The Showdown Effect

The Showdown Effect

46 ratings
How to Effectively Showdown
By Levin and 1 collaborators
A guide summarizing all of the current weapons, characters, mechanics, and arenas. Recommended for new to intermediate players.
   
Award
Favorite
Favorited
Unfavorite
Introduction
The Showdown Effect (henceforth called TSE) is an action platformer developed by Arrowhead and published by Paradox, developer and publisher of Magicka. As any Magicka player should be able to guess, TSE is a chaotic and entertaining game full of parody, action, and friendly fire. Hopefully by the end of this guide you'll learn a few useful things.

Special thanks to Lt. Elrond for helping me test some of the stats of weapons and abilities, and to Vetr for introducing me to this game.

I'd also suggest reading Miffroon's guide at http://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=144935949#53201
It has some information and screenshots that mine lacks, and getting a second stance on everything is always good.
The Menus
How To Play
Brings up a list of basic tips, which are also shown during the loading screen. Useful for beginners who know the controls but need some more tips.

Ranked Match
Enters the system to join a ranked match. Once it either finds an existing group or decides to make a new one, you are brought to the loadout screen to choose your character and weapons. Ranked games keep track of points which are automatically bet by participating players. Ranked matches are always done in Showdown mode.

Custom Game
Here you can browse existing custom games or host your own (more information in the Servers section). You can filter games by distance, password protection, map, mode, remove full servers from the list, view only games in which your friends are playing, and also filter games with custom rules or that are already in progress. You can join any non-full game as a player, and can also spectate full games.

Loadout
The Loadout menu allows you to customize the weapons and appearances of any unlocked characters. Each character gets two weapon slots (which can be anything you've unlocked, even duplicates of the same), and three cosmetic slots. There is also a link to the Unlockables menu, covered in its own section.

Store
This is where you go to support the developers and get exclusive visual customizations! There is nothing here that can't be functionally obtained elsewhere, preventing this game from being pay-to-win in any way. There are periodic sales, including free items, so check back often. More details in the "AC, Unlockables, and the Store" section of this guide.

Unlockables
This is where you can spend AC to unlock characters, weapons, and cosmetics. More details in the "AC, Unlockables, and the Store" section of this guide.

Leaderboard
This is where you can view rankings for Ranked Matches, including average score and percentage of times a player has been the Last Man Standing.

Twitch
TSE has built-in TwichTV compatibility, which can be set up here. Do note that a strong internet connection is required if you want your stream to be of any quality. A camera-style REC will appear in the top left of your screen as long as the stream is running. If you're unfamiliar with TwitchTV and streaming, either avoid toying with this, or go to http://www.twitch.tv/ for more information.

Go Training
This option takes you to Castlemania for a training course where you must destroy nine straw dummies in a set order while roaming the course. I recommend that any new players try this course repeatedly until they are able to get at least a three-star rating (that's all I'm capable of, and I do fine in-game). The better you can do, the better you'll do in a real game. Use this chance to practice all of your controls and ways of traversing the level. You are automatically assigned Dutch McClone with a Machine Gun and Katana for this course. This is, of course, no substitute for real practice in a game, but if you can quickly traverse the level and kill standing targets, then you have a better grasp of motion and aiming while moving, which are key for multiplayer success.

Settings
Here you can change graphics settings, audio settings, game language (English or German), view the credits, see the How To Play tips, and change or review your controls.

Quit Game
Exactly what it says. Quits the game.
AC, Unlockables, and the Store
AC
AC are your in-game currency used to unlock cosmetics, custom rules, characters, weapons, and weapon skins. AC is awarded after each match (not round) based on your performance in the round. The devs periodically have Double AC Weekends where all earned AC is doubled, making it an opportune time to unlock items.

Unlockables
The Unlockables menu can be accessed either from the main menu or from the Loadout menu. Here, you can use AC to unlock characters (Dutch McClone and Hailey Skye are the only default unlocks for regular players, preorder players get Hank Stream, and Digital Deluxe players get Hank Stream and Mizu Ichiban as well). Characters cost a fair sum of AC, so be sure to save up for who you want the most. You can also unlock new weapons (highly recommended), and reskins for those weapons. You can also use extra AC to unlock costumes for all characters. Lastly, you can unlock the various custom rules.

