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All 42 Tiles, Cooldowns and What They Do in Shogun Showdown

Updated on November 1, 2026 (3 days ago)

Shogun Showdown is a turn-based roguelike where you play a samurai fighting along a short, straight track. Your attacks come as tiles, small cards that each carry their own damage, reach and cooldown. You start every run with a couple of basic tiles, then build your set as you go, so knowing how they work helps you plan each fight.

View

Queue Timing

Turn-Passing Tiles

35 items

Katana

A no-cooldown strike against the cell right in front of you.

Range / Target
Cell directly ahead
Damage
2
Cooldown
0
Skull Cost
-
Free-Play
No
Effect
A basic strike against the cell directly ahead.

Tetsubo

A heavy strike that hits the cell right in front of you.

Range / Target
Cell directly ahead
Damage
4
Cooldown
7
Skull Cost
3
Free-Play
No
Effect
A basic strike against the cell directly ahead.

Sai

A timed forward strike that doubles its damage against an enemy attacking this turn.

Range / Target
Cell directly ahead
Damage
2
Cooldown
5
Skull Cost
15
Free-Play
No
Effect
Deals double damage if the target is about to attack this turn.

Blade of Patience

A queued strike that gains one damage each turn it waits.

Range / Target
Cell directly ahead
Damage
0
Cooldown
6
Skull Cost
10
Free-Play
No
Effect
Gains 1 damage for each turn it remains in the attack queue.

Hookblade

Chains forward attacks when each hit kills its target.

Range / Target
Cell directly ahead, then one step forward after a kill
Damage
2
Cooldown
5
Skull Cost
30
Free-Play
No
Effect
After a lethal strike, moves one step forward and strikes again for 1 less damage.

Dragon Punch

Pushes a struck enemy backward and can damage enemies it collides with.

Range / Target
Cell directly ahead
Damage
1
Cooldown
4
Skull Cost
1
Free-Play
No
Effect
Pushes the target as far back as possible; collisions with other targets deal damage.

Bo

Turns an enemy around so its attack can point elsewhere.

Range / Target
Cell directly ahead
Damage
1
Cooldown
5
Skull Cost
25
Free-Play
No
Effect
Flips the target's facing.

Back Strike

A strong hit against the cell behind you.

Range / Target
Cell directly behind
Damage
3
Cooldown
3
Skull Cost
15
Free-Play
No
Effect
Strikes the cell directly behind the user.

Swirl

Hits adjacent enemies in front and behind at once.

Range / Target
Cells directly ahead and behind
Damage
2
Cooldown
3
Skull Cost
-
Free-Play
No
Effect
Strikes the cells directly ahead and behind.

Twin Tessen

Hits and pushes adjacent enemies on both sides.

Range / Target
Cells directly ahead and behind
Damage
1
Cooldown
6
Skull Cost
20
Free-Play
No
Effect
Pushes targets as far back as possible; collisions with other targets deal damage.

Spear

A piercing strike that covers the two cells in front.

Range / Target
Two cells directly ahead
Damage
2
Cooldown
5
Skull Cost
-
Free-Play
No
Effect
Pierces the two cells directly ahead.

Shadow Kama

Strikes the second cell in front, skipping an adjacent enemy.

Range / Target
Cell two spaces ahead
Damage
3
Cooldown
3
Skull Cost
6
Free-Play
No
Effect
Strikes the cell at distance 2 ahead.

Nagiboku

Damages enemies on both sides without killing them.

Range / Target
Two cells ahead and two behind
Damage
2
Cooldown
5
Skull Cost
30
Free-Play
No
Effect
Pierces but cannot kill; targets retain at least 1 HP.

Earth Impale

Hits enemies two spaces away in front and behind.

Range / Target
Cells two spaces ahead and behind
Damage
2
Cooldown
4
Skull Cost
20
Free-Play
No
Effect
Strikes the cells at distance 2 ahead and behind.

Meteor Hammer

Hits a target in front, then swings back behind you if the first hit lands.

Range / Target
First target up to 3 cells ahead, then the cell behind the user
Damage
2
Cooldown
5
Skull Cost
25
Free-Play
No
Effect
After a successful forward hit, bounces back to strike the cell directly behind the user.

Blazing Suisei

Can hit a target at range and blast nearby units when the hit is lethal.

Range / Target
First target up to 3 cells ahead
Damage
2
Cooldown
4
Skull Cost
30
Free-Play
No
Effect
On a lethal strike, explodes for 2 damage to units in adjacent cells.

Shuriken

A quick ranged strike against the first enemy ahead.

Range / Target
First target ahead
Damage
1
Cooldown
3
Skull Cost
-
Free-Play
No
Effect
Strikes the first target ahead.

Arrow

A ranged strike that hits the first enemy in its path.

Range / Target
First target ahead
Damage
2
Cooldown
5
Skull Cost
-
Free-Play
No
Effect
Strikes the first target ahead.

