change varies by skill. Do not plan as if every skill always has three tiers.
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Build example 1: cycle Swirl and ranged tiles

  1. Use Swirl for front and back and Arrow or Crossbow for range. Do not make a queue that simply hits the same enemy with both.
  2. During ordinary encounters, kill the front enemy before reaching the back enemy to secure multiple kills in one attack.
  3. Combo Recharge restores CD on the tile that makes the Combo. With Kobushi Combo, also use the recovery of tiles left in your hand.
  4. Recovery skills trigger less easily against a single boss. Retain escapes such as Smoke Bomb and another main attack to survive the wait.
  • This build is an attack-order practice example. Low CD alone does not guarantee safety every turn.
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Build example 2: chip through collisions, finish with Scar Strike

  1. Choose the enemy to push and its collision target with the Jujitsuka or Ronin. A lone enemy provides no second collision target.
  2. Wound multiple enemies with Dragon Punch or the special ability. Chikara Crush increases the collision portion's damage if acquired.
  3. Finish wounded enemies together with Scar Strike to trigger Combo skills. Chip undamaged archers or similar targets with another ranged tile first.
  4. Change your plan before throwing or swapping an Immovable enemy. Do not keep attempting pushes against a target that makes your ability fail.
  5. Killing a Warden through collision also triggers an explosion. If you cannot choose a death location safe for your position, use range.
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Build example 3: spend Combo income on missing tile roles

  1. Consider Combo Coin once your setup can kill multiple enemies in ordinary waves. Do not plan on earning infinitely from boss summons alone.
  2. Rogue Retail lets you sell unwanted consumables outside shops. Keep healing and shields rather than selling the whole inventory.
  3. Decide whether the next boss demands more range, escape or reuse, then spend the income on that weakness.
  4. For a run aiming at the 150-mon achievement, track essential upgrades separately from savings. Spending before fulfillment can leave your current money below the requirement.
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Shopping and reward procedure

  1. Before the next battle, inspect your main tiles' CD, empty upgrade slots, healing and escape options.
  2. Before buying a skill, read whether you already have it, whether this is a tier upgrade, and whether it costs maximum HP.
  3. Iron Skin reduces maximum HP by 3. At HP 5, compare the result: maximum HP 2, while reduced hits still inflict at least 1 damage.
  4. Use Seiryu's Scale's free reroll only for the first reroll. Check the cost before making a second or later roll.
  5. Services using skulls at Moonlit Port appear after all unlocks. Old guides' mon/skull exchange values differ by version; use the shop's current display.
  • A fixed table of exchange services with conflicting prices remains pending.
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Keep verified consumables by role

Role and consumableDecision before useRelated condition
Edamame Brew: HP recoveryCompare remaining HP with the attacks you can take before the next shopCannot be used for Frugal Fighter, which prohibits consumables. Excess healing can trigger Overflow Guard
Kami Brew: shieldSave for queues that walking or swapping cannot avoidWith Shield Retention, the full release allows use outside combat
Rain of Mirrors: changes enemy facingRead whether the enemy can face another enemy instead of youDoes not move enemies. Recheck every firing line after the change
Freezing consumables: stop enemiesDecide whether you need time to prepare an attack or restore CDDo not rely on them against Ice-resistant targets. Version-specific duration values remain under review
  • All consumable types, selling prices and drop rates remain under review. Do not confuse tile or skill rerolls with consumable use.
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Check each skill's conditions before buying

The following examples assume no other bonus damage, Curse, or shields, and a base damage of 2 for a tile without movement. They do not newly define the base values of a particular enemy or tile.

  1. First check the enemy's remaining HP and facing. Then read your distance and queue length. Do not choose a skill first and only afterward look for a setup where it works.
  2. For example, a base-2 attack against an enemy with 3 HP needs a qualifying bonus of 1. If you intended to use Monomancer but queued 2 tiles, redo that kill calculation.
  3. If the queue contains a tile that adjusts distance, it falls outside this table's no-movement assumption. Do not resolve conditions during movement with a simple distance table; recheck attack warnings and current tile descriptions.
Skill and assumed situationQualifying conditionCalculationA situation where the same preparation fails
Sniper: the target is 4 spaces awayDistance is at least 4Base 2 + skill 1 = 3Moving within 3 spaces fails the distance requirement
Sniper: the target is 3 spaces awayNot enough distanceRemains at base 2Owning the skill alone does not let you add 1 at every range
Monomancer: only 1 attack tile in the queueThe queue contains 1 tileBase 2 + skill 1 = 3Adding a movement tile makes the queue 2 tiles and breaks the single-tile condition
Monomancer: 2 attack tiles queuedThe queue contains 2 tilesEstimate using only each tile's base valueDo not add the skill's 1 to both tiles when calculating kills
Back Stabber: hit from behind the enemyBehind relative to the enemy's facingBase 2 + skill 1 = 3Your facing backward alone does not put you behind the enemy
Close Combat: adjacent, with no movement from the tileThe target is adjacent; the tile does not moveBase 2 + skill 1 = 3Do not expect the same bonus on a tile that includes movement
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Combo Recharge and Kobushi Combo recover different tiles

Separate tile A, which creates the Combo, from tile B, which remains unused in hand. The table compares only recovery from the skills themselves; normal end-of-turn recovery has not yet been subtracted.

