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Genre: Fighting, Hack and slash/Beat 'em up

For Honor

For Honor Dominion Series 2021



We are excited to inform you that the 2021 For Honor Dominion Series, our official competitive program where players compete in the 4v4 game-mode Dominion, begins on May 1st, with a total prize pool of $65,000!

The format for 2021 will be different from the previous year. All information such as how to sign up, official rules, prize breakdowns, and more will be on the battlefy website, which will be up and ready for you starting April 16th.

The Dominion Series 2021 will feature a circuit that will run throughout the entire year, starting from Year 5 Season 1 to Year 5 Season 4. Each season will be considered a “Stage”, with a total of 4 stages in the program.



The Dominion Series is currently online-only and region-locked, for NA and EU players who are at least 18 years of age. Registration will open on April 16th.

The first 3 Stages are made up of 4 Qualifiers tournaments and 1 Major tournament each. For every event, players can win points by placing high enough. At the end of this year, top teams in each region will be invited to the Finals in Stage 4, or Y5S4.

QUALIFIERS



These are online tournaments that are open to everyone (unlimited teams). Each season in Year 5 will have 4 qualifiers, excluding Y5S4. The format will be double elimination brackets, with each match a Best-of-3. In each Qualifier, the top 4 teams will receive points based on placement, and in addition, the first-place team will be invited to the closed Major.

If you win a Qualifier tournament, you will not be able to participate in the remaining Qualifier tournaments within that season.



MAJORS



A Major is a 1-day online broadcasted tournament, held in both North America and Europe separately. It brings together the 4 winning teams from Qualifiers, who will compete in a double elimination format. Competing teams will receive points and a cash prize based on their placements

LAST CHANCE QUALIFIERS



The LCQ is a 1-day online tournament that will be held in Stage 4. Also in a double elimination format, the winning team will advance to the Finals.

FINALS



The Finals are a 1-day online, broadcasted event held in Stage 4. The 4 teams will play for a cash prize in a double elimination, Best-of-3 format with the Grand Finals being a Best-of-5. The winner will be crowned the For Honor Dominion Series 2021 Champions in their respective regions.

Thanks to your feedback from our previous Dominion Series, we have also added updates and changes to our rulebook. Make sure you read through all of them to know what’s expected of you during tournament day!

Looking for information on past seasons of the For Honor Dominion Series? Check out the 2020 Homepage at battlefy.com/dominionseries/2020. The brackets and results of the Championships can be found here for Europe and here for North America.

Good luck, Warriors!

Year 5 Season 1 Testing Grounds: Hero Improvements Overview



Hello warriors!

We’re back with another Testing Grounds! We’ll be opening it up from April 1st to April 8th.

This time around we’re testing changes to seven heroes. They are:

  • Shugoki
  • Aramusha
  • Berserker
  • Jiang Jun
  • Hitokiri
  • Zhanhu
  • Gladiator

Shugoki’s changes revolve around making him less frustrating to play against, while giving him ganking tools and better 1v1 pressure.

For Aramusha, we’re looking to improve the viability of Blade Blockade, as well as giving the hero an opener and ways to deal with bashes.

Berserker gets mostly quality of life changes; Dodge Attacks in general are made more effective.

Jiang Jun has changes to his Stamina consumption as well as his Guardbreak punishes and his Heavy Finishers to make him stronger in 1v1.

Hitokiri has changes to improve flowing into chains and ways to deal with bashes.

Zhanhu’s changes revolve around having better neutral pressure, getting more chances to Dodge Cancel recoveries as well as improving the Side Dodge attacks.

Finally, Gladiator gains improved chaining ability and improvements to his Dodge Attacks.

We’ll be going through an overview of the changes per hero. For a more in-depth view of these changes, we’re encouraging you once again to watch the Warrior’s Den.

Shugoki



Demon’s Embrace




  • Now performed from neutral with a Back + Guardbreak input
  • Total attack duration reduced to 900ms
  • Now heals for 20 damage and deals 10 damage
  • Now fully restores Stamina to Shugoki’s opponent
  • No longer has Armor


Developer’s comment:

These changes are aimed at making Demon’s Embrace the ganking move it should be; its position in chains as a soft feint prevents it from being a thorough ganking move.

Charge of the Oni




  • Now accessible from hitting the Sprint button while Sprinting only
  • While Charge of the Oni is active, Shugoki gains increased movement speed and his stamina is slowly depleted.
  • Removed Armored and Unblockable properties from the move



Developer’s comment:

Shugoki has a difficult time performing his rotations – going from the lane to a side point or from side point to side point; with this, Shugoki gains an ability similar to what Shinobi possesses and is able to move around the battlefield more swiftly.


Dodge Attacks




  • New Option: Side Dodge Headbutt
  • New Option: Front Dodge Headbutt
  • New Option: Forward Dodge Heavy


Developer’s comment:

These new dodge attacks should provide Shugoki with enough options to properly counter opponent bashes as well as opponents who tend to roll away too much. It also gives Shugoki a neutral opener, which should help him flow better into his offense.

Headbutt




  • Now deals 10 damage
  • No longer stuns, deals Stamina damage and pause stamina regeneration
  • 500ms from Front Dodge and in chains, 533ms on Side Dodges


Developer’s comment:

Shugoki’s Headbutt is now used in many more situations, and as such it needs to be more of a threat than previously.


Light Attacks




  • No longer Armored


Developer’s comment:

This helps prevent frustration while fighting against Shugoki, who could hit Light on reaction to anything his opponents threw.


Aramusha



Blade Blockade and followups




  • Can now cancel the recovery of any attack to Blade Blockade on Hit, Miss and non-interrupted Block
  • All Blade Blockade followups are now guaranteed
  • Heavy Followup is now a side Unblockable attack with Zone Attack properties
  • Light Followup is now a top Unblockable attack
  • Push Back Kick Followup is unchanged
  • Removed Ring the Bell from Blade Blockade followups



Developer’s comment:

These changes should improve Blade Blockade to where you use the appropriate followup depending on the situation and make Blade Blockade much easier to access.

Dodge Attacks




  • Rushing Wind attack can no longer select which side to attack (always top) o Armor now starts at 400ms (up from 100ms)
  • New Option: Side Dodge Heavy o 600ms attack
  • o Initiates chains


Developer’s comment:

Aramusha should now be able to deal with opponent bashes and initiate his offense better.

