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As everyone may know, in Shadow Fight 2 there are perks and enchantments that increases the powers of Shadow and his equipments in various ways. In Shadow Fight 3, some of those mechanics return as perks or set abilities. However, some of them are reworked to balance out the game since they're overpowered, like Block Breaker in SF2 breaking blocks with up to 30% chance. Bruh that's ridiculous. Now let us seen what perks and enchantments in SF2 are reworked into SF3.

Perks in SF2[]

  • Desperate (+--% damage when your health is under --%)

reworked version in SF3: Cornered Cat (+--% damage when your health is under --%)

  • Avenger (guarantees a critical hit with ---% damage for your next attack after receiving one)

reworked version in SF3: Revenge (--% chance to get +--% damage for 5 seconds after receiving a critical hit)

  • Rock (--% to withstand a critical hit without falling, returning --% of its damage to the opponent)

reworked version in SF3: Rock (--% to withstand a critical hit without falling, reducing the damage by --%)

  • Furious (20% chance to get +--% damage on a successful hit. This effect wears off if you're hit or after 8 seconds.)

reworked version in SF3: Wolverine (--% to get +--% damage on a successful hit for 2 seconds)

  • Steel Foot (--% to knock down your opponent with a successful kick. This chance is doubled if you're in the air.)

reworked version in SF3: Steel Foot (--% to knock down your opponent with a successful kick)

  • Block Breaker (--% to bypass your opponent's block)

reworked version in SF3:

Critical Mass (--% chance to bypass your opponent's block)

Backstabber (ignore your opponent's block and deals +--% damage when attacking your opponent from behind)

Heralds Critical Charge (Allows for guarantee critical hits or block breaker when the effect is active.)

  • Enlightenment (--% chance to avoid a death blow and replenishing --% of your health instead)

reworked version in SF3*:

Abdicator Set Ability (after receiving lethal damage you become invincible for 10 seconds and dealing 2x damage)

Star Chaser Set Ability (after receiving lethal damage you enter permanent Shadow Form for 10 seconds)

  • Mirror (--% chance to get +--% damage for 2 seconds after a successful block)

reworked version in SF3: Repeller (--% chance to get +--% damage for 2 seconds after a successful block)

Enchantments in SF2[]

  • Precision (increases critical hit chance and damage)

Reworked version in SF3:

Heralds Critical Charge (Allows for guarantee critical hits or block breaker when the effect is active.)

Precision (--% to deal +100% damage on a critical hit.)

  • Overheat (If activated, the next attack will deal 200% damage)

reworked version in SF3: Dynasty 3-hit combo temporary strengthening (after making 3 consecutive successful attack on the opponent, the next attack will deal 150% damage. This effects wears off if you're hit or after 5 seconds)

  • Poisoning and Bleeding (cause the opponent to lose 3%/6% health per second after being inflicted with a successful attack. The effect wears off after 5 seconds)

reworked version in SF3:

Bleeding (--% chance to cause the opponent to lose --% of the damage received over 3 seconds)

Poison (--% chance to cause the opponent to lose --% of the damage received over 6 seconds)

  • Weakness and Enfeeble (chance to cause the opponent to lose 75% of his attack power for 5/10 seconds with a successful attack)

reworked version in SF3:

Weakness (--% chance to cause the opponent to lose 50% of his attack power for 2 seconds with a successful attack.)

Fortification (--% chance to cause the opponent to lose --% of his attack power for 2 seconds after receiving a successful body/head hit)

  • Magic Recharge (replenishes --% of your magic charge with a successful attack)

reworked version in SF3: (as Shadow Energy)

Rising Tide (gain --% of your attack damage as additional Shadow Energy after a combo of 3 hits)

Shadow Leech (--% to steal --% of your opponent's Shadow Energy)

Shadow Kick (--% to replenish +--% Shadow Energy with a successful kick)

Recharge (--% to gain +---% Shadow Energy with a successful attack)

Accumulation (Gain --% of your critical hit damage as Shadow Energy)

  • Bloodrage (chance to deal +100% damage with a hit, but loses 30% of the increased damage on your own. This enchantment will not activate if the damage knockback will defeat you)

reworked version in SF3: Berserk (-- chance to deal +100% damage with a hit, but loses 20% of the increased damage on your own)

  • Lifesteal (chance to replenish health equal to --% of the damage dealt)

reworked version in SF3:

Lifesteal (--% chance to replenish health equal to 100% of the damage dealt)

Transfusion (replenish health equal to --% of the Shadow Damage dealt)

  • Frenzy (chance to deal +100% damage for 5 seconds with a successful hit, and can stack if enchanted on multiple equipments)

reworked version in SF3: Wolverine (--% chance to gain +--% damage for 2 seconds with a successful hit)

  • Stun (chance to stun the opponent for 3 seconds with a hit)

reworked version in SF3: Basher (--% chance to stun your opponent with a hit for 3 seconds)

  • Time Bomb (chance to set a time bomb on the opponent which when it explodes, sends the opponent flying and deals 100% of the damage dealt with the casting attack.)

reworked version in SF3: Time Bomb (--% to cause the opponent to lose ---% of the damage received after 2 seconds)

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