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Shogun Showdown / Shogun Showdown
42 tiles: ranges and execution order
Tiles are attack or movement commands. This section organizes the roles of all 42, examples of attack order, and positions where they fail. A complete base-stat table is still under review, so verified values and pending values are separated.
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
Roles and exceptions for 42 tiles
| Tiles | Targets and movement | Verified behavior / pending checks | When to use it | Common failure conditions |
|---|---|---|---|---|
| Katana | Adjacent square ahead | CD 0 in the full release | Retain a close-range attack while waiting for an escape tile's cooldown | Does not reach front and back simultaneously |
| Swirl | Immediately in front and behind | Base damage 2 / CD 3 | Queue it where it can kill enemies on both sides | Executing a movement tile first changes the intended adjacent targets |
| Spear | Two consecutive squares ahead | Base damage 2 / CD 5 | Damage two enemies lined up ahead, then finish them with the next tile | Does not reach behind you or three squares ahead |
| Arrow | First enemy in the direction you face | CD value still being cross-checked | Kill the front enemy with a melee tile, then shoot the back enemy in the same attack queue | An undefeated front enemy blocks the shot |
| Back Strike | Adjacent square behind | Base damage 3 / CD 3 | Handle an enemy behind without turning away from the front | Does not also attack an enemy ahead |
| Shadow Kama | Second square ahead | CD 3, changed in 1.0 | Leave the adjacent enemy and target one farther away | An adjacent target is outside its range |
| Earth Impale | Second square in front and behind | Base values still being cross-checked | Use another tile for the near enemy and retain this attack for the second square | Moving one square closer puts the target out of range |
| Crossbow | First two enemies in the direction you face | Requires reloading after firing | Plan the two-enemy attack and reloading as separate actions | A completed cooldown does not necessarily mean it can fire immediately every time |
| Lightning | Farthest target in the direction you face | Base values still being cross-checked | Target the back line while leaving nearer enemies alive | In the Shogun's first form, the outer Itako are likely targets |
| Scar Strike | All enemies already missing HP | Base values still being cross-checked | Use after collisions or area damage to finish multiple enemies | Cannot attack undamaged enemies |
| Dragon Punch | Adjacent enemy ahead plus its push destination | Base values still being cross-checked | Collide enemies first, then follow with Scar Strike on wounded enemies | Check Immovable enemies and the situation beyond the push |
| Grappling Hook | First enemy in the direction you face | Base values still being cross-checked | Pull a distant enemy closer before executing melee tiles | Your position after pulling may be inside another attack's range |
| Smoke Bomb | Swap with the first enemy ahead | Base damage 1 on hit | Move behind an enemy before its charge or spear attack to leave the attack direction | Both the swap and attack fail against Immovable enemies |
| Back Smoke Bomb | Swap with the first enemy behind | Values are pending because tables disagree | Use as a tile for retreating backward while still facing forward | Without an appropriate target behind, it is not an escape option |
| Shadow Dash | Pass through enemies ahead into empty space beyond | Base values still being cross-checked | Keep a destination square empty before preparing it | Cannot be used if enemies fill the board to its edge |
| Back Shadow Dash | Pass through enemies behind into empty space beyond | Base values still being cross-checked | Escape into empty space behind without spending a turn changing direction | Check again immediately before attacking that the destination is empty |
| Trap | Place in the empty square directly ahead | Base values still being cross-checked | Set it before an enemy approaches, then wait elsewhere | Unlike an immediate attack on a square already occupied by an enemy |
| Thorns | Creates an obstacle in the empty square directly ahead | Created object's starting HP: 1 | Use its retaliation when an enemy attacks the obstacle | Cannot place it if an enemy occupies the square ahead or there is no square |
| Signature Move | The chosen character's special ability | CD 5, reduced in 1.0 | Prepare separately from the innate ability to supplement its cooldown | This tile does not solve a position where the character's ability cannot work |
| Curse | First target ahead | Doubles the damage of the next attack received | Use immediately before a large hit rather than landing a small attack first | The intended multiplier is lost if the wrong attack consumes Curse |
| Tetsubo | Adjacent square ahead | High damage; base value still being cross-checked | Use other tiles for ordinary encounters and save it for a large single-target boss hit | Reduce the long CD or retain a separate escape option until it recovers |
| Sai | Adjacent enemy directly ahead | Double damage against a target attacking on the same turn | Time it against a telegraphed enemy attack for the damage needed | Do not expect the same multiplier against a target not preparing to attack |