I personally recommend unlocking items in the following order:
Weapons (since they make the biggest difference in gameplay) -> Characters (since they also have an impact on gameplay, though Dutch's ability is one of the best) -> Custom Rules (optional, if you don't want all of them or don't want any of them, feel free to skip this) -> Cosmetics (since they don't alter gameplay at all and are merely present to make your characters look cooler)

The Store
The store is where you go to spend cash on extra cosmetics. Nothing in here alters gameplay in a way unavailable via AC unlocks, meaning this game is NOT pay-to-win in any way. Although there is a slot here for characters, no characters have been released for money yet. The devs periodically have sales or even free items here, so check back often even if you don't plan on spending money.
Servers
In TSE, servers are operated on a peer-to-peer connection basis. This means that all of the game servers (currently) have to be run by a player, there are no official servers.

When joining a server from the Custom Game menu, it is advised to join the closest server with enough room for however many people you're trying to play with. You can filter this on the left, and gradually move up. I personally advise against playing above medium distance - due to the p2p networking model, lag can quickly become an issue if many spread-out players are attempting to play on the same server. The game also doesn't handle lag particularly well. Up to 200 is bearable (and is what I run my servers at), but 100 or less makes it a far better experience.

When hosting a server, you get the screen shown below:

This lets you set a server name (either name it or provide info like US East, ping limit, whatever you want. There's not much room to type, so abbreviate when possible), ping limit (<50 will pretty much limit you to LAN games, <100 should be fine for nearby games, and <200 is reasonable if you just want to fill the game), number of players, game mode, and starting stage. You can also set a password for private games, whether to start off as a player or spectator, and for some game modes, the number of rounds played. Note that of this information, only the stage, whether you are a player or spectator, and custom rulesets may be changed after you create the server. Changing anything else will require that you restart the server.

Once you're in game, the server host can kick players at his/her will using Tab. Common kick reasons include using unallowed weapons (for a while it was common to kick for using Thrown weapons, and I personally kick people who use double-rifles for more than a round in some game modes).
Controls
Default Controls
Climb: W
Move Left: A
Duck: S
Move Right: D
Dive: Alt
Jump: Space
Swap Weapon: Q
Next Weapon: Wheel Up
Previous Weapon: Wheel Down
Kung Fu: Z
Throw: Shift
Reload: R
Attack: Left Mouse
Interact: E
Block/Aim: Right Mouse
Hero Ability: Ctrl
Bandage: B
Chat: Enter
Extra Info (player ping): Tab

Explanation
Here I will cover details that may not be the most intuitive but also don't belong under "maneuvering your character".
As you only have two weapons to swap between, it may be better to get into a habit of using Q to change weapons instead of the scroll wheel. Pressing Q when using Kung Fu will swap to your secondary weapon, regardless of what you were on before.
To throw a weapon, you must hold Shift and then press the Left Mouse button (or whatever your Throw and Attack buttons are). Holding Shift alone will let you aim a bit further than your normal screen (same as aiming with Right Mouse on guns).
Game Mechanics
Shooting
Guns in TSE don't work quite as they do in other games. Instead of aiming in your opponent's direction, you must hold the crosshair on top of their character when firing in order to hit. Naturally, this makes constant movement the easiest way to not get hit.

Blocking
Melee weapons of any kind (swords or background weapons, or Kung Fu) can block a limited amount of incoming damage from the direction you're facing. However, while blocking, you can not change directions, and will move more slowly. If a character's blocking limit is exceeded, they will be briefly stunned (and almost always consequently killed). Block power restores fairly quickly when not blocking.

Throwing
Background weapons and loadout weapons can all be thrown by using Shift+Left Mouse Button. The damage dealt will vary based on the size of the weapon (for background weapons). Note that loadout weapons will not be able to be picked back up (including using Thrown weapons this way), so they should only be discarded when they are out of ammo, or if you just want the extra challenge of being forced to use Kung Fu.

Melee
Melee attacks will hit all targets within their range, friend or foe. Reach varries slightly, with heavy background weapons having the most, and Kung Fu having the least. As mentioned above, all melee weapons allow blocking. Melee can also be used crouching, upward, and in mid-air (mid-air also can be used upward).

Background Items
Background Items are present in every stage, and can be picked up with the Interact button (defaults to E). They include light, medium, heavy, and blocking weapons. Some are unlimited (such as knives from a target), others respawn after a time (such as stools or knives stuck in posts).