Kunai

Throws one-damage kunai equal to its attack value.

Range / Target
First target ahead
Damage
2
Cooldown
7
Skull Cost
20
Free-Play
No
Effect
Throws as many kunai as the tile's attack value; each kunai deals 1 damage.

Mon

A high-damage ranged strike that costs one coin per use.

Range / Target
First target ahead
Damage
5
Cooldown
7
Skull Cost
20
Free-Play
No
Effect
Spends 1 coin when used.

Crossbow

A piercing shot that can hit two enemies and needs an attack to reload.

Range / Target
First two targets ahead
Damage
3
Cooldown
5
Skull Cost
15
Free-Play
No
Effect
Pierces through the first two targets; after firing, it must be used again in an attack to reload.

Grappling Hook

Pulls the first enemy ahead into the cell in front of you.

Range / Target
First target ahead
Damage
1
Cooldown
4
Skull Cost
3
Free-Play
No
Effect
Pulls the target to the cell directly in front of the user.

Ki Push

Moves the first enemy ahead far away and can cause collision damage.

Range / Target
First target ahead
Damage
0
Cooldown
6
Skull Cost
25
Free-Play
No
Effect
Pushes the target as far back as possible; collisions with other targets deal damage.

Tanegashima

A ranged strike that knocks both you and the target backward.

Range / Target
First target ahead
Damage
4
Cooldown
7
Skull Cost
25
Free-Play
No
Effect
After the hit, the attacker and target each recoil one cell; collisions may deal damage.

Chakram

Builds damage as enemies die, then hits enemies ahead and behind.

Range / Target
First target ahead and first target behind
Damage
0
Cooldown
7
Skull Cost
30
Free-Play
No
Effect
Each enemy death adds 1 damage; the damage resets after use.

Lightning

A ranged strike aimed at the farthest enemy in front.

Range / Target
Furthest target ahead
Damage
2
Cooldown
5
Skull Cost
3
Free-Play
No
Effect
Hits the furthest target ahead.

Scar Strike

Hits enemies that have already taken damage.

Range / Target
All targets below full HP
Damage
1
Cooldown
5
Skull Cost
10
Free-Play
No
Effect
Strikes all targets that have lost HP.

Trap

Places a trap in front of you that activates when an enemy steps onto it.

Range / Target
Empty cell directly ahead
Damage
3
Cooldown
4
Skull Cost
6
Free-Play
No
Effect
Places a trap that triggers when a target steps on it.

Thorns

Sets a one-HP barrier in the cell ahead.

Range / Target
Empty cell directly ahead
Damage
1
Cooldown
4
Skull Cost
30
Free-Play
No
Effect
Creates a 1-HP barrier.

Charge

Moves you toward the first enemy in front and hits it.

Range / Target
First target ahead
Damage
1
Cooldown
4
Skull Cost
-
Free-Play
No
Effect
Dashes forward and strikes the first target ahead.

Shadow Dash

Passes through enemies to an open cell behind them.

Range / Target
First empty cell beyond targets ahead
Damage
1
Cooldown
5
Skull Cost
-
Free-Play
No
Effect
Passes through targets and stops in the first empty cell behind them; has no effect if no empty cell is available.

Smoke Bomb

Swaps places with the first enemy in front.

Range / Target
First target ahead
Damage
1
Cooldown
5
Skull Cost
1
Free-Play
No
Effect
Swaps positions with the first target ahead.

Back Charge

Moves backward and hits the first enemy behind you.

Range / Target
First target behind
Damage
1
Cooldown
3
Skull Cost
-
Free-Play
No
Effect
Dashes backward and strikes the first target behind.

Back Shadow Dash

Passes through enemies behind you to reach an open cell farther back.

Range / Target
First empty cell beyond targets behind
Damage
1
Cooldown
5
Skull Cost
20
Free-Play
No
Effect
Passes through targets behind and stops in the first empty cell farther back; has no effect if no empty cell is available.

Back Smoke Bomb

Swaps places with the first enemy behind you.

Range / Target
First target behind
Damage
1
Cooldown
5
Skull Cost
25
Free-Play
No
Effect
Swaps positions with the first target behind.

Queue Timing

Free-Play Tiles

7 items

Curse

Marks the first enemy ahead so the next hit deals double damage.

Range / Target
First target ahead
Damage
-
Cooldown
7
Skull Cost
1
Free-Play
Yes
Effect
Curses the target so it takes double damage from the next hit.

Sharp Turn

Turns you around and hits the adjacent cells on both sides without spending a turn to queue it.

Range / Target
Cells immediately ahead and behind
Damage
1
Cooldown
7
Skull Cost
3
Free-Play
Yes
Effect
Turns the user around and strikes adjacent cells on both sides.

Signature Move

Adds the chosen hero's unique ability to the attack queue without passing a turn.

Range / Target
The selected hero's special move
Damage
-
Cooldown
6
Skull Cost
25
Free-Play
Yes
Effect
Performs the special move for the chosen hero.

