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Icon perk

Stack of Perk cards

Perk is a special ability in Shadow Fight 3. Perks give different effects to either the enemy or the player's character.

Description[]

Perks are classified based on their rarity: Rare, Epic, and Legendary. Perks with higher rarity tend to give a better effect but are usually more difficult to be obtained.

The player can upgrade their Perks with Umbracite. Each Perk has 10 levels.

Upgrade Level Umbracite Price
Rare Epic Legendary
2 5 10 15
3 10 15 20
4 15 20 25
5 20 25 30
6 25 30 35
7 30 35 40
8 40 50 60
9 60 80 100
10 100 120 200
Total 305 385 525

Using Perks[]

Perks can be applied into the equipment's slots to have them activated in fights. Each piece of equipment has a different perk slots limit, depending on the item's type and rarity.

  • Common helmets, armors and weapons and Rare helmets have one perk slot.
  • Rare armors and weapons have one perk slot and a special move slot.
  • Epic, Legendary and Unique helmets have two perk slots.
  • Epic armors and weapons have two perk slots and a special move slot.
  • Legendary and Unique armors and weapons have three perk slots and a special move slot.

Perks also are restricted based on the type of equipment and faction. For example, some perks can only be applied to weapons and cannot be used with armors and helms. Other example that weapon perks for Legion only can be applied to Legion weapons and can't be used for Dynasty or Heralds weapons.

Obtaining Perk[]

Epic and Legendary perks can only be obtained from the Void Chests, while Rare perks are dropped through story missions.

The Perks drop chance from Void Chest(s) is 25%.

Legends

  • STR: obtainable through the game's main quest as regular drop.
    • The Legion rare Perks are obtainable on Chapter I quest fights (See the page for more specific info)
    • The Dynasty rare Perks are obtainable on Chapter II quest fights (See the page for more specific info)
    • The Heralds rare Perks are obtainable on Chapter III quest fights (See the page for more specific info)
  • VC1: obtainable from the Void Chest I.
  • VC2: obtainable from the Void Chest II.
  • DC: obtainable from the Battle Pass and in-game limited offer during Deep Color event (30.08.2023).
  • HM1: obtainable from Himmelstein's Marathon part 1 during Wolfblood event (03.04.2024).
  • HM2: obtainable from Himmelstein's Marathon part 2 during Dragon Lesson event (19.06.2024).
  • HM3: obtainable from Himmelstein's Marathon part 3 during Dangerous Show event (28.08.2024).
  • ACO: obtainable from the Acolyte's Raids Shop.
  • RUO: obtainable from the Ruolan's Raids Shop.
  • INT: obtainable from the Intrusion Shop (19.03.2025).
  • DNT: obtainable from Dynasty marathon and in-game offers during Dangerous Show event on 25th June 2025. Only one of the three perks is obtainable for free from the mararthon.

List of Legion Perks[]

Image Name Description Rarity Equipment
Will To Win (STR) When your health is lower than 20-50% of its maximum, your attack damage is increased by 10-30%. Rare Weapon
Shielding (STR) Receiving a successful hit has a 25-50% chance to increase your defense by 20-35% for 3-5 seconds. Rare Armor
Recollection (STR) Receiving a head hit gives you Shadow Energy equal to 60-125% of the damage dealt. Rare Helm
Repeller (STR) Blocking an opponent's attack has an 25-50% chance to increase your attack damage for 20-35% for 3-5 seconds. Rare Armor
Shadow Thirst (STR) 25-60% chance to gain 60-100% shadow energy by dealing damage to a blocking opponent. Rare Weapon
Shadow Nourishment (VC1) Shadow Abilities replenish your health by 20-40% of damage they inflicted. Epic Helm
Shadow Blades (VC1) Your shadow abilities inflict Bleeding on your opponent, dealing damage equal to 50-100% of your shadow abilities' damage. Epic Helm
Spiked Armor (VC1) Receiving Critical Hits will inflict Bleeding on your opponent, dealing damage equal to 30-125% of the damage received.

This perk will also lower the opponent's defenses by 10% while it is active.

