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All 36 Skills, Shops and Best Picks in Shogun Showdown

Updated on November 1, 2026 (3 days ago)

Shogun Showdown is a turn-based samurai roguelite, which means every run starts fresh, though some progress carries over. Skills are upgrades you buy in shops along the way, and they change how your character fights. They're spread across six shops, so knowing what each shop sells helps you plan your run.

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Shop

All Shops

2 items

Big Pockets

Adds room to carry one more consumable.

Normal Cost
10 coins
Skull Unlock
Unlocked from the start
Effect
Adds one consumable slot.
Conditions and Limits
Each purchase adds one slot; capacity cannot exceed six.

Rogue Retail

Lets you sell consumables anywhere for one extra coin.

Normal Cost
10 coins
Skull Unlock
30 skulls
Effect
Lets you sell consumables outside shops and raises their sale value by one coin.
Conditions and Limits
-

Shop

Warring Shop

8 items

Back Stabber

Adds damage when you hit an enemy from behind.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Adds 1 damage when an attack hits an enemy from behind.
Conditions and Limits
The enemy’s facing determines which side is its back.

Sniper

Adds damage to attacks from long range.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Adds 1 damage to attacks against enemies at least four cells away.
Conditions and Limits
A target that is at least four cells away when the attack is queued still qualifies after a tile moves you closer.

Unfriendly Fire

Makes enemies deal more damage to one another.

Normal Cost
10 coins
Skull Unlock
Unlocked from the start
Effect
Adds 1 damage when enemies hit one another.
Conditions and Limits
Does not increase damage from your own direct attacks.

Mindfulness

Waiting restores one extra cooldown point.

Normal Cost
20 coins
Skull Unlock
Unlocked from the start
Effect
Waiting restores 1 extra cooldown point to recharging tiles and your special move.
Conditions and Limits
Cooldowns cannot be restored past their ready state.

Monomancer

Adds damage when your queue uses a single tile.

Normal Cost
20 coins
Skull Unlock
15 skulls
Effect
Adds 1 damage when your attack queue contains only one tile.
Conditions and Limits
Maximum level is 1. A second queued tile, including a movement tile, breaks the condition.

Close Combat

Adds damage to attacks against adjacent enemies.

Normal Cost
20 coins
Skull Unlock
3 skulls
Effect
Adds 1 damage to attacks against adjacent enemies.
Conditions and Limits
Movement tiles do not receive the bonus.

Central Dominion

Adds damage to attacks made from the field’s center.

Normal Cost
10 coins
Skull Unlock
30 skulls
Effect
Adds 1 damage to attacks made from the center of the field.
Conditions and Limits
Movement tiles do not receive the bonus.

Odd Curse

Curses a random enemy at the start of odd-numbered waves.

Normal Cost
10 coins
Skull Unlock
20 skulls
Effect
Curses one enemy at the start of each odd-numbered wave.
Conditions and Limits
The target is random; the skill does not curse every enemy.

Shop

Combo Shop

8 items

Combo Coin

Enemies killed in a Combo drop an extra coin.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Enemies killed in a Combo drop one extra coin.
Conditions and Limits
Does not apply to summoned enemies in the full release.

Combo Recharge

The tile that makes a Combo kill recovers cooldown.

Normal Cost
20 coins
Skull Unlock
Unlocked from the start
Effect
The tile that makes a Combo kill recovers 4 cooldown points; level 2 recovers 8.
Conditions and Limits
Maximum level is 2.

Triple-Combo Heal

Killing three enemies in one turn restores 1 HP.

Normal Cost
20 coins
Skull Unlock
Unlocked from the start
Effect
Restores 1 HP after killing three enemies in one turn.
Conditions and Limits
Two kills do not trigger the heal. Healing can activate Overflow Guard.

Combo Curse

A Combo kill curses one random enemy left alive.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
A Combo kill curses one random enemy that remains.
Conditions and Limits
The target is random; no curse is applied if no enemy remains.

Combo Deal

Using two consumables in a turn gives you another one.

Normal Cost
10 coins
Skull Unlock
20 skulls
Effect
Using two consumables in the same turn gives you one random consumable.
Conditions and Limits
A Combo kill does not trigger this effect by itself.

Kobushi Combo

A Combo kill refreshes cooldowns on tiles left in hand.

Normal Cost
15 coins
Skull Unlock
25 skulls
Effect
A Combo kill clears cooldown from the other tiles left in your hand.
Conditions and Limits
The tile that makes the Combo kill does not get its cooldown cleared.

Combo Boon

A Combo kill can give you a consumable card.