Swap Toss

Switches the positions of objects in front of and behind you.

Range / Target
Contents of the cells directly ahead and behind
Damage
-
Cooldown
7
Skull Cost
25
Free-Play
Yes
Effect
Swaps the objects in the cells directly ahead and behind.

Dash

Moves forward as far as possible without spending a turn to queue it.

Range / Target
Forward as far as possible
Damage
-
Cooldown
6
Skull Cost
10
Free-Play
Yes
Effect
Dashes forward as far as the board allows.

Origin of Symmetry

Returns you to the battlefield center and trades places with any target there.

Range / Target
Center cell
Damage
-
Cooldown
6
Skull Cost
30
Free-Play
Yes
Effect
Teleports to the center cell, swapping positions with a target there if occupied.

Mirror

Crosses to the mirrored side of the battlefield and flips your facing.

Range / Target
Mirrored position across the battlefield center
Damage
-
Cooldown
6
Skull Cost
20
Free-Play
Yes
Effect
Moves to the mirrored position and reverses facing; at the center, turns around without moving.

What Tiles Are and How They Hit in Shogun Showdown

Tiles are the attack cards you use in battle. Each one shows a damage number, which is what it deals when it connects, plus a reach that decides which spaces it strikes. Some reach one space ahead, some reach two or farther, and a few hit behind your samurai or swap positions with an enemy. Most tiles only strike forward, so the direction you face counts as much as a tile's damage.

How Queuing and Cooldowns Work

You can line up to three tiles before you act, and the queue fires from the bottom up. Adding a tile to the queue usually uses up your turn, and enemies act after that. This is how you chain combos that can clear several enemies at once, but firing three tiles in a row can also leave your whole set cooling down.

A tile can only be queued once its cooldown is fully charged. After you use it, the cooldown starts over whether or not the tile hit, and it recharges by one at the end of each turn. Moving, turning and waiting each pass a turn too, so every action brings your tiles closer to ready, and all of them recharge fully at the start of a new level.

What Free-Play Tiles Do

Curse, Sharp Turn, Signature Move, Swap Toss, Dash, Origin of Symmetry and Mirror carry the Free-Play label. Unlike most tiles, queuing one of these doesn't use up your turn, so you can set it up without giving enemies a move.

Most of them have no damage number, since they're built to reposition or set up rather than hit hard. Signature Move is tied to your hero, because it performs that hero's special move.

The Freeplay enchantment can make a regular tile skip the turn too. It adds three to the cooldown, so you pay for that convenience with a slower recharge.

How to Get New Tiles

Every hero starts with two basic attacks, so early battles run on a small set. During a run, a few set levels and bosses swap the usual upgrade for a choice between two new tiles, and you can reroll that choice for a few coins.

Between runs, you use skulls to unlock new tiles. Skulls come from bosses, and the first unlocks are cheap, but prices climb quickly, so filling out the full set takes a while.

How to Upgrade Tiles

Most levels give you an upgrade, which you apply to one of your tiles. Options include more damage, shorter cooldowns, extra upgrade slots, and trades like cutting four off a cooldown for one point of damage.

A tile's upgrade slots top out at eight, and upgrades that add a slot don't use one up. Each new tile also gets a random max level between 2 and 4, and every upgrade uses up one point of it. Shops sell +1 max level, so a favorite tile can keep growing. After each region, the shops also sell upgrades like extra damage or a shorter cooldown for coins, and each purchase makes that upgrade pricier.

Enchantments add an effect such as Poison, Ice, Shockwave or Double-Strike, and every one raises the tile's cooldown. The cost runs from one more turn for Shockwave up to four for Double-Strike, which attacks twice. Most tiles can hold only one enchantment.

Which Tiles Matter Most

A few kinds of tiles come up again and again in player advice. Tiles that hit behind you are a common favorite. A backward strike saves the turn you'd spend turning around, and it can rescue you when enemies pin you against the edge of the track.

Heavy single hits get attention too. Players often point to Tetsubo, one of the hardest-hitting single strikes, as a way to take out tougher enemies in one hit.

Ranged tiles come up often as well, because they let you hit enemies without getting close. Curse is also worth knowing for boss fights, since a cursed target takes double damage from the next hit.

FAQ

Q.

Are skills the same as tiles in Shogun Showdown?

No. Tiles are the attacks and moves you queue in a fight, while skills are passive effects you buy in the shops after each region. Each hero also has a special move that isn't a tile, and Signature Move is the tile that lets you queue it.

Q.

What does the Perfect Strike enchantment do?

If a hit uses up exactly the enemy's remaining health, Perfect Strike recharges the tile right away. As an enchantment, it adds one to the tile's cooldown.

Q.

What is the Chakram tile in Shogun Showdown?

Chakram hits the first target ahead and the first target behind you. Each enemy death adds 1 damage to Chakram, and that bonus resets after you use it.

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