| Blade of Patience | Adjacent square ahead | Starts at 0 / CD 6. Gains +1 damage per turn while queued | Queue it before moving or making other preparations, then land its accumulated damage | This is not an operation for executing only other tiles while saving it. Secure an escape route first |
| Hookblade | Adjacent enemy ahead → advance and attack again after a kill | Base damage 2 / CD 5. Damage -1 for each follow-up | Read the lined-up enemies' HP and upgrade enough to chain kills | No follow-up occurs if the first target survives. Check Warden explosions, too |
| Bo | Adjacent enemy directly ahead | Changes the facing of an enemy hit | Redirect telegraphed enemy attacks to seek friendly fire | Check whether you remain behind the enemy after changing its facing |
| Twin Tessen | Attacks and pushes adjacent enemies in front and behind | Base values still being cross-checked | Create space on both sides when surrounded, seeking collisions too | Do not expect pushes against Immovable enemies or lines packed to the edge |
| Nagiboku | Squares 1–2 ahead and squares 1–2 behind | Its own attack leaves enemies with at least 1 HP | Damage up to four enemies, then finish with Scar Strike or another tile | Chipping HP alone leaves enemy attacks active. Treat Shockwave's separate damage separately |
| Meteor Hammer | Nearby target ahead → adjacent square behind after a hit | Base damage 2 / CD 5. Forward range limit has not been tested in-game | Attack both sides before moving when enemies are in front and behind | Do not rely on the backward bounce without a forward hit |
| Blazing Suisei | Explodes around a target ahead when it kills that target | Base damage 2 / CD 4. Complete explosion values remain pending | Catch clustered enemies in an explosion from a distance | Killing at adjacent range risks being caught in the explosion yourself |
| Shuriken | A ranged attack that flies forward | Base values and exact target order still being cross-checked | Keep an attack that can reach weakened enemies in the back line | Combine with other chip damage rather than planning to kill a high-HP enemy with one tile |
| Kunai | Repeatedly throws for 1 damage each at the first target ahead | The tile's attack value determines the number thrown | Let remaining Kunai reach the back line after a kill, and strengthen each hit with Monomancer or similar effects | Do not mistake displayed power for damage per hit. Curse is consumed by an earlier hit |
| Mon | A powerful ranged attack forward | Costs 1 mon per use | Handle distant high-HP enemies while your main tile is on cooldown | Retain the use cost. Count it as spending when aiming for 150 mon |
| Ki Push | Pushes a target ahead far away | Starts with 0 direct damage. Calculate collisions separately | Collide it with another enemy or increase distance to evade | Do not rely on repositioning an unpushable target. Pushing before an approach tile may move it out of range |
| Tanegashima | A ranged attack forward with recoil | Movement distance and complete base values still being cross-checked | Land a strong hit and plan your position including the retreat destination | An enemy behind can cause collision damage through recoil |
| Chakram | First target on each side, front and back | Starts at 0 / CD 7. Gains +1 damage per enemy killed and resets after use | Kill with melee tiles first, then target distant enemies later in the same attack queue | Do not rely on its low damage before kills. A single tile does not always have the same power |
| Charge | Moves forward and attacks the first target | Base values still being cross-checked | Approach a distant enemy, then follow with melee tiles | It may fail to kill the target and leave you in front of its attack |
| Back Charge | Approaches and attacks a target behind | Base values still being cross-checked | Move backward before turning, then follow with a rear-facing attack | Read how Swirl or Spear targets change after execution |
| Sharp Turn | Turns around and attacks adjacent squares in front and behind | Freeplay / complete base values still being cross-checked | Change the facing of the next forward-targeting tile | Avoid when attempting the no-turning achievement. Not the same operation as Two-Faced Dancer |
| Swap Toss | Swaps targets in front of and behind you | Freeplay / base CD still being cross-checked | Redirect an enemy's telegraphed attack toward another enemy | Your position stays fixed. Check whether it works at edges or against Immovable targets |
| Dash | Movement tile that advances through empty space ahead | Freeplay / movement limit and CD still being cross-checked | Close distance before melee attacks or face another direction to retreat | Distinct from the special-ability input and from Shadow Dash, which passes through enemies |
| Origin of Symmetry | Moves to the center of the battlefield | Freeplay / occupied-square swapping and base CD still being cross-checked | Rebuild your attack from the center when trapped at an edge | The center can put you in range from both sides. Read other enemies' queues, too |
| Mirror | Moves across the center to the opposite side and reverses facing | Freeplay / base CD still being cross-checked | Land a melee attack on the opposite back line | At the center it only turns without moving. It may not avoid a ranged firing line |
- Displayed base values exclude skills, added effects and upgrades. Prioritize the in-game display for tiles whose values remain pending.