Doors
Doors are opened automatically when your character tries to walk through them, but can be closed or re-opened with Interact (E). Closing a door will block bullets, rockets, and line of sight, making it a useful way of escaping enemy gunfire.

Elevators
Currently, Downtown Beatdown, and Battle of the Bandits each have two elevators, and Fishy Business has one elevator, which can be used to quickly travel either up or down a few floors of the arena. If the elevator is not already on the floor you're calling from, it can be called with E. After it arrives, you can press E again to get in it and immediately travel to the other end. Only one player can use the elevator at a time, and its quick activation make it a good escape path if you're trying to heal (do note that this only helps if it's already reached you, not if you call it while you're under attack).

Fall Damage
Characters can fall from approximately seven times their height before they will take damage. This starts at about 1/4 of your health and can reach full health, depending on fall height.
Maneuvering Your Character
Running
Characters in TSE have one primary moving speed: running. A and D will make you run, and if you turn around, there is a brief time in which you will move slower. Aiming with a gun will slow you down, as will blocking.

Crouching
You can crouch by holding S. While crouching you can shoot, use melee weapons, roll, and move slowly. Crouching has no effect on weapon accuracy.

Sliding
If you start a crouch while running, you will enter a slide. You can exit the slide after a time by letting go of S. Otherwise, you will gradually slow down to a stop. While crouching, you can shoot without slowing down (aside from the crouch slow, making it far faster briefly than just shooting).

Jumping
Press Space to jump. Jumping can be used to jump from platform to platform, dodge attacks, or to transition into several of the below-mentioned maneuvers. You can shoot while jumping, and can also use all forms of melee attack except for crouch attacks. If you begin shooting after jumping, you will maintain the jump speed. You can jump while shooting, but will not jump as far.

Wall-Kicking
When against a wall, press Space to jump off the wall (Megaman X style). This can be chained without limit in narrow shafts.

Wall-Sliding
When against a wall (and not on the ground), you will slowly slide downward if you are not wall-kicking. This can be used to save yourself from fall damage in some cases. You can shoot, but not melee, while sliding down the wall.

Diving
Press Alt to dive forward. While diving, the first enemy you contact will be pulled with you, unable to attack. If you fall off a cliff, you both die. If you fall off an edge with a floor at the bottom, you will take no fall damage and they will take increased fall damage (there's even an achievement for getting a kill like this). If you are on a flat area, when you land you will slide a bit further than they do. Be careful, as this can sometimes result in you falling off a cliff and leaving them behind.

Rolling
Double-tap A or D to roll in the given direction. Rolling does not make you immune to damage, but can be used for a quick spurt of movement if you need to dodge. Repeatedly rolling has a negligible effect on your total travel speed.

Climbing
If you are running toward a wall and jump, you can hold W to climb a short way up the wall. Furthermore, if you reach a ledge this way, you can climb up the ledge. I personally find myself holding W most of the time while traversing the level. You can also climb ladders in some arenas by pressing W.

Fallthrough Platforms
Similar to some platforms in Super Smash Brothers. there are platforms in TSE that allow you to fall through by pressing S and Space while standing on them. They can also be climbed up through by hitting W when you contact the bottom of the platform.
Characters
In TSE, characters are only unique in appearance, personality, and special ability. There are no limits to the number of players who can use the same character. Click the pictures below to read up on each character's bio (screenshots straight from the game).

Dr. Johnny Bionic
Dr. Bionic's special ability is his cybernetic drill arm. Functioning as a melee weapon (including the ability to block), it will deal about 4/5 of the victim's health per hit.


Dutch McCLone
Dutch's special ability is an energy shield which absorbs 1.2 times your normal health before depleting (it is also timed, so you can't just fire it and not worry about it). He can trigger this during attacks without pause, making it a very powerful ability, and a useful one for beginners to learn with.


Hailey Skye
Hailey's special ability is a rocket boost that allows her to travel very quickly, either up or sideways. It can be activated during a dive (alt) for a speed boost or to drag a victim extremely far with her. Do note that it does not protect the user from falling damage, so use it with caution.


Hank Stream
Hank's special ability is a Frag Grenade, which must be primed before it can be thrown. It deals a tad below half of a player's maximum health if it hits directly, and does less the further from the center the target is. The grenade arcs slightly when thrown, and can also hit Hank if you aren't careful.

Note that Hank is only available to those who preordered the game, or purchased the Digital Deluxe edition.

