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Executions are the designated cinematic finishing moves in For Honor. While in duel modes they are purely cosmetic, executions can play a crucial role in one's chances of victory in team fighting modes.


To activate an execution, one must kill an enemy Hero with a heavy attack, then using one of the four inputs an execution is bound to. Some Heroes will have exceptions where they can perform executions from other methods, but those are few and far between. Executions cannot be performed outside Guard Mode or during certain special heavy attacks, such as the Valkyrie's sweep follow up.

Every Hero starts with two default executions, with more that they can purchase from the store with Steel, the in-game currency. A Hero can have up to four Executions equipped at any time to use during a match.

Pros/Cons of Executions

A successful Execution will remove the executed enemy's ability to be revived, on top of extending their respawn timer by three seconds. It will also replenish the Executioner's health in co-ordination with the length of the time it takes to remove the enemies ability to be revived, along with fully restoring their Stamina.

However, during the animation, the Executioner is left vulnerable, so the executioner must be strategic, either choosing a quick execution if they wish to prevent revive, a longer execution if they wish to heal, or alternatively not executing at all.


Executions are interruptible (see below), only becoming successful when they reach their "climax," displayed through a distinct sound effect, along with other visible factors, such as when the executed Hero has lost their arm or head or when they've been gruesomely stabbed or slashed during the execution. On the UI, this climax can be seen when the respawn indicator for the target is replaced with a red skull. Most emote effects make it more clear when an execute is successful, with a flared animation occurring at the "climax." As long as this climax is not reached, a Hero can still be saved from being executed, falling to the ground as a rag-doll ready to be revived instead.

Health & Stamina

Although Stamina regain is momentarily stopped while performing an Execution, a successful Execution will fully restore the Executioner's stamina.

Successful Executions will also heal the Executioner, with each Execution having a defined amount of health regain of either 20, 35 or 50. Executions with a longer duration (kill time speed does not factor in) typically grant the 50 health heal.

Feats & Perks Interactions

There are Feats and Perks that will interact with executions.

  • The Feat "Executioner’s Respite" increases the base heal value by 50%. This increases the base healing values to 30,52.5 and 75.
  • The Hitokiri's Unique Feats interact with Executions, particularly Tainted Gift and Spirit Shroud.
    • When a Hero marked by the Feat "Tainted Gift" is executed, the Executioner and all nearby allies of the Executioner will be healed for 50 Health.
    • Upon Executing an enemy Hero, the user of the Feat "Spirit Shroud" will gain a 15% damage reduction from all enemy attacks. This lasts until the user dies.
  • The Perk "Devourer" heals the Executioner an additional 15 Health.
  • The Perk "Head Hunter" grants the Executioner an additional 4 maximum health for each unique enemy Hero executed, up to 16 bonus max health.
  • Opposite of benefiting from an Execution, the Feat "Last Laugh" will trigger if the user is not killed by an Execution, dropping a high damage bomb at their feet.
  • Similar to Last Laugh, "Auto Revive" will allow the user to Revive after a delay if they are not executed on death.


Heroes can be interrupted while performing their Executions. If the Execution is interrupted before the "climax," the target of the Execution can still be revived and the Executioner does not receive the benefits of the Execution. However, if interrupted after the "climax," the Executioner will simply be bumped out of the Execution animation while retaining all the benefits of the Execution, including removing the target's ability to be revived.

There are a number of ways to interrupt an execution.

  • Any sort of damage whether it is from an attack or a feat; it does not matter if the damage is done by a Hero, Soldier, or Captain, as they all can interrupt the execution. However, damage over times will not continuously prevent a Hero from Executing a target.
    • This only applies to damage done by enemies, not allies.
  • Bashes and Guardbreaks will stop the execution from happening
  • If the Execution physically impedes the act of picking up a Tribute or climbing a ladder, any Hero that attempts to pick up the tribute or climb the ladder will shove the Executioner aside and interrupt the Execution.
  • Certain attack moves will shove nearby Heroes out of the way.

Revenge offers super armor to the user, which prevents the Executioner from being interrupted during an Execution, even from Guardbreaks. Hitokiri's Feat Deliverance and Conqueror's Feat Uninterruptible can be used to grant the user Uninterruptible Stance during an Execution, making them Uninterruptible from all attacks except Guardbreaks and Bashes.

A Hero can also not perform an Execution by either unlocking from Guard Mode, performing a Dodge or waiting for 3 seconds to pass. This may be more variable when in a Teamfight or trying to fulfill an Objective as quickly as possible.

Heroes' Executions


  • Backstab* = does this Execution have a separate animation for executing enemies from behind?
  • Kill Time: Time taken for execution to be confirmed; has visible and audible trigger
  • Duration: Time taken for the execution to play-out (if the execution can be cancelled, earliest cancel time added after slash "/")
  • Use this information for charts


Name Visual Backstab* Kill Time (sec) Duration (sec) Heal (hp)
Hilt Strike No 2.1 s 4.5 s 35 hp


Name Visual Backstab* Kill Time (sec) Duration (sec) Heal (hp)
Skull Cracker Rdex (1).gif No 2.1 s 4.5 s 35 hp


Name Visual Backstab* Kill Time (sec) Duration (sec) Heal (hp)
Beheader Kex1.gif No 2 s 3.3 s 20 hp

Wu Lin

Name Visual Backstab* Kill Time (sec) Duration (sec) Heal (hp)
Typhoon Punishment Typhoon_Punishment No 2.5 s 5.5 s 50 hp


  • As shown above, some Executions can also be performed from behind (unofficially called "backstab"). If not, the Execution will turn the body to face towards the executioner at the start of the execution or mid-way. This is entirely cosmetic.
  • A select number of executions can be cancelled midway. These executions are unique since they are split into two parts, where the cancel-able portion is a cosmetic animation. Heroes who have executions that can cancel are Lawbringer, Shaman, Peacekeeper, Centurion, and Aramusha.
    • Lawbringer's "Oh Come On!" can be canceled comparatively early on in the execution animation, at around 4.7 seconds of the Execution's 9 second animation. All the other cancel-able executions cancel near the end.
    • Centurion's "Veni Vidi Vici" is considered like other one-part executions, lasting 4.7 seconds and having a 35 health heal. However, the executed target will continue to go through with a death animation after the Centurion's Execution is over, for a total of 9 seconds. The Centurion is not bound to an animation as Lawbringer is in "Oh Come On!".
  • Shugoki, prior to the changes in his Hyper Armor passive, was the only Hero able to execute enemies even when being hit by Minions, without the aid of Revenge or a Feat. This is because Minions did not consume his Hyper Armor passive, allowing him to execute undisturbed.
    • As of the Vortiger update, Shugoki's Hyper Armor passive has been removed in favour of an Uninterruptable Stance on most of his attacks, removing his ability to pull off Executions in a minion wave at any time.