Shadow Fight Wiki
This article refers to Perk in Shadow Fight 2. For other uses, see Perk (disambiguation).
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Perk Tree allows users to get perks. There are two types of perks: Special Abilities and Offense Moves. The player unlocks (a) new perk(s) every time they level up. Offense moves are the only option when they are unlocked, while two perk options are available when the tier does not contain an offense move. They are either new perks to learn, or upgrades for previous chosen perks (if any).

List of Moves

There are a total of six different offense moves that can be learnt by the player. Offense moves are perks which do not have alternate options. These moves are not present in the beginning of the game and thus cannot be performed by the player until they are learnt. As the player progresses, increasingly damaging offensive moves will be made available for learning.

Image Name Description Level Unlocked
Double sweep.png
Double Sweep Down+Kick, Kick Level 2
Double jump kick.png
Double Jump Kick Up+Kick, Kick Level 3
Elbow strike.png
Elbow Strike Diagonal down left+Punch


Diagonal down right+Punch

(According to the enemy's position relative to the player)

Level 7
Two foot jump kick.png
Fall Kick Diagonal down right+Kick


Diagonal down left+Kick

(According to the enemy's position relative to the player)

Level 10
Back flip kick.png
Kick-Flip Diagonal up left+Kick, Kick


Diagonal up right+Kick, Kick

(According to the enemy's position relative to the player)

Level 13
Throw suplex.png

Left/Right+Punch     (Performer must be behind their enemy, facing the same direction as them, and in close range.)

Level 16

List of Perks

The maximum level of the perks below are 9 (except for Ricochet and Disorientation, which is 8). The values change according to the level of the perk. No perks work in Underworld, except for Enlightenment.

Image Name Description
Cobra A 40%-100% chance that during first 3 seconds of a round your First Strike would reduce enemy health by 10%.
Desperate +15%-47% damage when your health is lower than 20%
Avenger A 20%-44% chance to trigger Avenger, which grants a Critical Hit with +160%-200% damage for 5 seconds after receiving a Critical Hit.
Rock A 40%-80% chance to withstand a Critical Hit without falling to the ground, returning 40%-60% of its damage to the enemy.
Helm Breaker A 15%-35% chance to increase your Head Hit damage by 35%-51% for 5 seconds after dealing a Head Hit.
Furious A 20% chance to get +10%-30% damage on a successful hit. This effect wears off if you're hit or after 8 seconds.
Pain Rage A 20% chance to increase damage by 15%-39% for 8 seconds after receiving a Head Hit.
Concussion A 5%-25% chance to prevent enemy use of magic or ranged weapons for 8 seconds after a Head Hit.
Eagle Eye Not using ranged weapons for more than 5 seconds triggers a chance to get +35%-115% ranged damage for 3 seconds.
Full Power A 20%-40% chance to increase your magic damage by +30%-50% for 4 seconds after your magic is fully charged.
Steel Foot A 7%-19% chance to knock down your enemy with a kick. This chance is doubled if you're in the air.
Block Breaker A 10%-30% chance to bypass your enemy's block.
Martial Spirit A 10%-30% chance to increase your magic recharge from a successful unarmed attack by 100%.
Overcharge After your magic is fully charged, 5 successful melee attacks grants you +30%-50% magic damage for 5 seconds.
Enlightenment A 10%-30% chance to avoid a death blow, replenishing 25% of your health instead.
Mirror Blocking an enemy hit gives you a 30%-50% chance to get +50%-90% damage for 2 seconds.
Disorientation A 30%-65% chance to increase your attack by 30%-65% after a ranged attack.
Ricochet A 15%-50% chance to block all damage from an incoming ranged attack.


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