Leona Wolfe
Leona's special ability allows her to run faster, and see a smoke trail behind any other players, allowing her to stalk them down even without a line of sight. A good ability for ambushing players coming around corners.


Lord Edmund Gauntlet
My personal favorite character, Lord Gauntlet's special ability is a throwable flask of poison that travels much like Hank's grenade. The flask will not explode on contact with players, though, only on terrain. If the player contacts the resulting cloud of poison, they will take damage over time. If they stay in the cloud, they'll lose about 2/3 of their health, and if they exit promtply, they'll take a bit under half. Players can heal while affected by the poison, allowing them to survive at the cost of standing still.


Mizu Ichiban
Mizu's special ability allows her to recover health equal to damage dealt for a time. However, it also turns the entire screen red and black, making it difficult to see allies and enemies alike. She regains special energy by dealing damage, allowing her to continue using this ability as long as she has victims. Two Mizus using their specials at once can go at each other with swords until one misses a hit.

Note that Mizu is only available to players who purchased the Digital Deluxe edition.

Mr. Shur Foo
Mr. Foo's special ability is the Kick of Fury, which sends him flying a long distance horizontally in the direction he is facing. If he hits a character with this, they will take about 1/4 of their max health, making it a good initiation or finishing attack. It can also be used to escape quickly.


Sgt. Lance Koboldski
Sgt. Koboldski's special ability is to eat donuts and heal over time. Upon activation, he will recover about 1/4 of his maximum health. The other quarter of his health is healed gradually over about five seconds.


Thelma Vaine
Thelma's special ability is a cloaking device that gives her near-complete invisibility for ten seconds. This is not broken by attacking, making it particularly useful against enemies wielding guns and other aimed weapons. Though her own weapons are also cloaked, any background weapons are still visible to all players. If you have an opponent playing as Thelma, keep an eye out for blurs in the background.
Weapons
Weapons in TSE all have unique properties. I won't bore you with the nitpicky fine details (largely because I don't know them that precisely myself), so I'll sum up each weapon below. Do note that any reskin is functionally identical to its base form, though some may offer subtle advantages or disadvantages (for instance, the red glow from the Fusion Blade reskin of the Katana may give away your location). Please note that fractional damages and fractional reload points are based on an eyeball guess.

Machine Guns
Clips: 3 (counting the initial ammo)
Bullets per Clip: 120
Approximate bullets to kill: 18
Reload Speed: Slow
Quick-Reload Point: Half way
Firing Type: Full Auto

One of the two default weapons, machine guns are very straight forward. They have small hit reticules and lots of ammo, but few clips. Due to their large clips, a skilled player can often get many kills before having to reload. Their reload speed is long, even with a quick-reload, so be sure to find a hiding spot before reloading.

Swords
Moderate blocking power
Takes three hits to kill
No ammo, short range

Swords are my personal favorite weapon. They are strong, quick to attack, have no ammo lmitations, and are viable blocking weapons (practically vital against RPG users).

Pistols
Clips: 5 (counting the initial ammo)
Bullets per Clip: 16
Bullets to Kill: 8
Reload Speed: Fast
Quick-Reload Point: 2/5 of the way
Firing Type: Semi-automatic (limited to prevent macro abuse)

A reliable sidearm, Pistols are ideal for those with fast trigger fingers and steady aim. Perfect accuracy can score two kills per clip, but their ammo is relatively limited. Their high per-bullet damage makes them good on the edge of fights and for finishing targets off from a distance.

Rifles
Bullets: 10 (one loaded at a time)
Bullets to Kill: 2
Reload Speed: Medium
Quick-Reload Point: 1/3 of the way
Firing Type: Single shot

Rifles deal very high damage (about 3/5 of the target's health), and can reload very quickly if the user hits the quick point. They're limited by having only one shot per reload, and a low total ammo count as well. Players may often wield two rifles, allowing for shoot->swap->shoot for an extremely quick kill, which can be hard to avoid if the player has good aim. This is most easily countered by hiding around corners and ambushing the player. Note that a Rifle will kill a Henchman in a single shot.

