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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 bashed (punch, kick, shield bash, etc.) or blocking/parrying/dodging incoming attacks. Take note that, while it can provide a means for a player to triumph in an outnumbered situation, the goal of Revenge is to help the player stall the opponents until reinforcements arrive.

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, super armor on all moves and a few additional perks. Be aware, Revenge can only be filled up when you are outnumbered, and cannot be gained in situations where you outnumber the enemy or are at the same number of fighters.

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. A player can also tell how close they are to being able to activate Revenge by looking at the opponent's health bar icon as the shield next to it will fill up around the edge; when the shield glows, the enemy can activate revenge.

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 due to having less health. Feats and perks do not affect how much Revenge meter has to be filled.

Upon activating Revenge, 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. After the activation, you will enter a Revenge state for 7.5 seconds with the following traits:

  • Gain a 120 HP Shield
  • 30% Damage Buff
  • Complete Stamina recovery and Infinite Stamina
  • Super Armor on all actions: hyper armor and complete guardbreak vulnerability during said actions
  • Your Guardbreak ignores the Guardbreak Invulnerability of your opponents, allowing you to interrupt them mid-chain
  • All attacks are Enhanced, making Light attacks and typically interruptible attacks uninterrupted even if blocked. These attacks can still be superior blocked.

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. What Revenge tags are will be addressed below.

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/dodging incoming attacks. Parrying is the most effective means of gaining Revenge, while taking damage is the least effective. Stamina draining moves and other designated 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; however, these bash moves are given such Revenge feed as they tend to guarantee additional damage for the opponent and their allies due to their crowd control effects. Damage overtime such as Bleed 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 Dodge Invulnerability (i-frame) portion of the dodge. This is the same window as the Deflect window on Assassins, and only fills a minimal amount of Revenge.

You don't start to gain Revenge until you are tagged by multiple enemies in an outnumbered fight and you have more tags than the opponent you are fighting. 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. Even if the enemies pace their attacks to prevent feeding Revenge, this system allows a Hero to effectively fend off multiple enemies through stalling.

As noted above, 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 have players with different numbers of tags at different parts of the fight. 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; Having no tags is treated as the same as having one tag:

  • 1 more tag than the opponent: 60% of damage taken, blocked or parried.
  • 2 more tags than the opponent: 80% of damage taken, blocked or parried.
  • 3 more tags than the opponent: 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 relocking onto a new opponent. This also means that players cannot gain Revenge if they are out-of-lock.

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.

Miscellaneous[]

Breach[]

In Breach, the Commander and Guardian will have access to Revenge, although it is only the activation and not the additional buffs associated with it. Both units will build it up passively as they engage in a fight, even if facing a single opponent; the Guardian builds Revenge this way a lot more than the Commander. Much like player Heroes, these units can gain more Revenge from fighting multiple enemies and activate it more often.

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 via pushing them out of to a ledge or against other AI units.

The Guardian buff also grants effects resembling Revenge and its state. See more about the buff on the designated Guardian page.

Revenge Modifiers[]

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

  • Aegis: Increase shield health by 20%, increasing Revenge shield health to 144.
    • Take note that the Revenge shield health cannot exceed the Hero's own health, thus Heroes with less than 144 health will benefit less from this perk.
  • Vengeful barrier: gain a 25 health shield for 15 seconds when exiting revenge
  • Supersonic: gain bonus movement speed and uninterruptible sprint. Continues for 10 seconds after Revenge.
  • Thrilling Comeback: when activating Revenge, heal 20 health.

Trivia[]

  • 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 outnumbered 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).
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