Ring the Bell Soft Feints




  • Heavy Openers now soft feint to Ring the Bell
  • Dodge Forward Heavy now soft feints to Ring the Bell


Developer’s comment:

Aramusha now gains a tool to both open up opponents as well as set up ganks.

Attack Chains




  • Aramusha now chains to Finishers when a second attack is performed without switching stances.


Developer’s comment:

This removes the need for Aramusha to do Side -> Top -> Side to continue his infinite chain. This should alleviate some of the predictability and give new options in group fights.

Berserker



Top Light Opener




  • Now 500ms (down from 600ms) and deals 12 damage (down from 13)
  • After Feint version is now 400ms (down from 500ms) and deals 11 damage (down from 12)


Developer’s comment:

These changes normalize all of Berserker’s neutral light attacks, giving them all the same utility.


Dodge Attacks




  • Head Slider attack is now Enhanced and moves forward further
  • Spin Chop attacks are now Enhanced
  • Head Crusher now moves forward further


Developer’s comment:

Berserker should now be able to use his dodge attacks to both chase and enable his offense more reliably.

Sprint Attack




  • Boar Rush now has extra forward movement


Developer’s comment:


  • Berserker should now be able to catch up to opponents fleeing fights more easily.


Jiang Jun



Heavy Openers





  • Top Heavy Opener is now 800ms (down from 900ms) and deals 24 damage (down from 27)
  • Side Heavy Openers are now 900ms (down from 1000ms) and deal 27 damage (down from 32)



Developer’s comment:

Jiang Jun can now use his Top Heavy opener as a Guardbreak punish and his Side Heavy openers as Light parry punishes for extra damage.


Heavy Finishers




  • Heavy Finishers can now be soft feinted to Guardbreak


Developer’s comment:

This lets Jiang Jun catch opponents who could roll away from his Heavy Finishers.

Sifu’s Swirl




  • Now Unblockable


Developer’s comment:

This lets Jiang Jun be more effective in group fights by throwing multiple target swapped unblockable attacks and be threatening against external opponents.


Stamina Costs




  • All of Jiang Jun’s Heavy attacks now cost 12 stamina


Developer’s comment:

Jiang Jun’s stamina penalty on his Side Heavy Attacks is no longer relevant with the Core Combat Update; they retain their properties but now cost the standard amount of stamina for Heavy attacks.

Forward Dodge Attacks





  • New Option: Dodge Forward Shin Kick o Performed by dogdging forward and hitting Guardbreak
  • o 500ms bash that chains to Openers
  • Mighty Sanction is now 600ms, no longer soft feints to Kick and is no longer feintable


Developer’s comment:

These changes are twofold: Jiang Jun now gets a more reliable opener with his Kick as well as better chase with his Dodge Forward Heavy.

Dou Shi’s Choke




  • No longer guarantees damage to the parried opponent


Developer’s comment:

This makes Jiang Jun have to decide which option to perform after a parry; Dou Shi’s Choke is no longer the best option after every single Heavy Parry.


Hitokiri



Chain Flow changes




  • Sprint Attack, Dodge Forward Heavy and Zone Attack now initiate chains


Developer’s comment:

This lets Hitokiri chains to his infinite chains more easily and applies more pressure overall.


Kick/Sweep




  • Rei Kick has more range and can no longer be countered by perform backstep attacks
  • Rei Sweep now guarantees a Chained Heavy attack


Developer’s comment:

These changes make Hitokiri’s Rei Kick/Sweep mixup more potent and pushes towards the infinite chain in a more consistent manner.


Endless Myriad Attacks




  • Now gains Armor when the Heavy Attack button is released
  • Now has flatter and larger attack trajectories
  • Now moves forward more during the attack


Developer’s comment:

Hitokiri should now be able to use his Infinite Heavy Chain attacks more effectively in group fights.


Side Dodge Attack




  • New Option: Side Dodge Heavy o 600ms
  • o Hits on opposite side of Dodge
  • o Initiates chains


Developer’s comment:

Hitokiri now has tools to handle bashes and can use it to initiate offense more effectively.


Zhanhu



Dodge Cancels




  • All attacks now cancel their recoveries into Dodges at 333ms in their recoveries on Hit/Miss/Non-interrupted Block


Developer’s comment:

Zhanhu now can dodge cancel all of their recoveries, including Finisher recoveries, to stay on the move and apply pressure to opponents.


Dodge Attacks




  • Violent and Brisk Maneuvers are now Enhanced and count as Heavy parries
  • Stinging Maneuver is now 500ms and enhanced
  • New option: Dodge Forward Subduing Counterblow
  • o Performed by dodging forward and hitting Guardbreak
  • o 500ms
  • o Chains to Openers


Developer’s comment:

Zhanhu’s Dodge Attacks should now be safer to use, and Zhanhu can now also use his Palm attack to open up opponents.

Superior Block Dodge Followups




  • Removed Palm option from Superior Block dodges
  • When Superior Blocking while dodging, Light and Heavy attacks now become Unblockable.
  • On Front Dodge Superior Block, Light attack is guaranteed
  • On Side Dodge Superior Blocks, Light and Heavy attacks are guaranteed
  • Front Superior Block Light now deals 22 damage
  • Front Superior Block heavy attack now deals 30 damage
  • Side Superior Block attacks now deal 22 damage


Developer’s comment:

Zhanhu no longer has Palm on Superior Block dodges but can now guarantee damage when they successfully block.

Other changes




  • Zone Attack now hits at 500ms
  • Right Heavy Finisher trajectory is now mirrored from Left Heavy Finisher trajectory


Developer’s comment:

These Quality of Life changes should help make Zhanhu be more in-line with other heroes.

Gladiator



Chain Flow changes




  • Fusacina Ictus, Zone Attack and Sucker Punches now chain to Heavy Finishers and Skewer.


Developer’s comment:

Gladiator now has more ways to enter chains and initiate Skewer and other types of pressure.

Dodge Attacks




  • Bee’s Sting attacks now have invulnerable frames in their startup
  • Side Sucker Punches now have extra range and invulnerable frames in their startup.
  • Crowd Pleaser now moves forward more


Developer’s comment:

These changes are aimed at making Gladiator more in-line with other heroes in terms of their dodge attacks, while also granting Gladiator more chase.


