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Magic unknown

Magic is one of the five types of equipment available in Shadow Fight 2, along with weapons, armor, helms, and ranged weapons. It is unlocked after defeating Hermit, the second demon from Act II: Secret Path. Magic Amulets are used to cast magics and magic attack can only be used when the magic energy meter is fully charged; the meter is charged by dealing or taking damage from weapon attacks or unarmed attacks (punches, kicks, and throws). Moves with more "power" (as indicated in the in-game movelist) generate more energy. Players also can charge their magic faster with the Magic Recharge enchantment.

Magics cannot be blocked, but may be dodged. Magic has much more attack power than weapons, unarmed attacks or ranged attacks, and when upgraded to the same level as other attacks can easily deal more than triple the damage. Magics cannot deal Head Hits or Critical Hits.

List of Magic Amulets

There are two types of magic amulets available in the shop. Standard magic amulets can be bought with either coins or gems, and can be upgraded to a higher level using coins. They do not have enchantments. Magic amulets that comes with enchantments can only be bought with gems. Unlike weapons, armors, and helms, the gem-priced magic amulets can be upgraded to the next level using coins, as long as there is no new magic amulet unlocked in the shop. When bought, the level and enchantment power of a gem-priced magic amulet will automatically scale to the player's current level.

Name Picture Level Required Magic Attack Enchantment  Ability Stats Cost
Fire Ball
Magic fire ball
14 322
EnchantmentWeakness

Weakness

477 29
Ruby
Energy Ball
Magic energy ball
16 372 N/A 25,400
Gold

30
Ruby
Dark Blast
Magic bomb
19 453 N/A 10,400
Gold

18
Ruby
Shard of Eternal Ice
(Special Edition only)
Magic xmas16 iceball
20 478
EnchantmentBloodrage

Bloodrage

693 35
Ruby
Dark Implosion
Magic mass bomb
21 503
EnchantmentOverheat

Overheat

728 42
Ruby
Lightning Arrow
Magic lightning arrow
25 609 N/A 68,000
Gold

21
Ruby
Fire Pillar
Magic fire pillar
27 659
EnchantmentBloodrage

Bloodrage

944 50
Ruby
Water Ball
Magic water ball
31 765 N/A 1,280,000
Gold

25
Ruby
Asteroid
Magic asteroid
33 815
EnchantmentWeakness

Weakness

1160 57
Ruby
Force Wave
Magic wave
38 952 N/A 114
Platinum

28
Ruby
Fire Splash
Magic fire splash
40 1014
EnchantmentOverheat

Overheat

1429 64
Ruby
Force Ray
Magic death ray
44 1138 N/A 44
Credit

31
Ruby
Toxic Cloud
Magic acid cloud
47 1213
EnchantmentWeakness

Weakness

1692 82
Ruby
Wrath of Flame
Magic fire aura
50 1288
EnchantmentOverheat

Overheat

1797 126
Ruby
Torturers Rage
Magic sawmill
51 1313
EnchantmentLifeDrain

Lifesteal

1877 360
Ruby

Special Magic

Name Picture Level Required Magic Attack Enchantment Ability Stat Obtained from
Monk's Amulet
MAGIC C2 Z2 MONK ROOT STUN
4-52 60-1338
EnchantmentIntoxication

Poisoning


EnchantmentTornado

Tempest Rage

250-1997 Ascension
Underworld
Shard of Eternal Ice
Magic xmas16 iceball
4-52 60-1338
EnchantmentBloodrage

Bloodrage

115-1000 Freeze
or
Crystal Ice Chest
(Christmas 2016)
Dark Blood Magic
Magic HW17 voodoo
4-52 60-1338
EnchantmentBleeding

Bleeding

160-1912 Mystical Chest
(Halloween 2017)
Sugar Flash
Magic ny18 snowball
4-52 60-1338
EnchantmentStun

Stun

160-1912 Gingerbread Chest
(New Year 2018)

Unavailable Magic Amulets

Trivia

  • As of the Christmas 2016 update, the players can now obtain Ice Ball magic. Although the magic is labelled as Shard of Eternal Ice, it functions the same as Ice Ball.
    • Shard of Eternal Ice also can be bought from the shop in the Special Edition.
  • Most of the magics are enchanted with either Overheat or Weakness.
  • Magic can be blocked in the Special Edition.
  • All magics deals the same damage (45 damage), except for Asteroid and Monk's Amulet.
    • Asteroid consists of three attacks, which each attack have lower damage compared to other magic, but will results in higher overall damage if all attacks hit the enemy (55 damage in total.)
    • Monk's Amulet deals the least damage than other magic (15 damage), but it is compensated by its capability to disable the enemy.


More in Sf2 mainpagelogo dark
Story
Characters    Bodyguards    Challengers    Bosses

Act I   Act II   Act III   Act IV   Act V   Act VI   Interlude   Act VII

Equipment
Armors    Weapons    Helm    Ranged Weapons    Magic

Enchantments    Shadow Orbs    Equipment Sets

Modes of Play
Tournament    Challenge    Survival    Duels    Gates of Shadows

Old Wounds    Underworld    Eclipse    Sparring

Gameplay
Moves    Fight Terms    Difficulties    Perks    Experience

Currencies   Shop   Energy   Achievements    Soundtrack

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