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Enchantments, despite being unique, do share some similarities. Therefore, they can be classified into categories and sub categories. Shadow Fight 2 has 17 enchantments which can be seen on various items in the shop as well as on the equipment of some of the opponents. Here are the classes into which they can be divided:

Offensive Enchantments Edit

NOTE: The description of the enchantments on this page are not completely identical to the ones in the game; the ones on this article provide additional information.

Damage Multipliers Edit

These increase the power of the next strike(s), thus dealing more damage.

Through Making or Taking Hits Edit

  • Overheat (Simple): Each strike (inflicted or received) has a chance to put a buff on you that makes your next strike (blocked or full) inflict 200% more damage. This chance depends on the power of the enchantment.
  • Frenzy (Medium): A chance to increase your melee damage by 150% for 5 seconds after a successful hit. This chance depends on the power of this enchantment.

Through Making Hits Edit

  • Tempest Rage (Mythical): Deliver blows, and your power will increase. It will drop if you get hit. Accumulate enough power to land a deadly blow, knocking your enemy back and dealing tremendous damage.

By Chance Edit

  • Precision (Simple): A chance to make a critical hit with increased damage. This chance depends on the power of the enchantment. The hit mustn't be blocked for this enchantment to work.
  • Bloodrage (Simple): A chance that you will deal 200% more damage on your hit, but would also lose 30% (10% for Hawk's Naginata and Ronin's Dadao) of the damage dealt in your health. This enchantment won't work if it will cause you to lose. This chance depends on the power of the enchantment.

Life Drainers Edit

These drain opponent's health.

Timed Life Drainers Edit

  • Poisoning (Simple): A chance that your enemy will start to lose 3% health per second (10.2% health for magic) over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.
  • Bleeding (Medium): A chance that the enemy will start to lose 6% health per second (3.4% health for magic) over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Delayed Explosive Edit

  • Time Bomb (Medium): A chance on every successful (blocked or full) hit to set a delayed explosive on your enemy, which will detonate after 2 seconds; throwing them up in the air and dealing reasonably high damage. This chance depends on the power of the enchantment. (A stronger hit is more likely to trigger this enchantment, despite not mentioned in the official description).

Offensive Defense Edit

This enchantment returns back damage dealt by the opponent.

  • Damage Return (Medium): A chance that your enemy will take 85% of the damage dealt on every hit. This chance depends on the power of this enchantment.

Defensive Enchantments Edit

Damage Reducers Edit

Crippling Enchantments Edit

These two weaken the enemy's future attacks for a small duration.

  • Weakness (Simple): A chance to weaken your enemy's melee attacks by 75% for 5 seconds after a successful hit. This chance depends on the power of the enchantment.
  • Enfeeble (Medium): A chance to weaken your enemy's melee attacks by 75% for 10 seconds after a successful hit. This chance depends on the power of the enchantment.

Damage Preventive Enchantment Edit

This enchantment reduces the incoming damage for a small duration.

  • Shielding (Medium): A chance to reduce incoming damage by 75% for 7 seconds after being hit. This chance depends on the power of the enchantment.

Damage Absorber Edit

Can absorb (ignore) all the damage received.

  • Damage Absorption (Simple): A chance to absorb all damage dealt by a single strike. This chance depends on the power of the enchantment.

Replenishers Edit

Magic Replenisher Edit

This helps in a faster recharge of magic.

  • Magic Recharge (Simple): A chance to increase your magic recharge from taking a hit by 700% (by 300% for inflicting a hit). This chance depends on the power of this enchantment

Health Replenishers Edit

These help in restoring lost health.

By Taking Hits Edit

  • Rejuvenation (Simple): A chance to regenerate 3% of your health per second for 5 seconds after being hit. This chance is proportional to the damage received and the power of the enchantment.
  • Regeneration (Medium): A chance to regenerate 4.5% of your health per second for 5 seconds after being hit. This chance is proportional to the damage received and the power of the enchantment.

By Dealing Hits Edit

  • Lifesteal (Medium): A chance on every successful hit to replenish your health by 250% of the damage dealt to enemy (100% for magic). This chance depends on the power of the enchantment.

Neutral Enchantments Edit

This enchantment works both offensively and defensively.

  • Stun (Medium): A chance to stun your enemy (make them completely immobile) for 5 seconds after a successful hit. This chance is proportional to the damage dealt and the power of the enchantment.