Fuscina Ictus



  • Now deals 10 damage
  • No longer prevents executions on bound opponents


Developer’s comment:

Fuscina Ictus now deals a more respectable amount of damage while improving its ganking ability.


Skewer




  • Now costs 12 stamina
  • No longer guarantees a Dodge Forward Light attack


Developer’s comment:

Skewer should now be much more usable as there are multiple ways to initiate the attack, and as such it is now more in-line with other attacks.

We look forward to seeing you testing out the changes! As usual, we’ll be sending a survey and we will also monitor social media for feedback, so do not hesitate to voice your opinion. If you missed it, Jean-Charles and Stefan, went over all these coming changes in our latest Warriors Den. Click here if you want to check that out.

FOR HONOR – YEAR 5 SEASON 1 ASUNDER OUT NOW



For Honor: Asunder



For Honor’s 5th year is finally here with Y5S1: Asunder! All celebrate their chosen covenants and continue their march to battle. Starting March 11th, experience how Heathmoor is now torn asunder between the Order of Horkos and the Chimera Alliance. Get access to new armor variations, weapons, events, battle pass and more!

For more insight into Y5S1, you can hear what the dev team has to say by checking our Y5S1 Season Reveal Livestream on Warrior’s Den.

The Story Thus Far…



After the Battle of the Eclipse, the Chimera Alliance and Order of Horkos fought relentlessly for years. As Heathmoor's population declined, people everywhere began to make 'Covenants', secret pacts to share intel and resources, with either Horkos or Chimera warriors. Covenants could be used to gain allies outside their faction, while rooting out the evil among their own. Sealing a Covenant was also a symbolic way to make a statement about the future. Would someone embrace the warmongering views of the Horkos, following strict codes and rituals to keep the strongest in their rightful place? Or would they rather fight for Chimera's ideals of solidarity and peace?

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Horkos Masquerade





Those determined to honor Apollyon's legacy, and to create a new order ruled by the most deserving warriors of Heathmoor, often pledged their alliance to Horkos. Among the various initiation rites that would allow someone to join the Order, the Masquerade would pit a promising challenger against other warriors in a deadly battle. Only the survivors would be accepted in the Order. It was a way to keep the strongest in their rightful place, while bringing new recruits in the Horkos.

From season launch to April 1st, you are invited to the Horkos Masquerade. Will you be strong enough to survive and stay? Participate in a special Horkos themed game mode, Carousel of Horkos, and earn exclusive Weapons.

Carousel of Horkos is a 4v4 PVP game mode. Two teams compete until all the members of the same team are defeated at the same time. It's a Single Pick match with no Revive, no Feats and no Gear Perks. To add to the chaos, there is a buffed up Neutral Bot known as “The Horkos Challenger”, that will attempt to defeat you. Quick tip, if you succeed in killing the NPC, you steal its modifier.

During the event, all warriors will have access to the free Event Pass which allows them to earn a multitude of rewards such as a new Battle Outfit, a Mood Effect, as well as an Ornament. You can also expect 28 new event specific weapons to loot from now until April.



In Y5S1 Paired Emotes are coming to For Honor! Celebrate gruesome executions, epic ledges, savage ganks, or simply express yourself along with your warrior friends. For Honor's first Paired Emote, Chest Bump, will be available through Y5S1's Battle Pass.

Warden Updated






Based on your feedback from our previous Testing Grounds, updates to Warden's gameplay take effect at season start. For more information regarding Warden’s Changes, and future testing grounds, check out our Fight Update article.

New Seasonal Customization





While some makers chose to serve the Horkos, others followed Ilma's lead and joined the Chimera. These skilled artisans benefitted from the newest technological advances and shared resources to improve the warriors' gear.

In Y5S1, For Honor continues to bring new seasonal customization. Throughout the season, look out for new armor variations, weapons, and more!

Battle Pass





With more resources at their disposal, the makers of Horkos were able to craft some of the most refined weapons and draperies one could find in Heathmoor. A scribe who attended one of the Masquerades described the style of the Horkos warriors as 'sophisticated yet violent, gorgeous yet terrifying'. If one took a closer look at the bright colors and smiling masks of Horkos, they would discern a disturbing truth beneath the lavish surface.

This season, play through the Battle Pass, and add some Horkos flair to your character's look through the 100 Tiers of rewards available for all heroes! Remember, exclusively included in this season’s Battle Pass is For Honor’s first ever paired emote Chest Bump.


Updated Faction War Rewards



Starting Y5S1, changes are coming to the rewards warriors will receive at the conclusion of seasonal faction wars. These changes are detailed below.



For more insight into Y5S1, and what is to come, you can hear what the dev team has to say by checking our Y5S1 Season Reveal Livestream on Warrior’s Den.

PATCH NOTES 2.26.0 – FOR HONOR



PATCH NOTES 2.26.0 – FOR HONOR



PS4: 1.3 Gb, Xbox One: 1.6 Gb, PC: 1.6 Gb



Known Issue: Warden's Top Heavy to Side Heavy Unblockable is currently undodgeable. We are working on a fix and will release it as soon as possible.

Known Issue: Warden's zone attack is undodgeable, but lacks the blue undodgeable effect, We are working on a fix and will release it as soon as possible

BATTLE PASS FEST



  • Battle Fest is a weekend when players will grind double BP points compare as normal day (same as XP fest but for BP points)



FACTION WAR





  • Starting in Y5S1, changes are coming to the rewards warriors will receive at the conclusion of seasonal faction wars.





  • We made the faction-colored territories on the World Map more transparent to make the seasonal and event realization elements more visible.




IMPROVEMENTS



FIGHTERS



General


  • Whenever a Hero is in the startup of a Guard Break, if that Hero is struck by a Guard Break it will now automatically perform a Guard Break Counter.


Developer's comment: This is to prevent situations where two players would attempt to Guard Break each other at a very specific timing and the first player to get Guard Broken would need to re-press the Guard Break button to tech it.

Warden



The changes from the Y4|S4 Testing Grounds are now live, with bug fixes and other improvements.


