Gaming Guide

Decaying Winter: How to Beat Sledge Queen for the Showdowner Challenge

Read her Longshot timing, punish her with parries, and drop all 1,200 HP to clear Showdowner.

Read her Longshot timing, punish her with parries, and drop all 1,200 HP to clear Showdowner.

The Showdowner challenge in Decaying Winter closes only when the Sledge Queen, known in chat as SQ, is dead. She sits at 1,200 HP, resists a quarter of your firearm damage, and can punish you at any range with a wrist-mounted shotgun. Winning comes down to reading her attacks, parrying on the right beat, and shutting down her Longshot before it lands.

Quick answer: Lure her to a controlled spot, parry her light, heavy, and grapple attacks to stun her for free hits, and shove or dodge her Knuckleboom shots. Watch for the Longshot after roughly 4 to 5 of her moves, and burn all 1,200 HP without letting her land an execution on you.

Image credit: Roblox

Sledge Queen stats and kill rewards

She is based in the Raider Castle and stays dormant through most waves. Killing her is optional for the run, but it is the only way to complete Showdowner, and it stops raiders from spawning while dropping a unique Agent Container plus a large payout.

PropertyValue
Health1,200 HP
Firearm resistance25%
Scrap drop300–400 Scrap
Experience925 XP, 525 Odens
Extra dropsRations, roughly x10 of all ammo types, unique Agent Container

Note: Safe Zone turrets will not shoot her because she carries an Agent Container. Do not expect base defenses to chip her down for you.

Image credit: Roblox

Her moveset and how each attack hits

Every attack she throws falls into a short list. Learn the damage and the counter for each one, because reacting on sight is far more reliable than counting alone.

AttackDamageHow to handle it
Light attack15Parry to stun her
Heavy attack (slam)90Long windup — parry or dodge on the tell
Absolver perfect hit45 (executes under 55 HP)Ignores parries; shove instead
GrappleLong windup; parry, or use Berserker to be immune
Shell shot (short)40No sound; move out of the line or shove
Long shot50Shove during the windup; deadly at range
Arbiter disengage jump50Dodge as she descends
Grenade40 (30 with Fearless)Only thrown at range; close the gap

Her arms and Sledgehammer carry bulletproof plating, so when she covers her head to parry, aim for her legs or push in close and shove her out of the parry state. A clean parry stuns her long enough to squeeze in a melee hit, though your own recovery window is tight.

Watch her execution mechanic closely. Any hit that brings you to 15 HP or below counts as a glory kill, which heals her for half of her maximum health and gives her a speed boost. Her 90-damage slam instantly kills a 100 HP player on baseline defense, so never sit low on health in her melee range.

Image credit: Roblox

The Knuckleboom and Longshot: her biggest threat

Her wrist-mounted shotgun, the Knuckleboom, is the source of most deaths. It fires with perfect accuracy, punches through resistances, and can be used several times in quick succession. She always fires a Longshot right after landing when first aggravated.

The Longshot runs on a fixed cooldown of about 10 seconds and fires even in close combat. It makes a distinct sound, like a shotgun being racked, and it can shoot through walls once started. The short Shell shot is more dangerous in a way, because it makes no sound and can appear anywhere in her combo.

Shoving is the only reliable counter when she winds up a Knuckleboom shot. A successful shove forces her into a light counterattack or a grapple instead. After shoving a shell or Longshot, do not linger next to her, because she recovers fast and can still catch you if you crowd her.

She also jumps roughly every 20 seconds using the Knuckleboom, launching up and diving at the nearest Agent for 50 damage. She needs line of sight and a small amount of distance to do it. When she jumps, run toward the spot she just left as the second shotgun boom sounds — that dodges the slam.

Image credit: Roblox

Reading her combo patterns

Counting her moves helps you predict the Longshot, but stay flexible because her combos change. In standard sequences, the Longshot lands after 4 or 5 moves; in longer, mixed strings, she can delay it to the 5th or 6th move. Heavy attacks and grapples telegraph with longer windups, giving you more time to react than her light attacks do.

Common combos she opens with before a Longshot include the following patterns:

  • 4 light attacks, then 1 heavy or grapple
  • 3 light attacks, then 2 heavy or grapple attacks
  • 2 light attacks, then 4 heavy or grapple attacks
  • 5 light attacks, then any attack

The moment she jumps, stop counting. Reset by parrying everything until you catch and stun the next Longshot. Rely on both the visual windup and the audio cue rather than the number alone.

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Loadout and setup before you engage

Preparation decides the fight. A scavenging timer of roughly 1:50 to 2:35 gives you enough materials to see it through. Eat, drink, and stim before she turns to face you, and carry green, blue, and purple stims plus armor, splints, and aseptic bandages.

Choice Recommended options
Melee weapons Maria, Billhook, or a Tier 4 melee with high heavy damage and decent heavy swing speed
Perks Berserker (highest melee damage boost and grapple immunity), or Arbiter for the ranged stun
Traits Violent Tendencies for full combo damage, plus Aggressive Behavior
Equipment Holo Emitters, unlocked through the Armed and Dangerous challenge

Holo Emitters create a clone that pulls her attention, including her Longshot. Place one in front of the lamppost at the Safe Zone, not so close that she teleports away when she gets stuck on it and not so far that the Castle Sniper spots it. Violent Tendencies matters because her stun recovery only leaves room for a full light combo when your damage is boosted.


Melee kill method with a Mountain lure

Luring her to the Mountain is the cleanest way to fight her in melee, since it keeps the fight away from her raiders. The main risk is getting her stuck on terrain or getting hit by snipers on the way up.

Position past the tree and to the right of it. Too close to the tree lets the sniper raider hit you, and too far can stop her from jumping out to engage.
Image credit: Roblox
Drop a Holo nearby and start running. She Longshots the Holo and begins chasing you toward the stairs, where she tends to get stuck and gives you a free opening.
If you run Arbiter, land a Longshot on her at the stairs. Place a stationary Holo where she can see it without shooting it, then fire again once she lands from her jump. Timed well, you can open with around 180 damage before melee even starts.
Move up the stairs while staying close to her so snipers cannot punish you, using the Holo Emitter again before you reach the top. Do not give her too much distance, or she will get stuck on the stairs and stall your run.
At the top, wait for her to teleport to you and dodge her slam by moving away from the ladder. If she gets flung to the far side of the map, you stood too close to the ladder — back off slightly to keep the fight alive.
Parry her light, heavy, and grapple attacks to stun her, then land your light combo. Parry just before she recovers from any stun, since she may fire a shell on recovery. Repeat until all 1,200 HP is gone.
Image credit: Roblox

Tip: Parry as you close in on her rather than when she reaches you. If you parry late, you may not recover in time to shove a shell shot, and that single mistake often ends the run.


Confirming the kill and clearing Showdowner

You will know she is dead when she drops a unique Agent Container and the raiders stop spawning entirely. That container drop, along with the scrap, ammo, and XP payout, is your on-screen confirmation that Showdowner is complete.

Most failed attempts trace back to a short list of mistakes. Getting caught at range by a Longshot, standing too close after a shove, dropping to 15 HP or under and handing her a healing execution, or losing count when she jumps are the usual culprits. If a teammate triggers her and you are not prepared, run rather than fight — she can delete an Agent almost instantly.

Beyond that, the fight rewards repetition. Keep a stable connection and steady frame rate so your parries register, learn her animations and audio side by side, and treat every death as timing practice. Once the Longshot rhythm becomes second nature, clearing her — and Showdowner with it — turns into a matter of execution rather than luck.