Shogun Showdown's chain master character fits a very specific appeal among its cast members. The meteor hammer is both a fun and effective weapon, as your little guy swings his way through the shogun's army with a spiked yoyo.

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As the final cast member in the game, it can take a bit of effort to unlock the chain master. You'll need a good handle of the game's existing mechanics before you have a chance to play as this character, whose skills also rely on fitting together the different approaches taught by the other cast members. Here's how to unlock them and master their skills.

Unlocking Chain Master

The chain master is unlocked by defeating day three on any character. At this level you've got two additional difficulty modifiers:

  • Elite enemies can appear.
  • Consumables drop more rarely.

Elite enemies have altered palettes, additional HP, and special effects. Each has a symbol showing what their elite effect is, such as acting faster, attacking twice, or ignoring forced movement. The reactive shield is the biggest threat as it can defy the normal math on lethal blows.

The difference in consumable drop rates will be felt if you've been reliant on them before now.

Days are only unlocked per character, so you'll typically want to focus on a single character and clear as many days as possible with them.

Character

Difficulty

Wanderer

The wanderer's basic kit is effective and consistent, and you don't need to worry about having to unlock other characters.

Ronin

The Ronin has a steeper learning curve and the small damage inflicted by their shoves can accidentally set off reactive shields on elite enemies.

Shadow

The Shadow's unique movement style means they have fewer skills that translate to learning other characters.

Jujitsuka

The Jujitsuka is only unlocked after day two, meaning you'd need to replay those days with her again before trying day three. Her similar playstyle to the chainmaster does make her a good learning choice.

The wanderer is the optimal choice for clearing day three as the others all have unlock conditions you'll achieve along the way.

Chain Master Playstyle

The chain master plays rather differently from the wanderer, so you'll want to take a few moments to look over their kit before jumping into a run.

The chain master's unique ability is to spin enemies from one side of them to the other. This does not change the direction they're facing, meaning you'll be able to reliably spin enemies on one side of you into attacking their friends on the other side. It can be used when enemies are on both sides, swapping their positions. It cannot be used while standing on an edge or next to a heavy enemy.

The chain master has two starting tilesets that can both make use of the swap toss. You can unlock the second tileset by collecting three achievement stamps while playing as them. The chain master's kit makes them good at collecting the combo and move count stamps, along with the base stamp earned for defeating the shogun.

Set

Tiles

Playstyle

Drawbacks

A

Meteor Hammer, Charge

The meteor hammer deals damage at range and in melee with the right positioning. Use swap toss to set up the hammer and charge as an escape tool or finisher.

The meteor hammer has a very high cooldown. You'll be left vulnerable between your attacks.

B

Twin Tessen, Hookblade

The twin tessen is a strong positioning tool, while the Hookblade is able to pull off large combo kills once upgraded.

Your starting damage is limited. You'll often rely on the swap toss to make early enemies kill each other.

The third unlockable tileset gives you two random tiles. This is difficult to plan around but will sometimes give you effective tools. Keep an eye open for utility weapons like the Bo, which can both damage enemies and stop them from attacking you.

Key Tiles And Upgrades For The Chain Master

The chain master is looking for a few specific tools to refine their starting kit and this is liable to determine the route you pick.

Combo-focused upgrades work great on the chain master. The meteor hammer can hit and kill two enemies at once, easily activating any passive skills that depend on combos. If you get a double-strike upgrade on it, it can activate three-hit combos needed by the stronger combo skills.

When choosing routes, prioritise warring and combo stores. Dancer upgrades are the least useful, as most of them provide minimal bonuses to your swap toss.

Tile Upgrades you'll want to dedicate towards upgrading your main attack, either the meteor hammer or the hookblade, and giving it as much damage as possible.

The combo recharge skill lets you use this attack frequently even with a long cooldown. Both attacks can reliably activate it.

Perfect Strike is an alternate upgrade path for the meteor hammer. As it can hit multiple enemies it has a high chance of resetting its cooldown with an exact kill, but this requires you to limit how many damage upgrades you give it.

The free-play upgrade works well on the charge or twin tessen tiles, giving you an emergency tool for escaping or knocking enemies out of attack range. Freeze upgrades are another strong option for preventing damage but won't work against later bosses.

When you're given additional tiles you want to look primarily at tools to enable further combos, and secondly for mobility tools that can get you out of danger:

  • Sharp turn fits naturally into a three-hit combo when paired with charge and meteor hammer. Slam into an enemy, spin around, and hit a second, before finishing off the first enemy with the backswing of the meteor hammer. Going hammer-turn-charge is also an effective way of attacking and then escaping in the same turn.
  • Lightning and Earth Impale are great attacks to complement the alternate loadout. They bypass the foremost enemy to set up groups of weakened enemies for the hookblade. They can also deal with troublesome ranged attackers.
  • The Nagiboku is the best tool for setting up combos, hitting four tiles and not reducing enemies below one health.
  • Tools for repositioning enemies can be used at the end of a combo to deflect incoming attacks or in the middle to set up a third attack tile.
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