Shoulder Bash




  • Shoulder Bash is no longer accessible from Back Dodge
  • Shoulder Bash now slightly moves forward when feinted
  • Fully Charged Shoulder Bash no longer has additional forward movement when feinted
  • Any Non-Shoulder Bash Attack can now chain to Shoulder Bash.


Developer’s comment: These changes should help Shoulder Bash both feel fairer and flow better. Warden now has to be on the offensive to use Shoulder Bash and rewards using every part of the kit instead of relying on only part of the kit.


Heavy Attacks




  • Side Heavy Openers now have flatter and larger trajectories
  • Top Heavy Finisher is now a 900ms attack (down from 1000ms)
  • Side Heavy Finishers are now 900ms attacks (up from 800ms)
  • Side Heavy Finishers are now Unblockable
  • Side Heavy Finishers now deal 30 damage (down from 35 during the Testing Grounds)
  • Top Heavy Finisher now deals 32 damage (down from 34 in the Testing Grounds)
  • Side Heavy Finisher trajectories are now flatter
  • Warden now moves forward more when performing Side Heavy Finishers
  • Light Attacks now chain to Heavy Finishers at 100ms during their recoveries (down from 200ms)


Developer’s comment: Warden should now be able to use Heavy attacks more effectively; the increased speed on the Top Heavy Finisher makes it harder to interrupt and Side Heavy Attacks (both Openers and Finishers) are stronger both in group fights as well as the minion lane.


Zone Attack




  • Zone Attack recovery is now 500ms (down from 1000ms)
  • Warden now moves forward more when performing Zone Attack


Developer’s comment: Warden’s Zone Attack no longer needs to commit to an additional attack to be useful; the extra forward movement also helps in group fights to catch opponents that might be further away.

Additional fixes based on Y4|S4’s Testing Grounds player feedback:


  • Fixed an issue where Side Heavy Finishers were undodgeable after a Top Heavy Opener (FH-1089)
  • Fixed an issue where Side Heavy Finishers were undodgeable after a Top Heavy Opener (FH-1022)




FEATS




  • [Adjustment] Replaced “Thick Blood” on Warden and Nuxia with “Thrilling Comeback”
  • Thrilling Comeback is a passive Feat that recovers a small amount of health upon entering Revenge


Developer’s comment: Player feedback from the Y4|S4 Testing Grounds correctly noted that Thick Blood Warden negatively affected the viability of Testing Grounds Peacekeeper and Nobushi – as it nullifies their bleed entirely. Here, by changing the effect of Thick Blood entirely, we remove the unhealthy aspect of being able to shut down bleed heroes’ kits for free, as well as the bad feeling of taking Thick Blood but not queuing into any bleed heroes. In this new Thrilling Comeback, it retains the passive feature of making you live a bit longer, and now is globally useful with a much more healthy design.

MAP



Forge




  • [Adjustment] Created new stair access points to Capture Zone A
  • [Adjustment] Created an access point from Mid-lane into the central workshop building
  • [Adjustment] Reworked Ashfeld lighting environment and is now daylight


BREACH




  • [Adjustment] Added a warning to the defending team when their Commander takes damage


USER INTERFACE




  • [Adjustment] We tweaked the size and opacity of revive/executed icons to make them less intrusive




BUG FIXES



GENERAL




  • [Bug Fix] Fixed an issue that allowed the Special follow-ups after Superior Blocking/Deflecting attacks to trigger on ally or minion hits
  • [Bug Fix] Fixed an issue that caused the Centurion or Jormungandr to perform “Eagle's Talons” or “Hamarr Slam” on an opponent that will not be Unbalanced (FH-1136)
  • [Bug Fix] Fixed an issue that caused the dodge shadows VFX to remain stuck on players




FIGHTERS



Lawbringer



[Bug Fix] Fixed an issue that caused Lawbringer's “Impaling Charge” to sometimes have offset animations when performing on an uneven surface

Orochi




  • [Bug Fix] Fixed an issue that caused Orochi's top heavy opener to deal 20 damage instead of 24 (FH-1272)


Aramusha




  • [Bug Fix] Fixed an issue that caused Aramusha’s “Ring the Bell” to be interrupted on opponent death (FH-878)


Gryphon




  • [Bug Fix] Fixed an issue that caused Gryphon to sometimes have offset animations when performing “Dauntless Chase” on an uneven surface (FH-1087)




CUSTOMIZATION




  • [Bug Fix] Fixed an issue that caused the "I Bring War" to have various offset issues on the Gryphon (FH-1194)
  • [Bug Fix] Fixed an issue that caused Warden's "Folville" chest to apply Paint Patterns incorrectly (FH-1135)
  • [Bug Fix] Fixed an issue that caused the Shugoki's helms to have issues with stretching and wrongly applied physics (FH-1153)
  • [Bug Fix] Fixed an issue that caused the Tiandi's “Yi Ru Fan Zhang” Execution respawn timer starts 3 seconds earlier than expected (FH-1115)
  • [Bug Fix] Fixed an issue that caused the Shugoki’s “Ikko-Ikki” chest symbols and embossings to be displayed on his back (FH-1139)
  • [Bug Fix] Fixed an issue that caused the Shaolin's "Chilly Snowflake" weapons have the wrong part names (FH-1127)
  • [Bug Fix] Fixed an issue that caused the Gryphon’s “Protector” Chest shoulders to not apply materials (FH-1103)
  • [Bug Fix] Fixed an issue that caused the Warlord’s “Hrym” arms right shoulder to have a stretching issue on one of the spikes (FH-1092)
  • [Bug Fix] Fixed an issue that caused the Raider's “Steinunn” arms for Male Rider to have a stretched spike on the right shoulder plate (FH-1101)
  • [Bug Fix] Fixed an issue that caused the female Berserker's “Asmundar” helm yo be missing teeth compared to other similarly looking helmets (FH-1067)
  • [Bug Fix] Fixed an issue that caused some of the Shinobi’s helm sets to have fabric poking through the cloth in two spots near the top rivets in the back of the head. (FH-860)
  • [Bug Fix] Fixed an issue that caused the Shugoki's weapon to stutters while respawning when the free roam emote 'Tantrum' is interrupted



PC




  • [Bug Fix] Fixed an issue that caused 100% CPU usage on PC upon For Honor boot (FH-1287)



FOR HONOR - TERMINOLOGY GUIDE



Welcome new and returning Warriors! The For Honor community uses a lot of complex terminology when discussing this game. This can be frustrating to newer or more relaxed players who are just trying to understand their own hero.

