Tiles

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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.png 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

Tiles
Name Sprite Damage Cooldown Unlock? Description Free-Play?
Katana
Tiles sword.png
2 0 No Strike the cell directly ahead. No
Arrow
Tiles arrow.png
2 5 No Strike the first target ahead. No
Spear
Tiles spear.png
2 5 No Strike the 2 cells directly ahead. Piercing. No
Swirl
Tiles swirl.png
2 3 No Strike the cells directly ahead and behind. No
Charge
Tiles dashForward.png
1 4 No Dash forward and strike the first target ahead. No
Backward Charge
Tiles dashBackward.png
1 3 No Dash backward and strike the first target behind. No
Shuriken
Tiles shuriken.png
1 3 No Strike the first target ahead. No
Shadow Dash
Tiles shadowDash.png
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
Tiles bo.png
1 5

3 Tiles skull.png

Strike the cell directly ahead. Flip the target. No
Lightning
Tiles lightning.png
2 5

3 Tiles skull.png

Strike the furthest target ahead. No
Dragon Punch
Tiles dragonPunch.png
1 4

1 Tiles skull.png

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
Tiles grapplingHook.png
1 4

1 Tiles skull.png

Pull the first target to the cell directly ahead. No
Trap
Tiles trap.png
3 4

15 Tiles skull.png

Place a trap in the cell directly ahead. traps trigger when a target steps on them. No
Smoke Bomb
Tiles smokeBomb.png
1 5

6 Tiles skull.png

Swap position with the first target ahead. No
Earth Impale
Tiles earthImpale.png
2 4

20 Tiles skull.png

Strike the cells at distance 2 ahead and behind. No
Back Strike
Tiles backStrike.png
3 3

10 Tiles skull.png

Strike the cell directly behind. No
Shadow Kama
Tiles shadowKama.png
3 2

20 Tiles skull.png

Strike the cell at distance 2 ahead. No
Tetsubo
Tiles tetsubo.png
4 7

20 Tiles skull.png

Strike the cell directly ahead. No
Kunai
Tiles kunai.png
2 7

20 Tiles skull.png

Throw as many kunai as the attack value. Each kunai deals 1 damage and strikes the first target ahead. No
Blade of Patience
Tiles bladeOfPatience.png
0 6

20 Tiles skull.png

Strike the cell directly ahead. Damage increases by 1 for each turn this tile remains in the attack queue. No
Tanegashima
Tiles tanegashima.png
4 7

20 Tiles skull.png

Strike the first target ahead. Both attacker and target recoil by 1 cell, potentially dealing collision damage. No
Crossbow
Tiles crossbow.png
3 5

20 Tiles skull.png

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
Tiles mark.png
N/A 7

1 Tiles skull.png

Curse the first target ahead. Cursed targets take double damage on the next hit. Yes
Turn Around
Tiles turnAround.png
N/A 5

10 Tiles skull.png

Turn around. Yes
Dash
Tiles phantomLeap.png
N/A 6

6 Tiles skull.png

Dash forward as far as possible. Yes
Mirror
Tiles mirror.png
N/A 6

20 Tiles skull.png

Mirror the attacker's position on the combat grid. Yes
Swap Toss
Tiles swapToss.png
N/A 7

15 Tiles skull.png

Swap the content of the cells directly ahead and behind. Yes
Origin of Symmetry
Tiles origin.png
N/A 6

20 Tiles skull.png

Teleport to the central cell in the grid, exchanging positions with a target if present. Yes
Scar Strike
ScarStrike.png
1 5

20 Tiles skull.png

Strike all targets that are not at full HP. No
Signature Move
Signature Move.png
N/A 7

20 Tiles skull.png

Perform the special move of this hero. Yes
Meteor Hammer
Tiles Meteor Hammer.png
2 5

15 Tiles skull.png

Strike the first target up to 3 cells ahead. If successful, it bounces back to hit the cell directly behind the user No
Kaitenryuken
Kaitenryuken.png
2 4

20 Tiles skull.png

Strike the cells directly ahead and behind. Turn around. No
Twin Tessen
Tiles Twin tessen.png
1 6

20 Tiles skull.png

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
Tiles Backwards Shadow Dash.png
1 5

20 Tiles skull.png

Dash backward through targets, stopping at the first empty cell behind them. No effect if no empty cell is available. No
Sai
Tiles Sai.png
2 5

20 Tiles skull.png

Strike the cell directly ahead. Deal double damage if the enemy is about to attack this turn. No
Blazing Suisei
Tiles Blazing Suigei.png
2 4

20 Tiles skull.png

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
Tiles Mon.png
5 7

20 Tiles skull.png

Strike the first target ahead. Spend one coin. No
Unobtainable Tiles
Name Sprite Damage Description
Volley
Tiles Volley.png
2 Upon declaring the attack, Aim at the cell where the hero is currently standing, strike the targeted cell.
Barricade
Barricade icon.png
N/A Build a barricade in the cell directly ahead.
Summon
Tiles summon.png
N/A Summon an enemy in a random cell.
Summon
Tiles summon doublstrike.png
N/A Summon an enemy in a random cell. Double Strike: Perform the attack twice.
Bomb
Tiles bomb.png
3 Place a bomb in the cell directly ahead. Bomb explodes after 2 turns.
Shield
Tiles shield.png
N/A Provides user a shield.
Ally Shield
Tiles shieldAllied.png
N/A Provides first Ally in front of user a shield.
Copycat Mirror
Tiles Copycat mirror.png
N/A Transforms into a basic version of a random hero tile. Tiles in your attack queue won't be copied.
Copycat Mirror
Tiles Copycat mirror doublestrike.png
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
Tiles maku.png
N/A Drop the curtain and go to the next act.

Corrupted Barrage

Tiles blazingBarrage.png

3

Unleash a growing ring of corruption around the attacker, expanding outward by one cell each turn. Damages units, heals bosses

Corrupted Wave

Tiles Corrupted Wave Left.png

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

Tiles Corrupted Wave Right.png

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:

Upgrading a tile
  • +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:

The different sorts of enchantments
  • +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:

Choose to add a new tile
  • 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 CurrencyIcons Coin.png, 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 CurrencyIcons Coin.png
  • Cooldown Upgrade: -2 Cooldown for 20 CurrencyIcons Coin.png
  • Max Level Upgrade: +1 Max Level for 10 CurrencyIcons Coin.png
  • Enchantment Upgrade: + Enchantment, + X Cooldown for 20 CurrencyIcons Coin.png (You get a random enchantment for a certain cooldown (look above).)
  • Sacrifice: Sacrifice a tile, gain 40 CurrencyIcons Coin.png 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.