Tiles
Tiles encompass a wide variety of weapons, moves, and attacks, and are vital to Shogun Showdown's gameplay loop. They are the main method of dealing damage, and are used by adding them to the player character's tile queue. Up to three tiles can be placed inside of the queue, and upon activating the queued tiles, the player character uses the in order from the bottom of the queue to the top, and a turn passes. Adding a tile to the queue passes a turn unless the tile has the Free-Play condition. Each enemy in the game also has specific tiles which they will use to attack the player, though their turns always play out after the player's, allowing for some leeway. After tiles are used up (regardless of whether they hit or not), their cooldown will drop to 0. If the cooldown of a tile is not fully charged, it can not be used. The cooldown of tiles recharge by 1 at the end of every turn (which turns into 2 cooldown if you wait instead of moving or attacking if the Mindfulness skill is present). At the start of a level, the cooldown of all tiles are recharged. The most cooldown a tile can have is 8, and the minimum is 0.
There are 37 tiles currently listed (Complete) 11 of which can only be used by enemies and bosses (Not usable) ... and 7 of which have free-play by default
Name | Sprite | Damage | Cooldown | Unlock? | Description | Free-Play? |
---|---|---|---|---|---|---|
Katana | 2 | 0 | No | Strike the cell directly ahead. | No | |
Arrow | 2 | 5 | No | Strike the first target ahead. | No | |
Spear | 2 | 5 | No | Strike the 2 cells directly ahead. Piercing. | No | |
Swirl | 2 | 3 | No | Strike the cells directly ahead and behind. | No | |
Charge | 1 | 4 | No | Dash forward and strike the first target ahead. | No | |
Backward Charge | 1 | 3 | No | Dash backward and strike the first target behind. | No | |
Shuriken | 1 | 3 | No | Strike the first target ahead. | No | |
Shadow Dash | 1 | 5 | No | Dash forward through targets, stopping at the first empty cell behind them. No effect if no empty cell is available. | No | |
Bo | 1 | 5 | Strike the cell directly ahead. Flip the target. | No | ||
Lightning | 2 | 5 | Strike the furthest target ahead. | No | ||
Dragon Punch | 1 | 4 | Strike the cell directly ahead, pushing the target as far back as possible. deal collision damage if another target is in the path. | No | ||
Grappling Hook | 1 | 4 | Pull the first target to the cell directly ahead. | No | ||
Trap | 3 | 4 | Place a trap in the cell directly ahead. traps trigger when a target steps on them. | No | ||
Smoke Bomb | 1 | 5 | Swap position with the first target ahead. | No | ||
Earth Impale | 2 | 4 | Strike the cells at distance 2 ahead and behind. | No | ||
Back Strike | 3 | 3 | Strike the cell directly behind. | No | ||
Shadow Kama | 3 | 2 | Strike the cell at distance 2 ahead. | No | ||
Tetsubo | 4 | 7 | Strike the cell directly ahead. | No | ||
Kunai | 2 | 7 | Throw as many kunai as the attack value. Each kunai deals 1 damage and strikes the first target ahead. | No | ||
Blade of Patience | 0 | 6 | Strike the cell directly ahead. Damage increases by 1 for each turn this tile remains in the attack queue. | No | ||
Tanegashima | 4 | 7 | Strike the first target ahead. Both attacker and target recoil by 1 cell, potentially dealing collision damage. | No | ||
Crossbow | 3 | 5 | Fire a piercing bolt that strikes the first two targets ahead. After use, its value drops to 0. Recharge by using it again in an attack. | No | ||
Curse | N/A | 7 | Curse the first target ahead. Cursed targets take double damage on the next hit. | Yes | ||
Turn Around | N/A | 5 | Turn around. | Yes | ||
Dash | N/A | 6 | Dash forward as far as possible. | Yes | ||
Mirror | N/A | 6 | Mirror the attacker's position on the combat grid. | Yes | ||
Swap Toss | N/A | 7 | Swap the content of the cells directly ahead and behind. | Yes | ||
Origin of Symmetry | N/A | 6 | Teleport to the central cell in the grid, exchanging positions with a target if present. | Yes | ||
Scar Strike | 1 | 5 | Strike all targets that are not at full HP. | No | ||
Signature Move | N/A | 7 | Perform the special move of this hero. | Yes | ||
Meteor Hammer | 2 | 5 | Strike the first target up to 3 cells ahead. If successful, it bounces back to hit the cell directly behind the user | No | ||
Kaitenryuken | 2 | 4 | Strike the cells directly ahead and behind. Turn around. | No | ||
Twin Tessen | 1 | 6 | Strike the cells directly ahead and behind, pushing the targets as far back as possible. Deal collision damage if another target is in the path. | No | ||