Epic Armor
Bleeding (VC1) A 10-20% chance that a successful weapon attack will inflict Bleeding on your opponent, dealing damage equal to 50-150% of your attack damage. Epic Weapon
Lifesteal (VC1) A successful weapon attack has an 8-25% chance to restore your health equal to 50-100% of the damage dealt. Epic Weapon
Predator (VC1) Gain +15-35% damage if your enemy's health is under 25-50%. Epic Armor
Revenge (VC1) Receiving a Critical Hit will increase the damage of your next attack by 40-100%. This attack additionally has a 20-100% chance to break the opponent's block. Epic Armor
Breacher (VC1) A 20-40% chance to deal full damage through enemy block. Epic Weapon
Cold Revenge (VC2) 25-60% to gains 50-75% of your next weapon or unarmed attack damage as shadow energy after incoming damage. Epic Armor
Shadow Storm (VC2) 15-75% chance to increase shadow damage by 25-55% after using a shadow move.
  • This effect sums up to 5 times.
  • All the stacks will resets if the player exist shadow form.
Epic Weapon
Perseverance (VC1) Every 15-5% of Health lost increases damage of your shadow abilities by 4-8%. Legendary Helm
Agility (VC1) 25-75% chance to nullify damage and staggering caused by ranged weapons and traps, as well as any effects caused by them, like Octopus of the Damned's fire orbs stun.

This perk does not protect the user from ranged weapon effects induced by Fight Rules, like Red Lion's axes in High Society or Werewolf Ragnar's battle horn in Wolfblood.

Legendary Armor
Shadow Burn (VC1) A 10-15% chance to cause your enemy to lose health and Shadow Energy equal to 65-100% of your attack damage. Legendary Weapon
Damage Absorption (VC1) A 20-40% chance to reduce incoming hit damage by 30-80%. Legendary Armor
Damage Return (VC1) A 20-70% chance to return 30-50% of upcoming hit damage to your enemy. Legendary Armor
Rock (VC1) A 50-100% chance to withstand a Critical Hit without falling, reducing its damage by 20-60%.
This perk will also prevent Critical Hits from interrupting unbreakable moves that are not executed in the air, with a few exceptions.
Legendary Helm
Berserk (VC1) A 17-35% chance to deal +50-110% damage with a hit, but will cause the user to lose their health equal to 35-30% of the damage dealt. Legendary Weapon
Basher (VC1) A 5-25% chance to stun your enemy for 1.8-3 seconds with a hit. Legendary Weapon
Field Medicine (VC2) 50-80% chance to restore 2.5-4% Health once with every 20-9.5% of maximum Health lost. Legendary Helm
Shadow Berserk (VC2) 25-65% chance to deal +60-150% damage with a shadow move, losing 30-10% of additional damage from your health. Legendary Weapon
Shadow Balance (VC2) 40-75% chance to add 40-100% of taken shadow damage to the shadow energy bar, and 60-150% of it to the damage of the next shadow move. Legendary Armor
Kings' Blessing (HM1) 10-50% chance to increases your damage by 10-50% for 0.5-1.5 seconds after receiving hit during unbrekable state. Legendary Armor
Price of Victory (HM2) Losing health due to your equipments' set ability effects or perks, such as Abdicator's Holy Wrath and Berserk, has a 50-80% chance to deal shadow damage equal to 80-165% of the damage taken to the opponent. Legendary Armor
Himmelstein's Power (HM3) When you deal critical damage, you gain 1 Shard of Himmelstein. Each Shard increases your critical damage by 10%-16%, but decreases all your defense by 25%-8%. Maximum number of Shards: 3-6

Shards last for the duration of the round.

Legendary Armor
Acolyte's Prayer (ACO) When your health drops below 20%-35%, you restore 20%-60% shadow energy over 1 sec. Cooldown: 30-15 sec. Legendary Helm
Ruolan's Arrogance (RUO) The further you are from your opponent, the more your weapon damage increases. Max bonus: 24%-48%. Legendary Weapon
Defense Breakthrough (INT) Your summoning abilities have a 25%-40% chance to reduce the opponent's defense by 8%-16% for 3-6 sec after each successful hit Legendary Weapon

List of Dynasty Perks[]

Image Name Description Rarity Equipment
Growing Appetite (STR) The combo counter will last for 1-2 seconds longer.

A successful weapon attack will have a 10-30% chance to cause an extra hit, that deals no damage but contributes to the combo counter.