We created this guide for players who don’t understand their losses, or feel that they may be missing crucial knowledge.

Practice always helps, but game knowledge can go a long way when asking “How do I stop light spammers?” or “how do I deal with bashes?”

Whether you’re new or just someone who wants to brush up on their terminology, we hope you find this useful.

For Honor Terms and Concepts:



Bashes



Bashes are moves that cannot be blocked or parried. They are often used to open up opponents. Bashes typically use part of the body or armor rather than a weapon. Warden’s Shoulder Bash is a well-known example of this type of move.

Counter-play: Dodging is the main defense against bashes. Heroes that have a dodge attack can deal with bashes quite well.

Another counter is reading when a player is likely to use a bash – catch them early enough, and you can use an attack to interrupt the bash before it even gets started.


Uninterruptible Stance / Hyper Armor





Uninterruptible Stance (often called hyper armor) is an attack that, at some point in the animation, cannot be stopped. Landing an attack on a hero who is attacking with an Uninterruptible move will not interrupt the animation, and heroes like Hitokiri and Shugoki are able to strategically trade damage for damage.

Counter-play: Attacks with uninterruptible stance can still be defended against with parries and dodges, though sometimes these attacks have other special properties (such as the Unblockable property). They also may have variable timing, which can throw off your dodge and parry attempts.

Be aware that deflects are not always a good option against Uninterruptible attacks. Typically, heroes with deflects have less health, so the damage trade-off may not be worth it.


Enhanced Attacks



Enhanced attacks are attacks that can be used in a combo after a prior attack has been blocked. Most attacks can’t go further into a combo after a block, as it puts the blocked hero into recovery.

Warlord is a hero whose light attacks are enhanced.

Counter-play: Enhanced attacks should be kept in mind so you’re not caught unawares after a successful block.

Unblockable Attacks



Unblockable attacks are marked by a red trail on the weapon, in addition to a specific symbol that will appear.

As you may suspect, Unblockable attacks cannot be blocked. Dodging and parrying are still options.

Counter-play: Unblockable attacks force you to take some sort of action. Either dodge, parry, or interrupt the attack before it even begins. Use the Training Mode to practice defending against specific moves using pre-set AI attacks.


Undodgeable Attacks



Undodgeable attacks are marked by a blue trail.

Counter-play: Undodgeable attacks are an effective way of catching dodge attack-focused heroes. If you’re playing Tiandi or Zhanhu, be more careful in your use of that part of your moveset.



Feints



There are two types of feint: hard feints and soft feints. Hard feints are used to cancel heavy attacks. “Soft” feints are moves that don’t require the use of the “Feint” input to be changed. Kensei, for example, has a few different soft feints from their top heavy finisher. By pressing the light attack button and a direction, they can adjust to a side light attack.


Punishes



Punishes are the optimal attack to use in certain situations. It’s important to note that every hero has different punishes, but as a general rule you can use more damaging attacks if you manage to parry a light attack. Heavy attacks may only be punished by a light or a Zone.

Some heroes have dedicated punishes. If Nuxia parries an attack, she can use her dedicated parry punish move.

If she parries a light attack, she can use her heavy attack to punish her opponent for more damage. But she technically does have a dedicated parry punish that she can choose to use.


Game Score



Game Score is how you push the enemy team into “Breaking.” When a team reaches 1000 points, their opponent is pushed into Breaking. When a team is breaking, it can’t respawn.

One crucial part of Game Score is the distinction between hard points and soft points. Some actions give your team points that never go away (i.e. killing heroes and minions). But when you capture a Zone, your team receives 100 soft points, which contribute to your team’s Game Score until the other team capture the Zone back.

This is important to know when in Breaking, because it means that capturing an enemy-controlled Zone may both release your team from Breaking, and possibly put the other team into Breaking.


Revenge



Revenge is a meter that builds as an isolated player is attacked by multiple opponents.

Note that Revenge can be “held.” If you attack an opponent holding onto their Revenge, they can knock down any attackers who attack them.

Tip: Revenge is sometimes best used as a method of stalling, or waiting for help. You can try to win in an outnumbered situation, but carefully delaying until a friend arrives is also an option.


Guardbreak



Guardbreaks are a method of opening up an opponent. However, a GB’d player always gets the opportunity to counter guardbreak.

Tip: Guardbreaks are useful for “catching” heroes who are dodging or rolling. Feinting a heavy and then guardbreaking is a useful trick for catching a defensive player.



Stamina



Stamina is shown by the green bar underneath your health. When taking certain actions or being attacked by specific moves, heroes gradually lose their Stamina.

Some heroes, like Jiang Jun, are able to recover Stamina in a unique way. For all heroes, simply waiting for stamina recovery may make more sense than risking going Out of Stamina.

The Out of Stamina state, or OOS, is a painful situation to be in. Your attacks will come out much slower, and any throws will cause you to be “knocked down.” Knocked down opponents are vulnerable to very high damage punishes, so be careful! Play defensively when OOS around enemy heroes, or you’ll likely pay the cost.

As a general note: Zone attacks often cost a great deal of Stamina.


Dodge





Dodging is a form of defense that avoids the attack entirely if timed correctly. Some heroes have dodge attacks, which means their defense can lead to effective offense.

It can sometimes feel impossible to hit these heroes, but remember that well-timed Guardbreaks will catch dodges and rolls. If someone is dodging a lot, you may be able to predict it. Feinting a heavy attack to force a dodge then immediately feinting into a guardbreak is one possible strategy.


Deflect



A form of defense that often leads to very high damage. If your hero has a deflect, you may want to look out for attacks from the top of your guard indicator. Player typically find these easier to deflect for some reason.

It’s worth noting that “chasing Deflects” can get you into trouble. Sometimes a simple block is a much safer option. Also: you likely don’t want to deflect against an opponent using lots of Uninterruptible attacks.

But Deflects are very cool, so we understand if you want to keep attempting lots of them.

Ganking






Ganking is attacking someone when you outnumber them. Anti-gank play is what happens when you’re outnumbered.

Most players do not like being ganked. It’s not an easy situation to deal with. In modes that feature lots of players, uneven situations will always occur around the battlefield.

