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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

TilesTargets and movementVerified behavior / pending checksWhen to use itCommon failure conditions
KatanaAdjacent square aheadCD 0 in the full releaseRetain a close-range attack while waiting for an escape tile's cooldownDoes not reach front and back simultaneously
SwirlImmediately in front and behindBase damage 2 / CD 3Queue it where it can kill enemies on both sidesExecuting a movement tile first changes the intended adjacent targets
SpearTwo consecutive squares aheadBase damage 2 / CD 5Damage two enemies lined up ahead, then finish them with the next tileDoes not reach behind you or three squares ahead
ArrowFirst enemy in the direction you faceCD value still being cross-checkedKill the front enemy with a melee tile, then shoot the back enemy in the same attack queueAn undefeated front enemy blocks the shot
Back StrikeAdjacent square behindBase damage 3 / CD 3Handle an enemy behind without turning away from the frontDoes not also attack an enemy ahead
Shadow KamaSecond square aheadCD 3, changed in 1.0Leave the adjacent enemy and target one farther awayAn adjacent target is outside its range
Earth ImpaleSecond square in front and behindBase values still being cross-checkedUse another tile for the near enemy and retain this attack for the second squareMoving one square closer puts the target out of range
CrossbowFirst two enemies in the direction you faceRequires reloading after firingPlan the two-enemy attack and reloading as separate actionsA completed cooldown does not necessarily mean it can fire immediately every time
LightningFarthest target in the direction you faceBase values still being cross-checkedTarget the back line while leaving nearer enemies aliveIn the Shogun's first form, the outer Itako are likely targets
Scar StrikeAll enemies already missing HPBase values still being cross-checkedUse after collisions or area damage to finish multiple enemiesCannot attack undamaged enemies
Dragon PunchAdjacent enemy ahead plus its push destinationBase values still being cross-checkedCollide enemies first, then follow with Scar Strike on wounded enemiesCheck Immovable enemies and the situation beyond the push
Grappling HookFirst enemy in the direction you faceBase values still being cross-checkedPull a distant enemy closer before executing melee tilesYour position after pulling may be inside another attack's range
Smoke BombSwap with the first enemy aheadBase damage 1 on hitMove behind an enemy before its charge or spear attack to leave the attack directionBoth the swap and attack fail against Immovable enemies
Back Smoke BombSwap with the first enemy behindValues are pending because tables disagreeUse as a tile for retreating backward while still facing forwardWithout an appropriate target behind, it is not an escape option
Shadow DashPass through enemies ahead into empty space beyondBase values still being cross-checkedKeep a destination square empty before preparing itCannot be used if enemies fill the board to its edge
Back Shadow DashPass through enemies behind into empty space beyondBase values still being cross-checkedEscape into empty space behind without spending a turn changing directionCheck again immediately before attacking that the destination is empty
TrapPlace in the empty square directly aheadBase values still being cross-checkedSet it before an enemy approaches, then wait elsewhereUnlike an immediate attack on a square already occupied by an enemy
ThornsCreates an obstacle in the empty square directly aheadCreated object's starting HP: 1Use its retaliation when an enemy attacks the obstacleCannot place it if an enemy occupies the square ahead or there is no square
Signature MoveThe chosen character's special abilityCD 5, reduced in 1.0Prepare separately from the innate ability to supplement its cooldownThis tile does not solve a position where the character's ability cannot work
CurseFirst target aheadDoubles the damage of the next attack receivedUse immediately before a large hit rather than landing a small attack firstThe intended multiplier is lost if the wrong attack consumes Curse
TetsuboAdjacent square aheadHigh damage; base value still being cross-checkedUse other tiles for ordinary encounters and save it for a large single-target boss hitReduce the long CD or retain a separate escape option until it recovers
SaiAdjacent enemy directly aheadDouble damage against a target attacking on the same turnTime it against a telegraphed enemy attack for the damage neededDo not expect the same multiplier against a target not preparing to attack
Blade of PatienceAdjacent square aheadStarts at 0 / CD 6. Gains +1 damage per turn while queuedQueue it before moving or making other preparations, then land its accumulated damageThis is not an operation for executing only other tiles while saving it. Secure an escape route first
HookbladeAdjacent enemy ahead → advance and attack again after a killBase damage 2 / CD 5. Damage -1 for each follow-upRead the lined-up enemies' HP and upgrade enough to chain killsNo follow-up occurs if the first target survives. Check Warden explosions, too
BoAdjacent enemy directly aheadChanges the facing of an enemy hitRedirect telegraphed enemy attacks to seek friendly fireCheck whether you remain behind the enemy after changing its facing
Twin TessenAttacks and pushes adjacent enemies in front and behindBase values still being cross-checkedCreate space on both sides when surrounded, seeking collisions tooDo not expect pushes against Immovable enemies or lines packed to the edge
NagibokuSquares 1–2 ahead and squares 1–2 behindIts own attack leaves enemies with at least 1 HPDamage up to four enemies, then finish with Scar Strike or another tileChipping HP alone leaves enemy attacks active. Treat Shockwave's separate damage separately
Meteor HammerNearby target ahead → adjacent square behind after a hitBase damage 2 / CD 5. Forward range limit has not been tested in-gameAttack both sides before moving when enemies are in front and behindDo not rely on the backward bounce without a forward hit
Blazing SuiseiExplodes around a target ahead when it kills that targetBase damage 2 / CD 4. Complete explosion values remain pendingCatch clustered enemies in an explosion from a distanceKilling at adjacent range risks being caught in the explosion yourself
ShurikenA ranged attack that flies forwardBase values and exact target order still being cross-checkedKeep an attack that can reach weakened enemies in the back lineCombine with other chip damage rather than planning to kill a high-HP enemy with one tile
KunaiRepeatedly throws for 1 damage each at the first target aheadThe tile's attack value determines the number thrownLet remaining Kunai reach the back line after a kill, and strengthen each hit with Monomancer or similar effectsDo not mistake displayed power for damage per hit. Curse is consumed by an earlier hit
MonA powerful ranged attack forwardCosts 1 mon per useHandle distant high-HP enemies while your main tile is on cooldownRetain the use cost. Count it as spending when aiming for 150 mon
Ki PushPushes a target ahead far awayStarts with 0 direct damage. Calculate collisions separatelyCollide it with another enemy or increase distance to evadeDo not rely on repositioning an unpushable target. Pushing before an approach tile may move it out of range
TanegashimaA ranged attack forward with recoilMovement distance and complete base values still being cross-checkedLand a strong hit and plan your position including the retreat destinationAn enemy behind can cause collision damage through recoil
ChakramFirst target on each side, front and backStarts at 0 / CD 7. Gains +1 damage per enemy killed and resets after useKill with melee tiles first, then target distant enemies later in the same attack queueDo not rely on its low damage before kills. A single tile does not always have the same power
ChargeMoves forward and attacks the first targetBase values still being cross-checkedApproach a distant enemy, then follow with melee tilesIt may fail to kill the target and leave you in front of its attack
Back ChargeApproaches and attacks a target behindBase values still being cross-checkedMove backward before turning, then follow with a rear-facing attackRead how Swirl or Spear targets change after execution
Sharp TurnTurns around and attacks adjacent squares in front and behindFreeplay / complete base values still being cross-checkedChange the facing of the next forward-targeting tileAvoid when attempting the no-turning achievement. Not the same operation as Two-Faced Dancer
Swap TossSwaps targets in front of and behind youFreeplay / base CD still being cross-checkedRedirect an enemy's telegraphed attack toward another enemyYour position stays fixed. Check whether it works at edges or against Immovable targets
DashMovement tile that advances through empty space aheadFreeplay / movement limit and CD still being cross-checkedClose distance before melee attacks or face another direction to retreatDistinct from the special-ability input and from Shadow Dash, which passes through enemies
Origin of SymmetryMoves to the center of the battlefieldFreeplay / occupied-square swapping and base CD still being cross-checkedRebuild your attack from the center when trapped at an edgeThe center can put you in range from both sides. Read other enemies' queues, too
MirrorMoves across the center to the opposite side and reverses facingFreeplay / base CD still being cross-checkedLand a melee attack on the opposite back lineAt 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.
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Melee → Arrow and Arrow → melee have different targets