Back Shadow Dash | 1 | 5 | Dash backward through targets, stopping at the first empty cell behind them. No effect if no empty cell is available. | No | ||
Sai | 2 | 5 | Strike the cell directly ahead. Deal double damage if the enemy is about to attack this turn. | No | ||
Blazing Suisei | 2 | 4 | Strike the first target up to 3 cells ahead. On a lethal strike, unleash an explosion that inflicts 2 damage to units in adjacent cells. | No | ||
Mon | 5 | 7 | Strike the first target ahead. Spend one coin. | No |
Name | Sprite | Damage | Description |
---|---|---|---|
Volley | 2 | Upon declaring the attack, Aim at the cell where the hero is currently standing, strike the targeted cell. | |
Barricade | N/A | Build a barricade in the cell directly ahead. | |
Summon | N/A | Summon an enemy in a random cell. | |
Summon | N/A | Summon an enemy in a random cell. Double Strike: Perform the attack twice. | |
Bomb | 3 | Place a bomb in the cell directly ahead. Bomb explodes after 2 turns. | |
Shield | N/A | Provides user a shield. | |
Ally Shield | N/A | Provides first Ally in front of user a shield. | |
Copycat Mirror | N/A | Transforms into a basic version of a random hero tile. Tiles in your attack queue won't be copied. | |
Copycat Mirror | N/A | Transforms into a basic version of a random hero tile. Tiles in your attack queue won't be copied. Double Strike: Perform the attack twice. | |
Maku | N/A | Drop the curtain and go to the next act. | |
Corrupted Barrage |
3 |
Unleash a growing ring of corruption around the attacker, expanding outward by one cell each turn. Damages units, heals bosses | |
Corrupted Wave |
1 |
Unleash a wave of corruption on the left-most cell, which will then move to the right every turn. Damages units, heals bosses. | |
Corrupted Wave |
1 |
Unleash a wave of corruption on the right-most cell, which will then move to the left every turn. Damages units, heals bosses. |
Tile Upgrades
Upgrades Between Battles
At the end of most levels, you are awarded with an upgrade. This can be used for making your tiles stronger. Each time a tile gets upgraded, one of its max level gets used up. Once the max level of a tile runs out, you can no longer upgrade it. New tiles that you get have a randomized max level (2 to 4). The upgrades are:
- +1 Damage
- +1 Damage, +1 Cooldown
- +2 Damage, +3 Cooldown
- -1 Cooldown
- -2 Cooldown
- -4 Cooldown, -1 Damage
- +1 Max Level
- Sacrifice a tile, gain 40 gold
(Tiles can have a maximum of 8 cooldown, and a minimum of 0.)
Aside from these stat buffs, the upgrade may instead include enchantments. These are:
- +Shockwave, +1 Cooldown (Shockwave: Upon hit, if other enemies are in adjacent cells, a shockwave spreads, dealing 1 damage to each.)
- +Perfect Strike, +1 Cooldown (Perfect Strike: Recharge tile cooldown if attack perfectly depletes the target's remaining HP.)
- +Poison, +2 Cooldown (Poison: Poisoned enemies take 1 damage at the end of turn. Duration: 3 turns)
- +Ice, +2 Cooldown (Ice: Freeze the target for 3 turns.)
- +Double-Strike, +4 Cooldown (Double Strike: Perform the attack twice.)
- +Freeplay, +3 Cooldown (Freeplay: Adding the tile to the attack queue does not advance the turn.)
(A tile can have a max of 1 enchantment, aside from freeplay which can be stacked)
Tile Choices
After completing a specific level, the upgrade gets replaced by a tile choice, where you may choose one tile from two. These levels are:
- Bamboo Grove Level 1
- Whispering Caves / Hibuku Wastelands Level 1
- Moonlit Port Boss Level
- Spirit Gateway / Forsaken Grounds Boss Level
During these upgrades/tile choices, the player may decide to skip the upgrade/tile choice, or reroll for something better. Every time the player rerolls, the price of rerolls gets multiplied by the times rerolled. The initial reroll price is 3 , and slowly increases as the player traverses new regions.
Upgrades After Region
The upgrades can be also found next to shops after the completion of a region. These upgrades are:
- Damage Upgrade: +1 Damage for 20
- Cooldown Upgrade: -2 Cooldown for 20
- Max Level Upgrade: +1 Max Level for 10
- Enchantment Upgrade: + Enchantment, + X Cooldown for 20 (You get a random enchantment for a certain cooldown (look above).)
- Sacrifice: Sacrifice a tile, gain 40 for free
During these upgrades, the player can decide to skip the upgrade. When an upgrade is made, the price of the upgrades gets multiplied by times the upgrade has been used.