Rare Weapon
Strong Foot (STR) +25-45% to all unarmed attacks' damage, except throws. Rare Armor
Poison Skin (STR) 10-50% chance that receiving a successful attack will poison your opponent, dealing an additional 30-75% of their attack damage. Rare Armor
Weakness (STR) A 10-30% chance to reduce enemy's hit damage by 25-50% over 2-4 seconds. Rare Weapon
Shadow Kick (STR) Kicks have a 18-40% to give Shadow Energy equal to 50-100% of the damage dealt. Rare Helm
Unity (VC1) Replenish 0.7-2% health during 5-3 sec after each 7-5 hits. Epic Weapon
Distraction (VC1) 10-30% chance to decrease your opponent's Critical attack damage by 10-50% for 2-5 sec with a successful weapon attack. Epic Weapon
Secret Ritual (VC1) Your shadow abilities will poison the opponent for every hit, dealing damage equal to 10-25% of the damage dealt over 6 seconds. Epic Helm
Swift Mongoose (VC1) - 3-10% all incoming damage for every attack you add to the combo counter, as long as the counter is active. Epic Armor
Venomous Limbs (VC1) 35-75% chance to poison enemy with a successful unarmed attack, making them take damage equal to 30-75% of your attack damage. Epic Armor
Regeneration (VC1) 20-30% chance to restore 2-10% Health in 4-2 secs after receiving a head hit. Epic Helm
Vengeful Tiger (VC1) 4-20% chance to shock your enemy with an unarmed head hit attack, unless the opponent cannot be shocked. Epic Armor
Pluck (VC1) A 5-15% chance to shock your enemy with a weapon hit after a Combo of 5-3 hits, unless the opponent cannot be shocked. Epic Weapon
Invincible Wind (VC2) Moving, jumping or rolling will give you one Wind Charge.

After accumulating 40-15 Wind Charges, you can evade one melee attack from your opponent.

  • Activating the ability will take away said number of accumulated charges.
Epic Armor
Tiger Step (VC2) Moving, jumping or rolling will give you one Tiger Charge.

After accumulating 40-14 Tiger Charges, your next successful attack will result in a critical hit.

  • Activating the ability will take away said number of accumulated charges.
Epic Weapon
Perfection of Form (VC1) Every 10-7 successful hits dealt to the opponent will increase the damage they receive by 7.5-20% for 5-10 seconds.

If the necessary amount of hits are dealt before the timer expires, the timer will refresh.

Legendary Weapon
Drought (VC1) 10-25% chance that your successful unarmed attack will prevent your opponent from gaining Shadow Energy and entering Shadow Form for 3-5 seconds. Legendary Weapon
Strict Master (VC1) 15-30% chance to stun your opponent for 1.5-3 seconds with a successful unarmed attack after making combo of 8-4 attacks. Legendary Armor
Break (VC1) By avoiding melee and status (like poison) damage for 5-3 seconds, you automatically begin to restore 1-3% Health per 5-2 seconds. Legendary Armor
Poison (VC1) 10-50% chance that a successful weapon attack will poison your opponent, dealing an additional 30-75% of your attack damage. Legendary Weapon
Rising Tide (VC1) Gain 10-25% of your attack damage as additional Shadow Energy after a Combo of 5-3 hits.

The effects of this perk is halved if it activates when the user is in Shadow Form.

Legendary Helm
Wolverine (VC1) A 20-40% chance to deal +30-50% damage for 1-3 seconds after a successful attack. Legendary Weapon
Flurry (VC1) Increase damage by 20-50% for each hit while maintaining a Combo of 5-3 hits. Legendary Armor
Cobra Dance (VC2) Successfully hitting your opponents will grant you one Cobra Charge.

If you do not attack your opponent for 5.5-3 seconds, your next attack will use 8.5-11.5 Cobra Charges to inflict poison on your opponent, dealing 35-80% damage over time.