RPGs
Rockets: 6
Rockets to Kill: 1
Reload Speed: Medium
Quick-Reload Point: 2/5 of the way
Firing Type: Single Shot

RPGs are extremely powerful, able to instakill any unguarded foe. They are subject to a few unique tricks, though. After the shoot button is pressed, it takes about a second for the rocket to fire, and a red laser guide is shown to all players with line of sight. The rocket will fire even if the player is killed during this time, allowing for post-death kills. Rockets are also able to injur the player firing them, and will explode on contact with any surface or player (unlike bullet-based guns which must have the cursor on the target to deal damage to anything). Blocking a RPG with a sword-type weapon will result in about a fifth of your health lost, and about half of your shield, but the reload time can be used to close the distance and kill the rocket-wielder.

Shotguns
Shells: 20
Maximum Shells Loaded: 5
Reload Speed: Short (one shell at a time)
Firing Type: Shell-based

Shotguns are potentially powerful weapons that have knockback and damage both based on distance from the target. The targetting reticule is larger than most, and damage ranges from 2/5 of the target's health to about a tenth of their health, depending on distance. Shots also knock back the target, which can be used for spacing or to knock the opponent off a cliff, depending on the arena. Shells reload one at a time, which can be used for more sporadic firing while on the run. Due to their knockback and high damage from short range, Shotguns fare better than most firearms against melee weapons.

SMGs
Clips: 7 (counting the initial ammo)
Bullets per Clip: 30
Reload Speed: Fast
Quick-Reload Point: 1/4 of the way

SMGs deal little damage per bullet, but have an extremely high rate of fire. It takes about 3/4 of a clip to kill a target, and thus they chew through ammo extremely quickly. However, this firing rate also means it takes little time to kill an opponent who is unguarded.

Thrown Weapons
Throwables: 20
Hits per Kill: 5
No Reload

Thrown weapons are my other weapon of choice, largely because my aim is poor but my arc prediction is strong. Thrown weapons arc over a distance, and like rockets, will damage or vanish on first contact with a player or wall. This makes them extremely risky to use when playing in team game modes, and somewhat spammy in free-for-all modes. However, you only get twenty per life, discouraging pointless throwing. Like rockets, these can travel far past your line of sight.

Kung Fu
Kung Fu is everyone's optional unarmed attack. It functions like a sword, but is faster and far weaker (requiring about ten hits on an unguarded target to kill). Players can block while using Kung Fu, but the block is also weaker. Still, it offers a blocking option to players who wish to carry two firearms instead of a gun and a sword.

Background Weapons
Background Weapons fall into one of four categories. Heavy, Medium, Light, and Blocker.

Heavy weapons (such as Halberds, Wrenches, Fire Axes, and Pickaxes) are slow (having a very notable wind-up animation), but will instantly kill any target hit, even if the target is blocking. The mid-air up-slash animation is notably shorter than the standing animation, and in some situations jumping and swinging may be safer and quicker than a standing slash. Heavy weapons also have strong blocking capabilities, though not at the level of blocking weapons.

Light weapons (such as knives, bottles, and maracas) can be swung very quickly, and are light and travel a short distance when thrown. They take about seven hits to kill, and are poor blocking weapons.

Medium weapons (such as brooms, pool cues, umbrellas, rapiers, and stools) are naturally in between heavy and light, requiring four hits to kill, throwing a moderate distance, and blocking about average. They can be easily described as "Not quite as good as a sword".

Blocking weapons (such as trash can lids, pillows, moneybags, and sombreros) are good at blocking attacks, as their name suggests. They are FAR better at blocking than any other weapon, but at the cost of requiring about thirteen hits to kill someone. They throw fairly far, but really aren't good for much but blocking.
Custom Rules
To mix things up a bit and create an even MORE chaotic fight, server hosts can set a number of custom rules. These are unlocked using AC, and include the following:

Always Gib - Players will always explode as if hit with a rocket, regardless of how they died.
Lower Ability Cooldown - Makes characters' special abilities cooldown very quickly.
Infinite Ammo - No limited ammo. This also includes not having to reload.
One Hit Kills - Exactly what it says. Any hit from a player will kill you instantly. Self-infliced fall damage will not kill you.
Explosive Throw - Makes items (all of them) explode on contact when thrown, increasing damage and causing splash.
Stunning Throw - Causes thrown items to stun the enemy as if their guard has broken.
Kung Fu Bonus Score - Gives two points if you kill with Kung Fu.
One Loadout Weapon - Only lets you use your first loadout weapon.
No Loadout Weapons - Only lets you use Kung Fu or background weapons.
No Common Items - Doesn't let anyone pick up any sort of background weapon.
No Hero Abilities - No one can use Hero Abilities.
No Bandaging - No one can restore health via bandages.
Unlimited Block - Any item with a blocking ability will block forever.
Quad Damage - For when you want chaos, but not quite instant-death.
Game Modes - Showdown
The primary mode of the game, Showdown mode is a free-for-all fight for up to eight players. Players are given five minutes of general fighting, during which each kill is worth one point. At the end of the five minute period, the game enters the Showdown, where each player gets but one more life.

