Perk Classes

Perks, despite being unique, do share some similarities. Therefore, they can be classified into categories and sub categories. Shadow Fight 3 has 51 perks which can be applied on various equipments as well as present on the equipment of some of the opponents. Here are the classes into which they can be divided:

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

Through Taking Hits

 * Repeller (Legion) : A chance to get more damage for 3 seconds after a successful block.


 * Revenge (Legion) : A chance to get more damage for 5 seconds after receiving a Critical hit.

Through Making Hits

 * Wolverine (Dynasty) : A chance to deal more damage for 2 seconds after a successful attack.


 * Flurry (Dynasty) :  Increase damage for each hit while maintaining a Combo of 3 hits.


 * Prepared Strike (Heralds) :  First hit to the player during the first 4 seconds of the round deals more damage.

Under Certain Conditions

 * Predator (Legion) : Gain more damage if the player's health is under 30%.


 * Retribution (Legion) : Gain more damage until the end of Round after receiving a Shock.


 * Backstabber (Dynasty) : Ignore player's block and deal additional damage when attacking from behind.


 * Cornered Cat (Dyansty) : Gain more damage when player's health is under 25%.


 * Vaporiaztion (Heralds) : The more shadow energy player has, the more damage player inflicts.

By Chance

 * Berserk (Legion) : A chance to deal more damage with a hit, losing a portion of additional damage from player's health.


 * Precision (Heralds) : A chance to cause additional damage with a critical hit.

Life Drainers
These drain opponent's health.

Timed Life Drainers

 * 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

 * Time Bomb (Heralds) : A chance to set a bomb which will detonate for 2 seconds and inflict 100% of player's inflicted damage dealt.

Offensive Defense
This enchantment returns back damage dealt by the opponent.
 * Damage Return (Legion): A chance to deal a portion of upcoming hit damage to the player.


 * Poison Skin (Dynasty) : A chance to deal a percentage of incoming hit damage to the player.

Crippling Enchantments
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
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
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.

Magic Replenisher
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
These help in restoring lost health.

By Taking Hits

 * 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

 * 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
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.