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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
Skill
Category
Normal price
Requirements and effects
When to use it
Costs and exceptions
Big Pockets
Common
10 mon
Adds one consumable inventory slot
Save healing and shields found on the way for the final battle
Adds an empty slot; does not give you a healing item itself
Rogue Retail
Common
10 mon
Lets you sell consumables outside shops and adds 1 mon to their selling price
Free inventory space and turn spare consumables into upgrade funds
Do 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.
+1 damage to attacks hitting an enemy from its back
Land melee tiles after swapping positions
Attacking behind yourself alone does not fulfill it. The enemy's facing matters
Sniper
Weapon
15 mon
+1 damage to attacks against enemies at least four squares away
Boost distant Arrow or Lightning damage
A narrow board or adjacent boss does not provide enough distance
Unfriendly Fire
Weapon
10 mon
Increases damage between enemies by 1
Swap positions to put another enemy in spear range
Do not expect the same bonus on your own direct attacks
Mindfulness
Weapon
20 mon
Waiting restores 1 extra CD to tiles and the special ability
Shorten the cooldown wait so a dodge becomes ready
Waiting also advances enemy actions. Secure safety before a telegraphed attack
Monomancer
Weapon
20 mon
+1 damage when the attack queue contains only one tile
Supports a build that hits multiple times using one main tile
Queuing a movement tile alongside it breaks the condition. Maximum tier is 1
Close Combat
Weapon
20 mon
+1 to attacks on adjacent enemies. Does not apply to movement tiles
Strengthen stationary melee tiles such as Swirl
Charge itself is excluded. Targets can change position partway through a queue
Central Dominion
Weapon
10 mon
+1 to attacks made from the battlefield's center. Movement tiles are excluded
Execute front-and-back tiles from the center
Moving to the center alone does not make you safe. Read telegraphed attacks on both sides
Odd Curse
Weapon
10 mon
Curses one enemy at the start of odd-numbered waves
Recalculate the damage needed for the cursed target
You 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.
Eight Combo skills: turn multiple kills into recovery and money
Skill
Category
Normal price
Requirements and effects
When to use it
Costs and exceptions
Combo Coin
Combo
15 mon
Earn extra mon from enemies killed in a Combo
Turn multiple kills in ordinary waves into money
Does not apply to summoned enemies from 1.0 onward. Do not use old infinite-money strategies
Combo Recharge
Combo
20 mon
Restores 4 CD to the tile making a Combo; 8 at tier 2
Ready your main multi-kill tile for the next wave
Not an effect that recharges the entire hand regardless of Combo participation
Triple-Combo Heal
Combo
20 mon
Restore 1 HP after killing three enemies in the same turn
Create healing for a no-consumables challenge
Two kills do not heal. Check the in-game display for how summoned targets are treated
Combo Curse
Combo
15 mon
Curses one surviving enemy after a Combo
Reduce the damage needed for the next attack
Target is random. Do not assume it will always curse the intended boss
Combo Deal
Combo
10 mon
Using two consumables in the same turn gives another consumable
Combine necessary uses, such as a shield and healing
Not triggered by a Combo. Using two unnecessary items reduces your stock
Kobushi Combo
Combo
15 mon
Clears CD on tiles left in your hand when a Combo occurs
Ready an unused heavy tile for the next attack
Does not clear the CD of the tile currently executing
Combo Boon
Combo
15 mon
Has a chance to give a consumable on a Combo
Combine with Rogue Retail to sell surplus drops
The dropped card is not an additional tile. Version-specific probabilities remain under review
Chilling Combo
Combo
20 mon
Freezes one enemy after a Combo
Slow a surviving enemy while restoring CD
Cannot 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.
Lack of escape-tile CD recovery must be solved separately
Fortress
Armor
20 mon
Start battles with a shield at the cost of 2 maximum HP
Prepare for a wave's opening actions or consecutive boss attacks
Compare HP after losing the shield. It does not nullify every attack
Reactive Shield
Armor
20 mon
Deploys a shield after taking damage
Prepare for the next hit of a multi-attack sequence
Cannot help if the first attack kills you. Retriggering from a shield-blocked hit remains unconfirmed
Shield Retention
Armor
15 mon
Carries a shield into the next battle
Use leftover shields or Kami Brew outside combat
Does not create a shield. Combine with a shield-granting skill or consumable
Karma
Armor
10 mon
Returns damage equal to an enemy attack received
Supplement counterattacks in a build with sufficient durability
Killing an enemy may open a rear enemy's firing line. Consider the cost of planning to take hits
Chilling Blood
Armor
15 mon
Freezes all enemies when you take damage
Wait for CD and reposition after being hit
Do not depend on it against Ice-resistant bosses. It cannot save a fatal hit
Iron Skin
Armor
20 mon
Reduces damage taken by 1 and costs 3 maximum HP. Minimum damage is 1
Compare reduction against large hits with the HP cost
Maximum HP 5 becomes 2. Durability against small attacks may decrease
Overflow Guard
Armor
15 mon
Gain a shield when healing exceeds maximum HP
Turn excess healing from Triple-Combo Heal or Edamame Brew into a shield
Healing 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.