As soon as the Showdown begins, all players are healed to full and their amunition is replenished. This includes restoring your default weapons if you have previously thrown them away. Do note that your special meter is NOT replenished when the Showdown begins. The stage backgroundscenery and music will also change, but this is purely cosmetic.

Showdown mode ends when there is only one player standing. They will receive two points for being the last man standing, on top of any kills obtained during the showdown. In the event that both players die at the same time (falling off a cliff together, simultaneous sword slashing), I believe it is called a Draw and neither player receives the bonus score (this is a very rare occurance, and I may be recalling incorrectly). If the bonus score results in a tie for first place, the last man standing is declared the winner.
Game Modes - Team Elimination
In Team Elimination mode, players are split into two teams of four (the teams are not forced to be even, but it's far better when they are). The goal is to eliminate the entire enemy team at once. Each time a player dies, his team's respawn timer increases by five seconds. Friendly fire is enabled, so be careful who you shoot at. From either team's match point on, the background and music switch to Showdown Mode, though there is no affect on gameplay.
Game Modes - Expendables
Expendables mode pits two teams of four players against each other. One team gets to be the Expendables, regular player characters like in any other mode. The other team consists of Henchmen, generically-dressed characters who are significantly weaker than the Expendables. Notably, they cannot bandage, have only one loadout weapon (randomly chosen), no character abilities, and have half the maximum health of an Expendable. These weaknesses are partially offset by their quick respawn times, and infinite ammo (though they must reload).

The objective of the Henchmen is to have all four Expendables dead at the same time (like Team Elimination, each Expendable death increases the team's next respawn. However, unlike Team Elimination, here it is increased by ten seconds per kill). The Expendables' goal is to kill as many henchmen as possible before they are defeated. After one Expendable team is defeated, the teams swap roles, until the pre-set number of rounds have passed. The team with the most Henchmen kills at the end of the match wins.
Game Modes - One Man Army
One Man Army is essentially the Showdown version of the Expendables. Each player gets a turn being the One Man Army, while all other players are Henchmen. Each time the One Man Army is killed, the next player on the list (which is determined randomly at first, and then by kill total) respawns and becomes the One Man Army. This cycle will repeat for as many rounds as were determined by the server, and the player with the most Henchmen kills at the end wins.
Arenas
Fort Fiesta

One of the two Western theme maps, Fort Fiesta is the smallest map, only recommended for six players (though eight can play, it gets very chaotic). Guitars and pickaxes serve as the heavy background weapons, and there is one notable wall which must be crawled, rolled, or slid beneath.

When Showdown time hits, giant spiders attack the background. Beware, arachnophobes.

South Eastwood

The other Western map, South Eastwood is an old-fashioned western town, complete with a bank, stage coach, and saloon. There is a mine underneath that provides a long, open, curved area to fight in. Also of note is the stage coach, which can be jumped over or slid beneath.

When Showdown time hits, the mines flow with background lava, and a gunfight breaks out above ground.

Downtown Beatdown

The largest map, and one of two set in Neo Tokyo, Downtown Beatdown is a maze of rooms, alleyways, and long falls (you will nearly always take fall damage if you fall down the large gap on the right). Two elevators provide quicker traversal up its many floors.

When Showdown time hits, the storm worsens and aliens attack.

Fishy Business

The other Neo Tokyo map, Fishy Business boasts one of the most common tackle-kill spots (the air vent on the right wall), as well as numerous fall-through spots for baiting and killing. It also has a very long and potentially unobstructed bottom floor. It is one of the three maps with elevators.

When Showdown time hits, the buildings power flickers as Godzilla starts fighting Ultraman in the background.

Castlemania

One of the two medieval maps, Castlemania boasts several wide-open fighting areas, as well as a long tunnel on the bottom level. It also has several areas with closable doors, allowing ambushes or hiding.

When Showdown time hits, a dragon attacks the castle town, setting the scenery ablaze.