But if you’re trying to win a Dominion match, understanding how to gank and how to react to being ganked is crucial. Outnumbered heroes gain Revenge, which lets them continue to fight. Avoid feeding Revenge unnecessarily and remember to stay a bit more defensive when outnumbered. It’s okay to play conservatively until helps arrives!

YEAR 5 SEASON 1: FIGHT TEAM UPDATE



Hello Warriors!

JC here again from the Fight Team, with an update to our plans for Year 5!

First, we’ll be releasing the Warden improvements we tested in Year 4 Season 4’s Testing Grounds. Feedback was positive, and we made minor improvements and bug fixes, but generally Warden is unchanged, kit-wise, from the previous Testing Grounds. For a full list of changes to the Warden, please refer to our patch notes coming on Thursday, March 11th.

We also have exciting news to share about Testing Grounds in Year 5!

Warden Improvements



Based on your feedback, we felt Warden was almost ready for release. We took extra time to look over the feedback we received, as well as parsed through our data, and ultimately felt that Warden could release almost as-is from the version that was present in the Testing Grounds.

Aside from bug fixes, the one change that stuck out the most was damage on Warden’s Side Heavy Finishers being too high, especially compared to the damage dealt by the Top Heavy Finisher, and so we adjusted it downwards to be more in-line with other attacks.

In addition to this, we’re also changing Thick Blood, which is present on Warden and Nuxia – it is a frequent subject of feedback from players as it invalidates the kit of certain heroes almost completely. To address this, Thick Blood no longer makes the hero immune to Bleed and Fire Damage, but instead heals the hero when they activate Revenge. This ensures that the feat is no longer a hard counter to certain heroes while keeping some utility in group fights.

Year 5 Testing Grounds



We are proud to announce that we aim to have the Testing Grounds open more frequently in Year 5 to test upcoming balance changes!

We are looking to bring up heroes that might be lower in viability – similarly to what we did in Year 4 Season 4 with Nobushi and Peacekeeper, the global aim is to improve on heroes considered weak to make them more in-line with the rest of the cast. We would love to see more diversity in hero picks, and this is a big step towards this goal.

Additionally, the feedback we received for Shugoki during the last Testing Grounds indicated players had issues with Demons’ Embrace and as such we’re giving it another go with a new round of changes, going in a similar direction as the last ones but with changes addressing feedback we received from you, our players.

In the next Testing Grounds, you will be able to test not only new Shugoki changes but also multiple other heroes we’re looking to improve. Stay tuned for more details!

WARRIOR'S DEN RECAP - FEBRUARY 19TH



Warriors! We're back with another addition of the Warrior's Den Recap. We have a lot to cover from the February 18th Warrior’s Den, so let’s get started!



For Honor Year 5: Year of the Covenants



We are proud to announce that on March 11th, For Honor will be entering its 5th year, The Year of the Covenants!

Some years have passed after the events of the Battle of the Eclipse and the battle still rages on between the Order of Horkos and the Chimera Alliance. Both covenants are at a stalemate with no signs of either side gaining the upper hand anytime soon. With their forces diminishing, there is an abundance of resources. Both sides use this to their advantage and throw celebrations to attract new recruits and further spread their influence, and ideals, among the warriors of the land.

In the Year of the Covenants, we dive deeper into Horkos and Chimera’s values and ideals. We will see how they deal with hardship and disaster while war rages on between them. Their story will continue to unfold over the course of 4 new seasons each with new themes, a Battle Pass, and exciting events. Year 5 will also see 2 new heroes entering the roster with their own rich backgrounds and fighting styles.

As the year unfolds, be sure to keep an eye out from us for official news on what is to come.

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Shovel Knight



Warriors: we’d like to introduce you to a new, special kind of Knight. Do you remember Drop Attack Wardens? We’ve now met a Knight who is even more obsessed with Drop attacks. Shovel Drop attacks.

That’s right, Shovel Knight has come to For Honor! The Jump On Shovel Emote and three Illustrious Outfits are just what you need to strike fear into the hearts of your enemies. Fear of Shovel Justice!


  • Jump On Shovel Emote for all heroes
  • Stalwart Plate Illustrious Outfit for all heroes
  • Rodent Regalia Illustrious Outfit for all heroes
  • Ornate Plate Illustrious Outfit for all heroes




Cobalt Material



The new Cobalt Material is available for all heroes! Whether your inspiration comes from the sky, the ocean, or Shovel Knight’s resplendent armor, the Cobalt material can take your fashion to the next level.



We hope you enjoyed the Warrior’s Den (from home)!

If you haven’t already, join the For Honor Community on Twitter, Twitch, and Reddit.

We’ll see you again at the next Warrior’s Den Recap. Stay safe, see you on the battlefield!

PATCH NOTES 2.25.0 – FOR HONOR



PATCH NOTES 2.25.0 - FOR HONOR



PS4: 1.6Gb, Xbox One: 1.6Gb, PC: 1.2Gb

BATTLE OF THE ECLIPSE




  • Gryphon leads the Chimera Alliance against Astrea and the Order of Horkos in the Battle of the Eclipse! Both teams battle to control the Forge and use its fully-powered Draconite Scythe to defeat the Draconite-empowered enemy leader. Join the fight in this limited-time Event Game Mode and collect exclusive Event rewards!


TARGETING SYSTEM




  • New “Cycle Targeting” option added.
  • This allows players to “Cycle” through multiple nearby enemy heroes, allowing the player to Cycle targets to a nearby 3rd or even 4th enemy hero.
  • This behaviour is off by default. To enable this behavior, go to the Options>User Interface menu and ensure “Enable Cycle Targeting System” is checked.
  • Please see our blog for details.


BOOKMARKING SYSTEM




  • We have added a bookmarking system in the Heroes menu, to make it easier for you to find your favorite customization items.
  • Outfits
  • Paint Patterns, Symbols and Embossings
  • Ornaments, Materials and Color Palettes
  • Armor and Weapon looks
  • Executions, Emotes, Signatures and Effects


Developer's comment:

We really want players to be able to explore the fashion of their characters in For Honor, and we know that the number of items players can own can quickly be overwhelming. The bookmarking feature will allow you to sort out your favorite customization elements to easily find them back later down the road, or help you thematize your loadouts for instance!