  1. Consider a board with a front enemy and another behind it. Arrow targets the first enemy at execution time.
  2. If Swirl can kill the front enemy, queue Swirl → Arrow. Once the front enemy disappears, Arrow's firing line reaches the back enemy.
  3. 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.
  4. 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.
  5. Before execution, you can return tiles from the queue and rearrange them. Do not calculate using the old positions after enemies have moved.
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CD 0 still requires preparation and execution

  1. CD 0 means there is no cooldown after use. You still need a tile-preparation action and an attack action each time.
  2. When reducing your main tile's CD, consider whether other attacks or dodges can cover the wait until reuse.
  3. 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.
  4. 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.
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Use Curse for a large attack

  1. Apply Curse to double the next attack the target receives. Watch for a smaller attack landing first.
  2. 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.
  3. 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.
  4. Do not focus only on the size of one hit; check whether you can escape until its CD recovers.
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Checks before choosing an upgrade

What to checkWhat to do before choosing
Empty tile slotsDistinguish upgrades that add slots from those that fill them. Maximum level is 8
Damage gain and CD increaseConsider whether the value is needed for the next kill and whether the longer wait leaves you without a dodge
Added effectsFor Curse, Ice and similar effects, check enemy resistances and which attack will use the effect
RerollReroll only options your run does not need. An exchange that loses your main tile is a different operation
Final-region rewardsIn the full release, +1 Slot and tile sacrifice do not appear as choices in the Shogun's Castle
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15 upgrade types: read damage gains and cooldown costs

OptionVerified changeWhat to compare before choosing
Damage increase onlyDamage +1How much more damage is needed to kill the next enemy
Damage and CD both increaseDamage +1 / CD +1Can escape options cover the cost of slowing your main tile's rotation?
Large damage upgradeDamage +2 / CD +3Would it suit a strong single-target hit better than a tile used repeatedly in encounters?
Reduce CD by 1CD-1Will it remove one movement or wait action before reuse?
Reduce CD by 2CD -2. Normal shop price is 20 monBefore spending on a shop reroll, consider whether your current main tile is sufficient
Lower damage for a large CD reductionCD -4 / damage -1Can it still kill the target in one use after losing damage?
Add an upgrade slotEmpty slots +1Another upgrade is needed to fill the new slot. Level and empty slots are separate
Add a slot and reduce CDEmpty slots +1 / CD -1Aim for maximum level without extending the wait
ShockwaveAdditional attack on nearby targets / CD +1Can it hit multiple adjacent enemies? Complete numerical and resolution-order conditions remain under review
Perfect StrikeA kill with exact damage recharges CD / CD +1Match enemy HP with skill and Curse bonuses. Multiple-target conditions still being cross-checked
PoisonDeals ongoing damage to a target hit. Current added CD remains pendingCan you avoid enemy attacks while poison progresses?
IceFreezes a target hit. Current added CD remains pendingCheck the enemy's Ice resistance and the CD of the tile you want to recover
Double StrikeExecutes the tile's attack twice / CD +4Read the second target and post-movement position. Also used for CD 7–8 challenges
CurseApplies Curse to a target hit / CD +2Arrange the queue so a large hit lands immediately afterward
FreeplayRemoves the preparation turn cost / CD +3Can 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.
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