Battle of the Bandits

The other medieval map, Battle of the Bandits is the only map with a pit without a bottom. It is one of the three maps with elevators, and also has numerous doors for obstructing sight and gunfire.

When Showdown time hits, the fortress is beseiged by an unknown army.
Tips and Tricks
  • Keep moving, it reduces the likelihood that you will be shot.
  • Don't be too-eager to reload your guns. The only ways to replenish ammo are to enter Showdown mode, or to die, so be careful about how you spend your bullets.
  • Always be ready to guard, especially if you're against an enemy with a RPG or a melee weapon. When a sword isn't handy, quickly switch to Kung Fu or grab a background weapon to defend yourself.
  • Use fallthrough platforms to bait your opponent with a heavy weapon. They take time to go through, which is almost perfect to wind up an instant kill.
  • Listen for your opponents! That repetitive grunting and screaming isn't just for parody and comedy, it's to let you know when someone's about to run through a door and shoot you. Beat them to the punch! (Note that Henchmen have no movement grunts or lines, making them slightly easier to be ambushed by)
  • Don't be afraid to pick up a background item and immediately throw it. You'll force your enemy to either take the damage or waste time guarding.
  • Use elevators as a relatively safe place to heal. Once the elevator reaches you, you can bandage up and immediately dive into the elevator if danger approaches.
  • Take aim with your weapons when sneaking up on a defensive foe, but watch your back - aiming makes you move slowly.
  • In One Man Army and the Expendables modes, pay attention to certain characters whose special abilities are particularly good against henchmen. Namely, Hank Stream's grenade is a near-guaranteed kill, and Gauntlet's flask will do as well but more slowly. Thelma's cloaking can help you escape if you're the last man alive on your team, and the various health-related specials can keep you from having to heal up on the go.
Ways to Get Good
  • Practice a lot. Emulate players who do better than you.
  • Do the Practice challenge. It really is a good way of measuring your agility and speed of attack, which are the most important things in the game. Use it as a test of speed and flexibility - how can you hope to kill moving players with weapons quickly if you can't kill standing targets without guns quickly?
  • Use every weapon and character you can. Find which ones are your favorites. If something seems unfair, try using it yourself to find its strengths and weaknesses.
  • Know what team you're on. It hurts both your personal score and your team if you team-kill.
  • Learn the maps. Knowing the best ways to get around can be the difference between life and death.
14 Comments
Jens Heika 11 Oct, 2013 @ 5:25pm 
I don't use Kung Fu Bonus because I don't like 7. :counting:
Jens Heika 11 Oct, 2013 @ 5:23pm 
Expendables with Always Gib, Lower Ability Cooldown, Infinite Ammo, Explosive Throw, Unlimited Block and Quad Damage. I like to play as a Henchmen because it's hard and fun.
Levin  [author] 11 Oct, 2013 @ 5:13pm 
I personally prefer Team Elimination, as it is the most strategic mode (and doesn't involve one side being inherently more powerful, like the Expendables). As for custom rules, I rarely seek out specific ones, though I tend to avoid one-hit-kills, and I feel like Kung Fu Bonus should always be on, since it's rather difficult to kill a skilled player using Kung Fu.
Jens Heika 11 Oct, 2013 @ 5:10pm 
What is your favorite custom rules and game mode?
Levin  [author] 11 Oct, 2013 @ 5:10pm 
Just double checked. You're right, it's ten seconds in Expendables mode. I'll update the guide to reflect it.

And yeah, Gauntlet's flask and Hank's grenade are both fabulous for killing henchmen.
Jens Heika 11 Oct, 2013 @ 5:05pm 
Lord Edmund Gauntlet poison flask is extremely good vs Henchmen
Levin  [author] 11 Oct, 2013 @ 5:01pm 
As for the respawns, I'm fairly sure it's only five, but I'll double check to verify. As for the shotguns, they're rather situational. They are potentially good against sword-wielders due to the knockback, but assuming a skilled player uses their block, it won't do much more than buy time. Eventually the sword-wielder can just jump in during a reload, too. So while they're better against melee than most other guns, I still wouldn't call them an ideal choice.
Jens Heika 11 Oct, 2013 @ 4:59pm 
You did not mention that shotguns are good vs sword
Jens Heika 11 Oct, 2013 @ 4:55pm 
You are wrong about the respawn time. each Expendable death increases the team's next respawn by ten seconds.
Yllim 26 Sep, 2013 @ 10:33am 
Good and complete guide.
Thank you!