Normal Cost
15 coins
Skull Unlock
30 skulls
Effect
A Combo kill can give you a consumable card.
Conditions and Limits
The possible cards are Mass Curse, Mass Poison, Mass Ice, and Rain of Mirrors.

Chilling Combo

A Combo kill freezes one random enemy.

Normal Cost
20 coins
Skull Unlock
6 skulls
Effect
A Combo kill freezes one random enemy.
Conditions and Limits
The target is random; enemies that resist Ice are not reliably frozen.

Shop

Guarding Shop

8 items

Healthy

Raises maximum HP by 2.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Raises maximum HP by 2.
Conditions and Limits
-

Fortress

Starts each battle with a shield at a cost of 2 maximum HP.

Normal Cost
20 coins
Skull Unlock
Unlocked from the start
Effect
Starts each battle with a shield and lowers maximum HP by 2.
Conditions and Limits
The maximum HP penalty applies while the skill is active.

Reactive Shield

Taking damage gives you a shield if you do not already have one.

Normal Cost
20 coins
Skull Unlock
Unlocked from the start
Effect
Gives you a shield after you take damage.
Conditions and Limits
Does not trigger while you already have a shield.

Shield Retention

Shields last into the next battle.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Keeps shields between battles.
Conditions and Limits
Does not create a shield; you need another source of one.

Karma

Returns an enemy’s damage when it hits you.

Normal Cost
10 coins
Skull Unlock
20 skulls
Effect
When an enemy hits you, it takes damage equal to that hit.
Conditions and Limits
-

Chilling Blood

Taking damage freezes enemies that can be frozen.

Normal Cost
15 coins
Skull Unlock
30 skulls
Effect
Taking damage freezes all enemies.
Conditions and Limits
Enemies with Ice resistance or the Unfreezable trait can resist the effect.

Iron Skin

Reduces incoming damage by 1 but costs 3 maximum HP.

Normal Cost
20 coins
Skull Unlock
10 skulls
Effect
Reduces each incoming hit by 1 and lowers maximum HP by 3.
Conditions and Limits
Damage cannot be reduced below 1; at 5 maximum HP, the penalty leaves 2.

Overflow Guard

Excess healing turns into a shield.

Normal Cost
15 coins
Skull Unlock
25 skulls
Effect
Healing above your maximum HP gives you a shield.
Conditions and Limits
Healing exactly to maximum HP does not trigger the shield.

Shop

Dancer Shop

8 items

Two-Way Move

Lets your special move work in either direction.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Lets your special move work in either direction.
Conditions and Limits
The Chain Master’s special move already works both ways.

Quick Recovery

Reduces your special-move cooldown by 1.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Reduces special-move cooldown by 1.
Conditions and Limits
Cooldown cannot go below 1.

Damaging Move

Your special move deals 1 damage.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Makes your special move deal 1 damage to its target.
Conditions and Limits
-

Dynamic Boost

Adds attack damage after a tile moves you in the same turn.

Normal Cost
15 coins
Skull Unlock
Unlocked from the start
Effect
Adds 1 damage to attacks if you moved with a tile during the same turn.
Conditions and Limits
Movement on an earlier turn does not meet this condition.

Cursing Move

Your special move curses its target.

Normal Cost
15 coins
Skull Unlock
25 skulls
Effect
Makes your special move curse its target.
Conditions and Limits
With Ronin or Jujitsuka, a collision target can take the curse’s doubled hit immediately, consuming the curse.

Chikara Crush

Enemy collisions deal 1 extra damage.

Normal Cost
15 coins
Skull Unlock
20 skulls
Effect
Adds 1 damage to enemy collisions.
Conditions and Limits
Ronin and Jujitsuka special moves can cause collisions; the Chain Master’s position swap alone does not.

Mamushi Move

Your special move poisons its target but takes one extra cooldown.

Normal Cost
20 coins
Skull Unlock
6 skulls
Effect
Makes your special move poison its target.
Conditions and Limits
Adds 1 cooldown to the special move.

Two-Faced Dancer

Lets you turn for free, but a second turn in a row curses you.

Normal Cost
20 coins
Skull Unlock
30 skulls
Effect
Turning around is free; turning twice in a row curses you.
Conditions and Limits
A second consecutive turn applies Curse.

Shop

Astronomer Shop

2 items

Fenghuang's Feather

Revives you after a fatal hit at half maximum HP.

Normal Cost
20 coins
Skull Unlock
99 skulls
Effect
Revives you after a fatal hit with half your maximum HP.
Conditions and Limits
-

Seiryu's Scale

Makes the first reroll at each reward free.

