Challenge Icon
Challenge is one of the five modes of play in Shadow Fight 2. It is present starting from Act II and requires the player to beat 6 stages in the Tournament to unlock. The challenge mode equals to 120 stages distributed evenly across the five Acts, i.e. 24 in each province. In the Interlude, however, each province has only 8 stages and are unlocked at the same time as other Modes of Play. To win a stage, the player must secure victories in two of the maximum of three rounds. If the player loses, the challenge can be resumed from the same stage the player was unsuccessful in beating. If the player wins, they are rewarded the respective sum of that stage and get to move on to the next one but without having to do that immediately.
A challenge consists of one on one combat with various named fighters wielding many of the player-available equipment. Every stage of challenge has altered rules and conditions. The challenge panel displays the difficulty and the reward in every stage. Difficulties range from easy, normal, hard, insane to impossible depending on the equipment the player is wielding and to a lesser extent: the player's skill level. The player acquires a certain sum of coins as the reward along with the fight bonus also in coins by winning two rounds of that stage. The XP rewarded by the stage increases with each level up but remains the same throughout a level. The challenge greatly contributes in leveling up due to the amount of XP given being fast.
Challenges[]
Any given challenge is a combination of 1, 2 or more from the following rules:
- Weapon level X - You may enter this fight with a weapon level X or higher only.
- Armor level X - You may enter this fight with an armor level X or higher only.
- Helm level X - You may enter this fight with a helm level X or higher only.
- Ranged weapon level X - You may enter this fight with a ranged weapon level X or higher only.
- Magic level X - You may enter this fight with a magic level X or higher only.
- Equipment level X - You may enter this fight with a weapon, armor, helm, ranged weapon and magic level X or higher only.
- No blocks - You can't block enemy hits in this fight.
- Hot ground - Staying on the ground for too long will count as a loss.
- You lose on ring-out - Leaving the marked zone during this fight counts as a loss.
- You lose if you fall - Being knocked off your feet during this fight counts as a loss.
- Inverted movement - Movement controls are inverted in this fight.
- Fight in the dark - Your vision darkens periodically in this fight.
- Win on timeout - Enemy is invulnerable, stay alive for X seconds to win.
- Health drops over time - Your health decreases over time in this fight.
- Enemy has regeneration - Your enemy restores health over time in this fight.
- You have lifesteal - You steal health with each successful hit.
- Enemy has lifesteal - Your enemy steals health with each successful hit.
- Powerful enemy attacks - Enemy attacks are much more powerful than yours.
- X enemies in a row, random weapon each round - You have to fight against X enemies in a row with a random weapon each round.
- Final challenge in acts II to V as well as in Chapter 3 of Act VII; albeit the final challenge has altered conditions for each round in Act VII.
- Dodge enemy magic - Enemy magic kills you instantly.
- Enemy recharges magic quickly - Your enemy recharges magic at a high rate in this fight.
- Dodge enemy missiles - once you get hit by enemy's ranged weapon you will lose instantly.
- Perform combo X - Enemy has increased defense, perform a X-hit combo to win immediately. (Try to hit your opponent several times in quick succession.)
- Reach X style - Enemy has increased defense, reach X style to win immediately. (Try to use different strikes.)
- Head damage only - Your enemy is vulnerable to head damage only.
- Score victory - Win by scoring more hits than your enemy.
- Score X hits - Win by scoring X hits.
- Score X critical hits - Win by scoring X critical hits
- Invisible enemy - You enemy is invisible in this fight.
- You lose health in shown area - You lose health over time within shown area.
- Your health regenerates in shown area.
- Enemy regenerates in shown area - Your enemy regenerates health within shown area.
- Enemy takes damage in shown area only - Your enemy takes damage within shown area only.
- Enemy loses health in shown area - Your enemy loses health over time within shown area.
- Give more damage in shown area.
- Given ranged weapon only - Win with a given ranged weapon only.
- Grab and throw your foe - In this fight you can win by throwing your enemy on the ground once.
- Enemy is only vulnerable to magic - Your enemy is vulnerable to magic damage only.
- Magic damage only, limited magic recharge - Your enemy is vulnerable to magic damage only, but it recharges only when you take damage.
- No equipment - You have to fight without any of your weapon, helm, armor, ranged weapon and magic.
- No helm - You have to fight without helm.
- No armor - You have to fight without armor.
- No weapon - You have to fight barehanded in this fight.
- No magic - You have to fight without magic.
