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Enchantments, though each one being unique, do share some similarities. Therefore, they are classified into classes and sub classes. 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 which they can be divided into:

Offensive Enchantments Edit

Damage Multipliers Edit

These increase the power of the next strike(s) which cause additional damage.

Through Making or Taking Hits Edit

  • Overheat: Each strike has a chance to put a buff on you that makes your next strike inflict 200% more damage. This chance depends on the power of the enchantment.
  • Frenzy: 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: Deliver blows, and your power will increase. It will drop if you get hit. Accumulate enough power to land a deadly blow.

By Chance Edit

  • Precision: A chance to make a Critical Hit with increased damage. This chance depends on the power of the enchantment.
  • Bloodrage: A chance that you will deal 200% more damage on your hit, but would also lose 30% of 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 over time.

Timed Life Drainers Edit

  • Poisoning: 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: 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: A chance on every successful hit to set a delayed explosive on your enemy, which will detonate after 2 seconds, After Bomb detonated will cause enemy to fly up and dealt massively high damage. This chance depends on the power of the enchantment.

Offensive Defense Edit

This enchantment returns back damage caused by the opponent.

  • Damage Return: 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: 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: 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 reduces the incoming damage for a time.

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

Damage Absorber Edit

By chance can absorb all the damage dealt. (ignore all damage)

  • Damage Absorption: A chance to absorb all damage dealt to your body 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: A chance to increase your magic recharge from taking a hit by 700% (300% for making hit). This chance depends on the power of this enchantment. Available on Melee Weapons, Armor & Helms.

Health Replenishers Edit

These help in rebuilding health lost by taking damage.

By Taking Hits Edit

  • Rejuvenation: A chance to regenerate 3% of your health for 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.
  • Regeneration: A chance to regenerate 4.5% of your health for 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Through Offense Edit

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

Neutral Enchantment Edit

This enchantment works both offensively and defensively.

  • Stun: A chance to stun your enemy for 5 seconds after a successful hit. This chance is proportional to the damage dealt and the power of the enchantment.

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