Normal Cost
20 coins
Skull Unlock
99 skulls
Effect
Makes the first reroll at each reward free.
Conditions and Limits
Shop rerolls and later rerolls at the same reward still cost currency.

What Skills Do in Shogun Showdown

Skills are passive, which means they keep working once you own them, and you never press a button to use one. Each one bends a rule a little. One might make your attacks hit harder, another might bring a cooldown back sooner, and another turns extra healing into a shield. Because they stay active for the rest of the run, every skill you buy affects every fight after it.

Where to Buy Skills: The Shops and What They Sell

After you defeat a region's boss, you can stop at a shop before moving on. Each shop has its own theme. Warring offers offensive skills, Combo offers skills built around combo kills, Guarding offers defensive ones, and Dancer offers skills that power up your special move and movement. A couple of general skills can turn up in any shop, and the Astronomer shop at Moonlit Port can offer every skill, plus two rare ones you won't find anywhere else.

Each shop starts out offering just one skill. Skulls can permanently unlock another skill slot, a consumable slot and the blood service, and every shop has to be unlocked separately.

Skill Prices and Restocking

Skills cost coins, and a skill on sale costs less. Coins come from defeating enemies, so every purchase is a choice about what you can afford.

Restocking is how you get a fresh set of skills. Losing 1 HP at the blood service rerolls the shop and brings in new skills, while losing 2 HP gives you 5 coins instead. A Lucky Die can also reroll the shop without costing HP.

How to Unlock Skills for Future Runs

Not every skill is available from the start. Skulls you collect during runs carry over after a run ends, and spending them unlocks skills that can show up in later runs. Close Combat is the cheapest unlock, while the Astronomer's two rare skills cost the most.

How Skill Levels and Stacking Work

Buying a skill you already own doesn't add a second copy. It raises that skill's level instead, which makes its effect stronger, up to level 3. Two Sniper skills, for example, make a level 2 Sniper that adds +2 damage instead of +1.

A few skills have lower caps. Monomancer tops out at level 1, Combo Recharge at level 2, and most Dancer skills don't stack at all.

Best Skills to Pick and Which to Skip

Players tend to rate Mindfulness and Two-Faced Dancer highly. Mindfulness lets waiting recharge one extra cooldown point and is unlocked from the start. Two-Faced Dancer makes turning around free, but it has to be unlocked with skulls first.

For defense, Reactive Shield is a dependable pick, since it gives you a shield whenever you take damage and is unlocked from the start. Chilling Blood is also rated highly, because it freezes every enemy when you take damage, but it costs skulls to unlock. Reactive Shield is the better choice against enemies that can't be frozen.

Combo Coin is a strong early pick if your tiles can kill two enemies at once, and Healthy, which adds 2 max HP, is a safe choice. For boss fights, players often favor curse effects, and Combo Curse is easy to get since it needs no skulls.

Iron Skin is often called one of the weakest picks. It cuts incoming damage by 1, but it also takes away 3 max HP, which is a heavy cost. Two-Way Move adds little once you have Two-Faced Dancer, so it's the one to skip.

FAQ

Q.

What's the difference between skills and tiles in Shogun Showdown?

Tiles are the attacks and actions you line up during a fight. Skills are passive effects that work alongside your tiles, and they're sold in shops. New tiles also turn up as rewards along the route.

Q.

Which skills can only be bought at the Astronomer shop?

Two skills are sold only there. Fenghuang's Feather revives you at half max HP when a lethal hit would otherwise kill you. Seiryu's Scale makes the first reroll of each reward free.

Q.

Does Combo Coin work on every kill?

No. Since the 1.0 release, Combo Coin doesn't work for summoned enemies, which stopped players from farming coins without end.

Q.

Do Fortress and Shield Retention work well together?

Not really. Fortress gives you a shield at the start of every fight, at a cost of 2 max HP. Shield Retention keeps shields from one fight to the next, so with Fortress it has little left to do.

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  • EnemiesEvery regular enemy in Shogun Showdown, how they attack and take their turns, what elite versions change and which ones to take down first in each fight.
  • BossesEvery Shogun Showdown boss by region, with how boss fights are set up, how to dodge and damage them, what corrupted bosses change and which fights to plan for.
  • AchievementsEvery Shogun Showdown Steam achievement explained, from boss and Day clears to stamp goals and restricted runs, with how each one works and which take longest.
  • TilesShogun Showdown tiles explained: how queuing and cooldowns work, which tiles don't use up your turn, how to get new ones and how upgrades and enchantments work.
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