- No ranged weapon - You have to fight without ranged weapon.
- No jumps - You can't jump during this fight.
- No kicks - You can't use kicks in this fight.
- No double strikes - You can't use double strikes in this fight.
- Kicks only - In this fight your enemy can be damaged by kicks only.
- Punches and throws only.
- Enduring fight - You and your enemy both have very weak attacks in this fight.
- Disarm - Your enemy restores health over time in this fight, disarm him to win. (Hits to the head have a chance of disarming)
- Hidden healthbar - Health bars are hidden in this fight.
- Passing burning effect (the effect passes between fighters with each successful hit).
- Shrinked fighting location - Fight location borders are closer to each other than usual.
- Perform a throw in the shown area.
- Periodical eruptions (Magic comes from the ground and forces the player to fall and take damage)
- Walls have spikes.
- Periodical earthquakes - In this fight earth itself shudders under your feet.
- Enemy regenerates until being hit.
Altered Player Equipment Rules[]
- Weapon level X.
- Armor level X.
- Helm level X.
- Ranged weapon level X.
- Magic level X.
- Equipment level X.
- No equipment.
- No helm.
- No armor.
- No weapon.
- No magic.
- No ranged weapon.
- X only (X = a weapon/ranged weapon)
Altered Fight Conditions[]
- No blocks.
- Hot ground.
- You lose on ring-out.
- You lose if you fall.
- Inverted movement.
- Hot ground, you lose on ring-out.
- Hot ground, inverted movement.
- No blocks and you lose if you fall.
- Fight in the dark.
- Fight in the dark, you lose on ring-out.
- Win on Time Out.
- Combo X.
- Reach X style.
- Head damage only.
- Score victory.
- Score victory, head hits only.
- Score victory, kicks only.
- Score victory, you lose on ring-out.
- Score victory, criticals only.
- Score X hits.
- No jumps.
- No kicks.
- No double strikes.
- Kicks only.
- Punches and throws only.
- Enduring fight (both fighters have very weak attacks).
- Disarm (enemy is invulnerable, shock them to win)
- Loss on ring out, but you win on Time out.
- Shrinked fighting location.
- Given ranged weapon only.
- Grab and throw your foe.
- Magic damage only.
- Magic damage only, limited magic recharge.
- Hidden healthbar.
- Invisible enemy.
- X enemies in a row, random weapon each round.
- Final challenge in acts I through V as well as in Chapter 3 of Act VII
Altered Fighting Effect[]
- Health drops.
- Enemy regenerates.
- Health drops, but you have lifesteal.
- Health drops, enemy regenerates.
- Enemy has lifesteal.
- You and your enemy have lifesteal.
- Powerful enemy attacks.
- X enemies in a row, random weapon each round.
- Final challenge in acts I through V as well as in Chapter 3 of Act VII
- Dodge enemy magic.
- Enemy recharges magic quickly.
- Dodge enemy missiles.
- You lose health in shown area.
- Your health regenerates in shown area.
- Enemy regenerates in shown area.
- Enemy takes damage in shown area only.
- Enemy loses health in shown area.
- Given more damage in shown area.
- Passing burning effect (the effect passes between fighters with each successful hit).
- Periodical earthquakes.
- Enemy regenerates until being hit.
Trivia[]
- In all challenges that involve hitting the enemy a certain number of times (e.g. Score victory, Score X hits), the player cannot block enemy attacks.
- Act l has no challenge mode.
- In all challenges that involve hitting the enemy a certain number of times (e.g. Score victory, Score X hits), if you play it on Normal Mode and NOT Eclipse Mode, it is just a typical normal Score victory but, if you play it on Eclipse Mode, your health is involved i.e. your enemy can defeat you by depleting your health but, you can't damage your enemy.
- In 'Grab and throw your foe' challenges, damage is scaled so that having insufficiently leveled armor will not matter.
- In Reach X style, if you simultaneously achieve the required style and defeat your enemy in the same hit, the animation of the enemy's defeat will be similar to the animation of defeat due to Bleeding.
- The final challenge of Act VII in Chapter 3 features fighting five Scavengers in a row with a random weapon along with a random altered fighting condition as well in each round. This is also the last ever challenge in the entire game.
More in
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|---|
| Story |
| Characters Bodyguards Challengers Mini-bosses 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 (NS version-exclusive) |
| Gameplay |
| Moves Fight Terms Fight Styles Difficulties Perks Experience |
| Currencies Shop Energy Achievements Soundtrack Locations |