  1. Decide which tiles will attack and which to retain for avoiding the next danger. Queuing every tile you want to recover removes them from Kobushi Combo's targets.
  2. Check that the setup can at least produce a Combo. Do not enter a lone-boss situation assuming recovery triggered by multi-kills is always available.
  3. After calculating the skill effects, account for normal cooldown recovery and the next enemy action. Recovering a cooldown and being able to dodge the next attack are separate matters.
Skill compared after triggeringUsed tile A: cooldown 6 before recoveryTile B left in hand: cooldown 3What to check next
Combo Recharge, level 1Subtract 4, leaving cooldown 2This skill leaves it at cooldown 3Check whether the tile you want for the next attack queue is A, which participates in the Combo
Kobushi ComboThis skill leaves it at cooldown 6The tile in hand goes to cooldown 0If you want to reuse A sooner, recovering only B is insufficient
  • This example does not include level-2 Combo Recharge's recovery, the full processing order when both skills are held, or how excess recovery is handled.
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Use Mindfulness's waiting where you can escape

This skill's extra recovery requires waiting. Do not assume moving to another position also gives the same extra recovery as waiting.

  1. Read every enemy's next attack line before waiting. Check whether your current space is safe and whether waiting lets an enemy move into range.
  2. Decide whether you want to recover a tile or the special ability, then count the additional recovery for that cooldown. Ability conditions, such as invalid targets or Immovable enemies, remain separate from the cooldown.
  3. If avoiding the next danger requires movement, plan without applying waiting's extra recovery to that movement. Use the recovery from a position where you can wait safely.
Cooldown before applying the skillCalculate only the extra recovery from level-1 MindfulnessDecision
Tile cooldown 4The extra 1 reduces it to cooldown 3Add normal end-of-turn recovery separately. Also read enemy actions before you can prepare the tile
Special ability cooldown 2The extra 1 reduces it to cooldown 1Compare remaining cooldown and warnings to see whether you can use the ability before the next queued attack
No escape space, and the next enemy attack will hitRecovery alone does not make you safeHandle the warning with a shield, consumable, or another tile instead of waiting for recovery
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Compare two 2-damage hits at maximum HP 5

Assume you start at full health, have no shields, healing, Curse, or other HP changes, and take 2 damage twice from an enemy. This is arithmetic for examining the cost of durability, not an actual enemy attack queue.

  1. Calculate maximum HP gains and losses first on the purchase screen. Do not judge defense from the damage reduction number alone.
  2. Separate the enemy's attacks into individual hits. Even if Iron Skin reduces 2 to 1, repeated hits use up your 2 HP.
  3. If shields or Ice trigger after a hit, calculate their conditions separately from this simple example. If the first hit kills you, subsequent effects cannot serve as recovery options.
BuildStarting maximum HPAfter 2 hitsWhat this shows
No HP-changing skill55−2−2=1Under these assumptions alone, 1 HP remains
Healthy, level 1: maximum HP +277−2−2=3The same 2 hits leave 2 more HP
Iron Skin, level 1: maximum HP −3, damage reduction 122−1−1=0Each hit is lighter, but you cannot survive this pair of hits
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A 45-mon shopping example: do not spend everything while leaving a gap in your tiles

This compares normal, undiscounted prices when the required shop has the items in stock. It neither guarantees those same items will appear nor lists skull costs for permanent unlocks.

  1. Choose one thing missing in the next fight. Pick the merchant type according to whether you need to fix distance, main-tile cooldowns, ability reuse, or remaining HP.
  2. Add the needed skills' normal prices and calculate the mon to retain for healing or tile upgrades. Check separately whether you can buy a skill and whether your run can meet its conditions.
  3. If discounts, sales, or rerolls occur, update the budget using current shop prices. Do not apply a normal-price example unchanged to a sale or skull payment.
Purchase plan comparedPayment calculationMon leftConditions before buying
Mindfulness + Monomancer20 + 20 = 40 mon5 monA safe place to wait and a main tile that can kill on its own
Quick Recovery + Two-Way Move15 + 15 = 30 mon15 monThere is an attack you want to dodge with the special ability, and using an effect on the opposite side helps
Healthy only15 mon30 monCovers insufficient maximum HP; range and escape-tile problems remain
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What these skill calculations leave unconfirmed

Sources for the PC full release's 1.0 series were cross-checked, and obtained official update announcements were checked through 1.0.2.1. These calculations are decision examples using the existing 36 skills' conditions, not a count of newly added skills.

  • These additional tables do not establish every permanent skill-unlock cost, every level cap, consumable appearance rates, or current console build numbers.
  • Since 1.0, Combo Coin does not apply to summoned enemies. The old tactic of making a boss summon repeatedly for unlimited mon is excluded from this budget.
  • The full duration handling of Chilling Combo and the order of multiple simultaneous skills need separate confirmation. Source comparison is not treated as actual play or frame-by-frame video verification.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).