Eight movement-art skills: special abilities and movement
Skill
Category
Normal price
Requirements and effects
When to use it
Costs and exceptions
Two-Way Move
Movement art
15 mon
Lets the special ability work on the opposite side too
Dodge without spending a turn changing direction
1.0 removed the old CD +1 cost. Its necessity differs for the Chain Master, whose ability already handles both sides
Quick Recovery
Movement art
15 mon
Reduces special-ability CD by 1
Ready swaps or throws before the next telegraphed attack
Cannot fix a position where the ability itself is impossible
Damaging Move
Movement art
15 mon
Adds 1 damage to the special ability's target
Provide initial chip damage for collisions or Scar Strike
No old CD +1 cost from 1.0 onward. The ability's positional requirements still apply
Dynamic Boost
Movement art
15 mon
+1 attack damage when moving with a tile during the same turn
Build an attack queue including Charge or Smoke Bomb
Normal movement on the previous turn does not meet the same requirement
Cursing Move
Movement art
15 mon
Curses the special ability's target
Preserve the multiplier for a large hit after dodging
A push collision may consume the Curse first
Chikara Crush
Movement art
15 mon
Adds 1 to damage from enemy collisions
Strengthen Ronin or Jujitsuka throws and Dragon Punch
The Chain Master's position transfer alone does not cause a collision
Mamushi Move
Movement art
20 mon
Poisons the ability's target at the cost of +1 ability CD
Secure an escape route while poison progresses
The escape ability recharges later. Check whether it will be ready before the next attack
Two-Faced Dancer
Movement art
20 mon
Makes turning free, but turning twice consecutively curses you
Adjust facing before enemies move
Beware 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.
Rounding after revival and complete reuse requirements remain under review
Seiryu’s Scale
Reward
20 mon
The first reroll at each reward is free
Look for rewards that fill missing range or escape roles
Does 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.
Build example 3: spend Combo income on missing tile roles
Consider Combo Coin once your setup can kill multiple enemies in ordinary waves. Do not plan on earning infinitely from boss summons alone.
Rogue Retail lets you sell unwanted consumables outside shops. Keep healing and shields rather than selling the whole inventory.
Decide whether the next boss demands more range, escape or reuse, then spend the income on that weakness.
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.
Before the next battle, inspect your main tiles' CD, empty upgrade slots, healing and escape options.
Before buying a skill, read whether you already have it, whether this is a tier upgrade, and whether it costs maximum HP.
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.
Use Seiryu's Scale's free reroll only for the first reroll. Check the cost before making a second or later roll.
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.
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.
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.
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.
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 situation
Qualifying condition
Calculation
A situation where the same preparation fails
Sniper: the target is 4 spaces away
Distance is at least 4
Base 2 + skill 1 = 3
Moving within 3 spaces fails the distance requirement
Sniper: the target is 3 spaces away
Not enough distance
Remains at base 2
Owning the skill alone does not let you add 1 at every range
Monomancer: only 1 attack tile in the queue
The queue contains 1 tile
Base 2 + skill 1 = 3
Adding a movement tile makes the queue 2 tiles and breaks the single-tile condition
Monomancer: 2 attack tiles queued
The queue contains 2 tiles
Estimate using only each tile's base value
Do not add the skill's 1 to both tiles when calculating kills
Back Stabber: hit from behind the enemy
Behind relative to the enemy's facing
Base 2 + skill 1 = 3
Your facing backward alone does not put you behind the enemy
Close Combat: adjacent, with no movement from the tile
The target is adjacent; the tile does not move
Base 2 + skill 1 = 3
Do not expect the same bonus on a tile that includes movement
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.
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.
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.
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 triggering
Used tile A: cooldown 6 before recovery
Tile B left in hand: cooldown 3
What to check next
Combo Recharge, level 1
Subtract 4, leaving cooldown 2
This skill leaves it at cooldown 3
Check whether the tile you want for the next attack queue is A, which participates in the Combo
Kobushi Combo
This skill leaves it at cooldown 6
The tile in hand goes to cooldown 0
If 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.
This skill's extra recovery requires waiting. Do not assume moving to another position also gives the same extra recovery as waiting.
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.
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.
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 skill
Calculate only the extra recovery from level-1 Mindfulness
Decision
Tile cooldown 4
The extra 1 reduces it to cooldown 3
Add normal end-of-turn recovery separately. Also read enemy actions before you can prepare the tile
Special ability cooldown 2
The extra 1 reduces it to cooldown 1
Compare 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 hit
Recovery alone does not make you safe
Handle the warning with a shield, consumable, or another tile instead of waiting for recovery
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.
Calculate maximum HP gains and losses first on the purchase screen. Do not judge defense from the damage reduction number alone.
Separate the enemy's attacks into individual hits. Even if Iron Skin reduces 2 to 1, repeated hits use up your 2 HP.
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.
Build
Starting maximum HP
After 2 hits
What this shows
No HP-changing skill
5
5−2−2=1
Under these assumptions alone, 1 HP remains
Healthy, level 1: maximum HP +2
7
7−2−2=3
The same 2 hits leave 2 more HP
Iron Skin, level 1: maximum HP −3, damage reduction 1
2
2−1−1=0
Each hit is lighter, but you cannot survive this pair of hits
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.
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.
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.
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 compared
Payment calculation
Mon left
Conditions before buying
Mindfulness + Monomancer
20 + 20 = 40 mon
5 mon
A safe place to wait and a main tile that can kill on its own
Quick Recovery + Two-Way Move
15 + 15 = 30 mon
15 mon
There is an attack you want to dodge with the special ability, and using an effect on the opposite side helps
Healthy only
15 mon
30 mon
Covers insufficient maximum HP; range and escape-tile problems remain
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.