Enchantment Classes

Enchantments, though each one being unique, do share some similarities. They therefore be 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:

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

Through Making or Taking Hits

 * 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.

By Chance

 * 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 health. This enchantment won't work if it will cause you to lose. This chance depends on the power of the enchantment.

Life Drainers
These drain opponent's health over time.

Timed Life Drainers

 * Poisoning: A chance that your enemy will start to lose 3% health per second 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 over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Delayed Explosive

 * Time Bomb: A chance on every successful hit to set a delayed explosive on your enemy, which will detonate after 2 seconds. This chance depends on the power of the enchantment.

Offensive Defence
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.

Crippling Enchantments
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
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
By chance can absorb all the damage dealt.
 * 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.

Magic Replenisher
This helps in a faster recharge of magic.
 * Magic Recharge: A chance to increase your magic recharge from taking a hit by 700%. This chance depends on the power of this enchantment. Available on Melee Weapons, Armor & Helms.

Health Replenishers
These help in rebuilding health lost by taking damage.

By Taking Hits

 * 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 Offence

 * Lifesteal: A chance on every successful hit to replenish your health by 250% of the damage dealt to enemy. This chance depends on the power of the enchantment.

Neutral Enchantment
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.