Legendary Weapon
Shadow Prep (VC2) In the beginning of a round, you have 20-30 Prep charges, every one of each increases the shadow damage you deal by 1.5-3.3%. Receiving a successful hit makes you lose 2 prep charges and blocking one makes you lose 1. Legendary Armor
Shadow Tax (VC2) 20-40% chance to gain a shadow charge with a hit after a combo of 7-3. With the next use of shadow move, shadow charges will deal 15-25% additional shadow damage and disappear. Legendary Helm
Dance of Onslaught (HM1) 20-35% inflict Confusion on the opponent for 3-5 seconds after a successful Imperial Beat hit. The Confusion will cause the next Imperial Beat attack delivered to ignore 25-50% of the opponent's defense.
  • Re-inflicting Confusion will reset it's timer.
Legendary Armor
Shadow Fang (HM2) 15%-30% chance to gain 1 Shadow Fang by dealing physical weapon damage to an opponent while you are in shadow form. When you gain each Fang, you deal 65%-140% of physical weapon damage dealt as shadow damage. Each Fang enhances the shadow damage of your physical weapon attacks by 3%-7% until the shadow form ends. The maximum number of active Fangs: 5-13. Legendary Armor
Himmelstein's Song (HM3) Performing a successful combo of 8-4 unarmed attacks shocks you, but increases all your unarmed damage from performing Imperial Rhythm by 240%-450%. Legendary Weapon
Acolyte's Renewal (ACO) Once per round, when your health drops below 55%-40%, you regenerate 1.5%-2.5% health per second for 14-30 sec. Legendary Helm
Ruolan's Ritual (RUO) The further you are from your opponent, the more shadow energy you gain from dealing and receiving attacks. Max bonus: 30%-60%. Legendary Armor
Wise General (INT) Each time you deal damage with summoning abilities, you have a 30%-40% chance to gain a Summoner's Mark
Each Summoner's Mark increases the damage of your summoning abilities by 4.5%-10%
Maximum number of Summoner's Marks: 5-9
Legendary Armor
Circling Cougar

(DNT)

+280%-550% to damage from the first unarmed or weapon attack made within 1.3-2 sec after successfully evading with a swap. Shock doesn't affect this ability. Legendary Weapon
Shadow Crystals

(DNT)

26%-40% chance to steal 5%-12% shadow energy and gain 1 Crystal by a successful weapon or unarmed attack within 1-2 sec after performing a swap. You can collect up to 5-13 Crystals per round, each increasing shadow damage by 7%-12% until exiting shadow form. Legendary Helm
Guardian Shields

(DNT)

+1 Shield for 1.5-6 sec for each lost Imperial Beat charge, up to 2-6 Shields. If you have at least 1 Shield, your next attack penetrates the opponent's block and removes all accumulated Shields, and on a successful attack, you reduce incoming physical damage by 10%-15% and lose 1 Shield. Legendary Armor

List of Heralds Perks[]

Image Name Description Rarity Equipment
Catalyst (STR) +15-50%damage for 4-7 sec after exiting Shadow Form. Rare Armor
Accumulation (STR) Gain 20-35% of critical hit damage as Shadow Energy. Rare Helm
Aphotic Barrier (STR) After exiting the Shadow Form your defense against melee attack increases by 15-50% for 4-7 seconds. Rare Armor
Critical Mass (STR) A blocked attack deals +150-250% damage. Rare Weapon
Prepared Strike (STR) First hit to your enemy during the first 5-10 seconds of the round deals 65-100% more damage. Rare Weapon
Amortization (VC1) All incoming damage is decreased by 20-50% when you are in Shadow Form. Epic Armor
Conversion (VC1) 10-25% to Shadow Energy when the opponent uses shadow abilities. Epic Armor
Amplification (VC1) First Shadow Ability used after entering Shadow Form inflicts 20-75% more damage. Epic Helm
Deterrence (VC1) Shadow abilities burns enemy's Shadow Energy at the amount of 60-125% of damage dealt. Epic Helm
Primary Protection (VC1) Damage taken in the first 5-10 seconds of each round is reduced by 20-50%. Epic Armor
Precision (VC1) A 20-100% chance to cause 50-100% additional damage with a critical hit. Epic Weapon
Recharge (VC1) A 10-20% chance to gain Shadow Energy equal to 100-200% of your attack damage. Epic Weapon
Discharge (VC1) A 10-30% chance to cause your enemy to lose Shadow Energy equal to 100-200% of your attack damage. Epic Weapon
Impulse Resonator (VC2) Every 20-10 seconds, the device gradually increases the damage of your next weapon attack by +295-595% over 2-3 sec, and resets after that. Epic Weapon
Remote Manipulator (VC2) With a 15-35% chance after taking damage further than a certain distance from your opponent, the device adds 30-70% to the damage you deal from that distance or farther for 4-6 sec. Epic Armor
Synchronization (VC1) The charge period of the Critical Charge is reduced by 1-3 seconds, the active duration of the Critical Charge is increased by 1-3 seconds. Legendary Weapon
Half-Life (VC1) When you leave Shadow Form, the opponent takes additional damage equal to 10-30% the damage you've dealt on them with Shadow Abilities. Legendary Armor
Shadow Affinity (VC1) At the beginning of each round you gain 10-30% Shadow Energy. Legendary Helmet
Vaporization (VC1) The more Shadow Energy your enemy has, the more damage you inflict. Damage raises up to 25-60%. Legendary Helm
Transfusion (VC1) 20-100% that each usage of shadow abilities will restore 3-5% of your health. Legendary Armor
Shadow Remedy (VC1) 15-35% health recovers upon entering Shadow Form. This perk may be activated only once per round. Legendary Armor
Time Bomb (VC1) A 10-20% chance to cause your enemy to lose health equal to 80-150% of your attack damage after 5-3 seconds. Legendary Weapon
Interference (VC1) A successful attack will have 10-30% chance to disable the opponent's block for 4-7 seconds. Legendary Weapon
Probability Resonator (VC2) Every 20-10 seconds, the perk will do one of the following:
  • Restore 13-23% of your health
  • Restore 15-25% of your shadow energy bar
  • Increase your weapon damage by 25-65% damage for 3.5-5 seconds.
Legendary Weapon
Pain Condenser (VC2) With a 20-35% chance after taking physical damage, the device will accumulate this type of damage for 2.5-5 sec, and then add 40-70% of it to your weapon damage for 4-7 sec. Legendary Armor
Unstable Neutralizer (VC2) 25-60% chance to store incoming non-physical damage in a device that will activate after taking physical damage and transform 50-100% of accumulated damage into protection from physical attacks for 5-10 sec. Legendary Helm
Static Amplifier (DC) 10-20% chance to apply Electrization to an enemy for 12-16 seconds when dealing weapon damage.