- The old Turn Around and Kaitenryuken were replaced in 1.0. Unused or removed tiles and mod additions are not included in these 42.
Melee → Arrow and Arrow → melee have different targets
- Consider a board with a front enemy and another behind it. Arrow targets the first enemy at execution time.
- If Swirl can kill the front enemy, queue Swirl → Arrow. Once the front enemy disappears, Arrow's firing line reaches the back enemy.
- Executing Arrow first sends it into the front enemy. Even if you intended to kill the rear enemy, both attacks may concentrate on the same target.
- If the front enemy has a shield or more HP than expected, Swirl may fail to kill it and Arrow will also hit it. Inspect HP and shields first and add up the attacks.
- Before execution, you can return tiles from the queue and rearrange them. Do not calculate using the old positions after enemies have moved.
CD 0 still requires preparation and execution
- CD 0 means there is no cooldown after use. You still need a tile-preparation action and an attack action each time.
- When reducing your main tile's CD, consider whether other attacks or dodges can cover the wait until reuse.
- Stacking only damage upgrades on heavy tiles can leave every tile on cooldown. Retain escape options such as the special ability, Smoke Bomb or Shadow Dash.
- For Combo recovery skills, first secure enough range and damage to kill multiple enemies with that tile. A single-target boss fight will not sustain the same rotation as ordinary encounters.
Use Curse for a large attack
- Apply Curse to double the next attack the target receives. Watch for a smaller attack landing first.
- An attack with base damage 4 becomes 8 through Curse in an example without other modifiers. Landing a base-1 movement attack first consumes the Curse intended for the base-4 hit.
- In 1.0, Curse's multiplier was changed to apply after skill damage modifiers. Do not apply old calculation examples directly to the current version.
- Do not focus only on the size of one hit; check whether you can escape until its CD recovers.
Checks before choosing an upgrade
| What to check | What to do before choosing |
|---|---|
| Empty tile slots | Distinguish upgrades that add slots from those that fill them. Maximum level is 8 |
| Damage gain and CD increase | Consider whether the value is needed for the next kill and whether the longer wait leaves you without a dodge |
| Added effects | For Curse, Ice and similar effects, check enemy resistances and which attack will use the effect |
| Reroll | Reroll only options your run does not need. An exchange that loses your main tile is a different operation |
| Final-region rewards | In the full release, +1 Slot and tile sacrifice do not appear as choices in the Shogun's Castle |
15 upgrade types: read damage gains and cooldown costs
| Option | Verified change | What to compare before choosing |
|---|---|---|
| Damage increase only | Damage +1 | How much more damage is needed to kill the next enemy |
| Damage and CD both increase | Damage +1 / CD +1 | Can escape options cover the cost of slowing your main tile's rotation? |
| Large damage upgrade | Damage +2 / CD +3 | Would it suit a strong single-target hit better than a tile used repeatedly in encounters? |
| Reduce CD by 1 | CD-1 | Will it remove one movement or wait action before reuse? |
| Reduce CD by 2 | CD -2. Normal shop price is 20 mon | Before spending on a shop reroll, consider whether your current main tile is sufficient |
| Lower damage for a large CD reduction | CD -4 / damage -1 | Can it still kill the target in one use after losing damage? |
| Add an upgrade slot | Empty slots +1 | Another upgrade is needed to fill the new slot. Level and empty slots are separate |
| Add a slot and reduce CD | Empty slots +1 / CD -1 | Aim for maximum level without extending the wait |
| Shockwave | Additional attack on nearby targets / CD +1 | Can it hit multiple adjacent enemies? Complete numerical and resolution-order conditions remain under review |
| Perfect Strike | A kill with exact damage recharges CD / CD +1 | Match enemy HP with skill and Curse bonuses. Multiple-target conditions still being cross-checked |
| Poison | Deals ongoing damage to a target hit. Current added CD remains pending | Can you avoid enemy attacks while poison progresses? |
| Ice | Freezes a target hit. Current added CD remains pending | Check the enemy's Ice resistance and the CD of the tile you want to recover |
| Double Strike | Executes the tile's attack twice / CD +4 | Read the second target and post-movement position. Also used for CD 7–8 challenges |
| Curse | Applies Curse to a target hit / CD +2 | Arrange the queue so a large hit lands immediately afterward |
| Freeplay | Removes the preparation turn cost / CD +3 | Can be prepared immediately before an enemy attack, but does not make execution free too |
- Stacking the same added effect on one tile and every option's appearance conditions and prices remain under review. Do not plan around always obtaining an upgrade that has not appeared.
- Freeplay on an escape tile can create preparation time but extends CD by 3. Keep a way to dodge the following attack, too.