IMPROVEMENTS



GUARDBREAK




  • While locked onto an opponent, guard break attempts with a minion or pikeman in the way will now bump them out of the way, greatly reducing the odds of accidentally guard breaking them (FH-89)


FIGHTERS



Peacekeeper



Zone Attack


  • Is now Enhanced
  • Now counts as a Heavy Attack when parried
  • 1st hit now causes a Medium hit reaction (up from Light)
  • 2nd hit now feints 100ms before Parry window
  • 2nd hit can now soft feint to Dodge at feint timing
  • 2nd hit can now soft feint to Guard Break at feint timing
  • 2nd hit is now Unblockable if Peacekeeper is locked on to an opponent suffering from Bleed
  • Zone Attack 2nd hit recovery is now 700ms (down from 1000ms)


Developers comment:

These changes ensure Peacekeeper’s Zone Attack remains an effective tool. In addition to the Testing Grounds changes, we have also adjusted the first hit granting a Medium hit reaction ensuring that Peacekeeper is safe when feinting the 2nd hit as well as lowering the recovery to ensure she is frame advantaged when landing the 2nd hit.

Dagger Cancel

  • Dagger Cancel now has 400ms of hit recovery (down from 700ms)
  • Dagger Cancel can now cancel its recovery with a Dodge at 333ms


Developers comment:

This enables Peacekeeper to be frame advantaged after landing a Dagger Cancel and lets her continue her offense when it lands, while letting her also cancel the recovery with a dodge to ensure it can be used more safely in group fights.

Heavy Attacks

  • Each Heavy Attack now deals 2 more damage than before
  • This includes Dodge Attacks
  • Heavy Finishers gain Unblockable if Peacekeeper is locked on to an opponent suffering from Bleed


Developers comment:

The change to damage ensures that Peacekeeper is still slightly above the curve in damage without being overboard like it was in the Testing Grounds. The change to Heavy Finishers also gives her extra synergy with her Bleeds, which lets her loop back into Bleed if one of its options successfully lands.

Deflect

  • Deflect is now performed with the Heavy attack button instead of the Light attack button


Developers comment:

Many heroes share inputs with their Deflect follow-ups as well as their Dodge Attacks – this change was made to ensure that Peacekeeper can always perform the appropriate follow-up.

Nobushi




  • Heavy Finishers and Heavy attacks from Hidden Stance are now Undodgeable


Developer's Comment:

These changes ensure that Nobushi has a mix-up with her Undodgeable Heavies and Kick, letting her apply pressure to opponents in 1v1 scenarios.


  • Advancing Thrust now chains to Heavy Finishers


Developer's Comment:

Nobushi should now be able to pressure with her mix-up from Advancing Thrust since it can now also chain to Heavy Finishers.

Zone Attack

  • 2nd hit can now be soft feinted into Kick, Heavy Finishers and Dodge
  • Stamina costs have been adjusted to 20 for 1st strike, 20 for 2nd strike and 10 for feint (was 40 for 1st strike, 20 for 2nd strike, 0 for feint)


Developer's Comment:

Nobushi’s Zone Attack can now be used to initiate pressure with mix-ups in its second part, and the lowered stamina cost should help when using her in the lane where she can clear minions efficiently.

Sidewinder

  • Now branches to Heavy Finishers
  • Chains to Kick and Retreating Viper at 400ms (down from 500ms)
  • Cancels its recoveries into Dodge and Hidden stance at 400ms (down from 500ms)


Developer's Comment:

Much like Advancing Thrust, Sidewinder now enables her Kick/undodgeable mix-up, and the improved chaining speeds should help her avoid damage and contest the minion lane more safely.

Hidden Stance

  • Now costs 12 stamina to enter (down from 24)
  • Can no longer apply backwards movement to Top Light from Hidden Stance


Kick

  • Now hides its indicators for the first 166ms, making the indicators visible for 400ms


Developer's Comment:

With this change, Nobushi’s Kick becomes a 400ms Melee attack, which is unreactable to most players.

FEATS



Corruption Blade

  • [Adjustment] Increased the cooldown to 90 seconds (from 75)
  • [Adjustment] Decreased the active time to 8 seconds (from 15)


MAP



Forge


  • [Adjustment] The bridge under the waterwheel at Capture Zone A has been doubled in width
  • [Adjustment] The navigational space in front of the foundry at Capture Zone C has been opened up for a more comfortable fighting area.
  • [Adjustment] The space behind the foundry at Capture Zone C is no longer accessible as part of the capture zone.
  • [Adjustment] The brawl arena has been moved from the Central Building to the outdoor space around the Mining Tracks


Sentinel


  • [Adjustment] Made the side entrances into the Capture Zone C balcony wider


Harbor


  • [Adjustment] The ledge overlooking the sea at Capture Zone A has been slightly reduced in width


River Fort


  • [Adjustment] The side entrances for Capture Zone A have been widened


USER INTERFACE


  • [Adjustment] Added an in-game warning for players reported for disruptive behavior
  • [Adjustment] Improved the color of the Revenge Gauge in colorblind modes to ensure it can be properly distinguished from players’ emblems



BUG FIXES



GENERAL


  • [Bug Fix] Fixed an issue that caused Gryphon, Aramusha and Lawbringer’s attacks to be parried by an external ally that was in the middle of a parry (FH-1053)


FIGHTERS



Kensei


  • [Bug Fix] All of the Zone Attack Strikes now cause Medium Hit Reactions (from Light)


Developer's Comment:

This ensures Kensei is no longer unsafe on Hit/Block.