Electrization: Every 6-4 sec, an electric charge deals 10%-20% attack damage and paralyzes for 0.5 sec.

Re-inflicting Electrization on the enemy increases its damage.

Legendary Weapon
Shadow Shard (HM1) 10-50% chance to gain stack of Shadow shard from a critical hit. Shadow Shard (cannot stacked up with other Shard) will increases shadow abilities damage damage by 20-50% and expires after 0.5-2 seconds.
  • Shadow Shard can be stack up to 2-4 times.
Legendary Weapon
Polarized Repeater (HM2) 5%-10% chance to turn on Repeater when dealing damage. Depending on the type of damage that triggered the Repeater, it activates either the Shadow Polarity, or the Physical one. Shadow Polarity activates when you deal shadow damage, reducing the opponent's physical defense by 8%-16%, while Physical Polarity activates when physical damage is dealt - and reduces the opponent's shadow defense by 6%-14%. Repeater activates the Shadow and Physical Polarities alternately. If the activated Repeater does not trigger within 5-10 sec, it automatically turns off. Legendary Armor
Himmelstein's Resonance (HM3) When you gain a stack of Breakthrough, you gain 1 Himmelstein Wave. Each Wave increases Breakthrough's cooldown by 300%-50%, but increases shadow damage dealt by 15%-24% and restores 2%-4% shadow energy every 5-2.5 sec. Maximum number of Waves: 1-4 Legendary Helm
Acolyte's Insight (ACO) When your health is below 50%-75%, your physical critical damage is increased by 4%-6% for every 10%-5% of health missing below 50%-75%. Legendary Armor
Ruolan's Cunning (RUO) The further you are from your opponent, the more critical damage you deal. Max bonus: 24%-48%. Legendary Helm
Shadow Corrosion (INT) Your summoning abilities ignore 4%-15% of the opponent's shadow defense Legendary Weapon

Trivia[]

  • The perk Rock protects Legion's unbreakable moves from a critical hit's fall and allows the user to continue the attack. But, hits that do not knock the target down on Critical can nullify Rock-amplified unbreakable moves.
  • Some enemies in the Transformation quests can utilize Perks more than the limit slots on the equipment.
  • Some enemies also can utilize Perks from other Faction, even though they use equipment from different Faction.
  • If a character has critical health, Berserk or Shadow Berserk won't activate to prevent the character from losing/dies by the health drain penalty.
    • However, if both Berserk and Shadow Berserk are activated at same time while this happen, the user will lose.
  • If a character deals a finishing blow to their opponent, but it triggers the opponent's Damage Return perk and depletes all the character's remaining health, the victory goes to the opponent instead.
  • The mechanic of Kings' Blessing perk resembles King of the Legion's Unbreakable Monarch talent in Shadow Fight 4: Arena. This also refers to its name.
  • These Perks work similar to their Shadow Fight 2 counterparts.
  • Even though Unique perks do not exist, a Unique filter button still exists in the perks' Collections menu
  • Static Amplifier, Defense Breakthrough, Wise General and Shadow Corrosion perks were made available once again in the Marathon of Heat

See Also[]

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