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 by being damaged or CCed (punch, kick, shield bash, etc.) or blocking/parrying 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.
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 gaining Revenge, the Hero gains a 120 HP Shield and a 30% damage bonus. You also gain almost complete Hyper Armor and little to no Guardbreak Vulnerability during any attack moves. 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. You cannot refill the meter until the current phase of Revenge is over.
How to Gain RevengeEdit
Revenge can be gained from receiving damage to health, being hit by a Stamina draining move (most Crowd Control moves), and by blocking or parrying incoming attacks. Blocking or parrying are 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).
You don't start to gain Revenge until you are tagged by multiple enemies. An enemy tags you once they hit you or their attack is blocked/parried by you. Tags per enemy lasting 5 seconds and can be refreshed. 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.
You also gain more Revenge the more tags that you have:
- 1v2: 60% of damage taken, blocked or parried.
- 1v3: 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.
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 Attacks: Attacks fill the Revenge meter.
It is good to note that the auto-parry window of Revenge activation has a 100ms start-up and a 900ms active phase. This active phase though can be interrupted if a Hero performs a guard switch.
- 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.