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Revenge is a mechanic in For Honor that functionally helps a player to fend against multiple enemies, especially when they play strategically. This is done by filling the Revenge meter that is displayed around your personal Emblem. You can fill the meter by being damaged or CCed (punch, kick, shield bash, etc.) or blocking/parrying/dodging incoming attacks.

Once the meter is filled, the player can activate Revenge, auto-parrying all attack enemies on activation, together with granting a shield, a damage buff and HA on all moves. Be aware, Revenge can only be filled up when facing multiple enemies, and cannot be gained in 1v1 situations.

One can visually tell if an enemy is in Revenge due to the slight orange-yellow glow they emit, together with the shimmering sound made when they are in the mode.

Base Stats

The more base health a Hero has, the more "damage" they need to take or avoid in order to fill their Revenge meter. ie. Shinobi has an easier time gaining Revenge than Lawbringer. Feats and perks do not affect how much Revenge meter has to be filled.

Upon activating Revenge at full meter, the Hero will enter a 900ms auto-parry phase that will parry all incoming attacks during the duration (the activation has a 100ms start-up). This active phase though can be interrupted if a Hero performs a guard switch or an action. Upon this activation also, you will gain a 120 HP Shield and a 30% Damage Buff. You also gain almost complete Hyper Armor and little to no Guardbreak Vulnerability during any attack moves; on top of that, your Guardbreak ignores the Guardbreak Invulnerability of your opponents, allowing you to interrupt them mid-chain. You gain infinite Stamina for Revenge's duration, bringing you out of Exhaustion if you activated Revenge during Exhaustion. Your attacks are also Enhanced, making Light attacks and typically interruptible attacks uninterrupted even if blocked.

Revenge lasts for 7.5 seconds after the initial auto-parry phase. You cannot refill the Revenge meter until the current phase of Revenge is over, although you can still receive or lose Revenge tags during it.

How to Gain Revenge

Revenge can be gained from receiving damage to health, being hit by a Stamina draining move (most Crowd Control moves), and by blocking/parrying incoming attacks. Parrying is the most effective means of gaining Revenge, while taking damage is the least effective. Stamina draining moves have a fixed amount of Revenge that they grant (30 Revenge), and because they do not typically deal damage, they are another means of gaining a lot of Revenge although the CC effect can make one vulnerable to another incoming attack. Damage overtime do not grant Revenge, although they can count as a Tag (check below).

Dodging also fills the Revenge Bar, but will only do so when you perfect-Dodge the attack, where you Dodge the incoming attack during the first few hundred milliseconds of the Dodge Invulnerability.

You don't start to gain Revenge until you are tagged by multiple enemies in an outnumbered fight. An enemy tags you once they hit you or their attack is blocked/parried by you. Tags per enemy last 5 seconds and can be refreshed, with your emblem pulsing if you have enough tags to gain Revenge. While this system allows a Hero to effectively fend off multiple enemies, the same enemies can prevent you from gaining Revenge by only having one of them attack you at a time.

Take note that you only gain Revenge in an outnumbered fight. If you are in a 2v2 fight, and all participants have 2 tags, no one will receive Revenge. This can get complicated in larger teamfights where you can players with different numbers of tags. As such, consider that you only gain Revenge from enemies who have less tags than you do.

You also gain more Revenge the more tags that you have:

  • 1v2 or 2v3 or 3v4: 60% of damage taken, blocked or parried.
  • 1v3 or 2v4: 80% of damage taken, blocked or parried.
  • 1v4: 90% of damage taken, blocked or parried.

As long as you stay locked on to an enemy, you will not lose your Revenge meter. However, if you are not locked onto an enemy, Revenge will start dissipating after 5 seconds at a rate of 20% of the full bar per second. It is possible to stop the Revenge bar from dissipating by reengaging in combat.

Enemy Heroes and the Commander are the only ones capable of applying Revenge Tags. All other Units will not create tags nor will they give you Revenge.



In Breach, the Commander and Guardian will have access to Revenge. For the Guardian, they will build it up passively as they engage in a fight, even if facing a single opponent. Fighting multiple enemies will cause them to build Revenge faster and activate it more often. For the Commander, they will build Revenge as other Heroes do, although like the Guardian, they can build it passively as they remain in combat.

Both of them will gain instant Revenge if they are pushed outside their designated territory; it can be reactivated as many times as the Guardian or Commander desires, as long as they remain outside their territory. This was implemented to prevent gameplay abuse.

Revenge Modifiers

A few feats and perks work around Revenge. Here is a list.

  • Vengeful barrier: gain a 25 health shield when exiting revenge
  • Supersonic: gain bonus movement speed and uninterruptible sprint. Continues for 10 seconds after Revenge.


  • Revenge used to grant damage reduction, but was removed due to being redundant with the presence of the shield.
  • Prior to changes to Revenge in Season 9's midseason patch, Revenge could be gained in 1v1 situations, though at a very minor rate compared to 1vX situations.
  • Prior to changes to Revenge in Season 11's midseason patch, Captains and Guardians could apply Revenge tags.
  • Prior to changes to Revenge in Season 16's midseason patch, the Revenge Bar was visible at the bottom left of the UI and there were no indications of when you would receive Revenge (having enough Revenge tags).