Lawbringer

  • [Bug Fix] Fixed an issue that caused the animation to be missing on blocked Top Heavy into Top Light (FH-818)
  • [Bug Fix] Fixed an issue that caused the Lawbringer to be out of range of attacks after a Sprint Attack


Nobushi


  • [Bug Fix] Fixed an issue that caused the animation of “Kick” and “Viper's Retreat” from chained Light to be missing on Bad Block (FH-925)


Shaolin

  • [Bug Fix] Fixed an issue that caused the Shaolin's Left “Elegant Lotus” to costs 9 Stamina instead of 12 (FH-959)
  • [Bug Fix] Fixed an issue that caused the Shaolin's “Bounding Blossom” and “Astonishing Blossom” to become parryable and lead to the regular punish timings after a successful Superior Block (FH-667)


Jiang Jun


  • [Adjustment] Jiang Jun's Dou Shi's Choke will no longer unbalance opponents that become Out of Stamina due to the slap's Stamina damage at the end of the move (FH-330)


Black Prior


  • [Bug Fix] Fixed an issue that caused the Black Prior's “Bulwark Counter” to still deal 40 Stamina Damage after the CCU (FH-879)


Gryphon


  • [Bug Fix] Gryphon now has 300ms to input a Light in the same stance after a Light Opener Hit to flow into Light Combo [up from 200ms].
  • [Bug Fix] When parrying an attack, Gryphon will no longer buffer the follow-up attack without any inputs from the player, it should now be easier to not do anything after a Parry if desired (FH-1051)
  • [Bug Fix] Fixed an issue that caused the Gryphons Side Light to not input a back walk movement


BOT

[Bug Fix] Fixed an issue that caused Rank 2 and 3 Peacekeeper and all Viking Bots, (aside from Berserker), from appearing as random Bots in matches (FH-799)

ONLINE

[Bug Fix] Fixed an issue that caused players' NAT types to be showing up as unknown (FH-786)
[Bug Fix] Fixed an issue that could cause players to enter matchmaking with a group larger than the game mode limit

USER INTERFACE

[Bug Fix] Fixed an issue that caused Capture Points on the mini map to be displayed in neutral color when being captured. Now the capturing team color will be displayed (FH-226)
[Bug Fix] Fixed an issue that caused the Russian description of the "Fresh Focus" gear perk to be missing information about the perk's functionality compared to the English version (FH-846)


CUSTOMIZATION




  • [Bug Fix] Fixed an issue that caused some armor pieces introduced in Y4S4 to not drop at the intended rarities or reputation (FH-1070)
  • [Bug Fix] Fixed an issue that caused Warlord's “Hrym Chest” and its variants to clip with the character's neck when equipping various helmets (FH-933)
  • [Bug Fix] Fixed an issue that caused the Nuxia's "Hook, Line and Sinker" Signature to show the boot before hooking it in the signature screen (FH-901)
  • [Bug Fix] Fixed an issue that caused the male variant of the Kensei’s "Kabukimono Helm" to display the face and eyes of the female Kensei (FH-810)
  • [Bug Fix] Fixed an issue that caused the Valkyrie's “Otherworld Skull Helm” to have skin tone inconsistencies (FH-712)
  • [Bug Fix] Fixed an issue that caused the Warlord’s "Solaris Helm" to have a stretching texture near the mouth (FH-689)
  • [Bug Fix] Fixed an issue that caused the lower part of the striped shirt of Warlord's “Engelbrekt Chest” to not change color to display the chosen color scheme customization (FH-681)
  • [Bug Fix] Fixed an issue that caused the “Kogarashi Helmet” to have a visible texture seam on the neck when paired with low-necked chest pieces like “Izuru Chest”, “Yuro no Miko Chest”, “Tamamo no Mae Chest”, etc (FH-665)
  • [Bug Fix] Fixed an issue that caused the Black Prior's “Steadfast Rook” and “Clever Bishop” Chests to have customization inconsistencies (FH-652)
  • [Bug Fix] Fixed an issue that caused the Berserker's “Glamr Helmet” to have skin tone inconsistencies (FH-637)
  • [Bug Fix] Fixed an issue that caused the Shaolin's “Wu Song Chest” beads belt and outline embroidery to change color depending on the equipped skin tone (FH-616)
  • [Bug Fix] Fixed an issue that caused the female Black Prior’s “Neofelis Helmet” ears to be clipping (FH-541)
  • [Bug Fix] Fixed an issue that caused the Shaolin's “Failure” emote audio to stop playing when paired with the Thunderbolt and Frightening effect (FH-334)
  • [Bug Fix] Fixed an issue that caused the Berserker's “Mizar Chest” to have a missing texture on the interior side of the back piece of the tabard (FH-229)
  • [Bug Fix] Fixed an issue that caused the Nobushi’s “Raven Kusanami Shaft” to not display team color properly (FH-222)
  • [Bug Fix] Fixed an issue that caused the Berserker’s “Hallvard Arms” paint pattern, symbol and embossing to not be displayed properly (FH-593)


MISCELLANEOUS



PC


  • Steam Controller input will now display Xbox Controller UI Icons, consistent with all third party controllers. Note that the Steam Controller will still work as expected




TALES OF REBELLION - PART III



Hello Warriors,

Tales of Rebellion will be returning for the Part III! This event starts on Thursday, January 7th. Get ready to participate in all three activities and use the final version of the Draconite weapon to defeat the Order of Horkos. The rebellion will last until January 28th.



Here is a recap of the three activities:

RESCUE : Capture points to move forward while protecting Ilma, the blacksmith. Conquer the map back from the Warmongers!

PILLAGE : Kill minions to gain Draconite crystals and bring them back to the deposit zone to gain points. Secure 1000 points before the Order of Horkos does to win.

OVERTHROW : Defend the blacksmith while she forges a Draconite weapon. Use the exotic weapon to defeat the Horkos leader.

Players have the opportunity to earn 30 Tiers of gear and loot including a new Battle Outfit, Emblem Outline, Ornaments, and a Chimera Mood Effect. There will be also new weapons to loot!

We’ll see you on the battlefield!

FROST WIND PARADE



After patiently waiting and sipping on your favorite holiday beverage of choice with Gryphon, the Frost Wind Parade is finally here!

Starting today December 17th, until January 7th, For Honor’s limited-time holiday event Frost Wind Parade is live.

Throughout the entire event warriors will once again be able to enjoy Ice Brawlers, a game mode in which players Brawl on a sheet of ice that breaks over time. To be victorious, Warriors will need to vanquish their foes while at the same time being careful not to fall off the ever-shrinking icy battleground.

During the event, players will have the opportunity to loot holiday-themed battle outfits, mood effects, and ornaments from random drops at the end of all matches during the event. Warriors can also purchase exclusive Illustrious Outfits and Executions inspired by the holiday gift giving spirit.

Go forth warriors, polish your warmest armor, sharpen your favorite weapon, and join the Frost Wind Parade. May it be jolly and with many ledges.