
Steam news
Full Steam announcements and update articles for this title.
For Honor’s newest Hero, Arakure, is coming to Heathmoor on July 23. Born into a life of crime, she has always hated the Samurai, especially after her brother was killed by an Orochi guard after a heist gone wrong. Now, she seeks to deface the statue of Khatun during the Samurai Feast to show them that they aren’t untouchable. She’s a brawler willing to do anything to achieve her goals.
Here’s what you need to know about Arakure’s gameplay:
Faction: Samurai
Role: Assassin
Weapon: Tonfas
Playstyle: Strike Meter & Target Swap Specialist
Scrappy: She’ll poke your eyes, step on your toes – whatever it takes to get her way
Firecracker: She’s short-tempered, explosive, fast, volatile, and fearless
Brazen: She takes on the world with an irreverent gaze; loud and defiant, she makes no apologies.
The Metal Trials throwback event is also returning to Heathmoor. A limited-time PvE game mode, you’ll have to face waves of enemies to earn rewards. The throwback event will last for three weeks, and the difficulty will increase each week. Rewards for the Metal Trials throwback event include:
Black Armor Sets retrofitted for all heroes
Black weapon sets
Event reward retrofits including an Outfit, two colour swatches, two Embossings, and Emote
For Honor is also hosting another round of Hero Fests, which are a week in which a specific Hero is unlocked for all players, earns double XP, and features new executions.
Berserker - August 20
Virtuosa - August 27
Jormungandr - Sept 3
The popular limited-time event Starter Dominion is making a comeback, running from July 23-August 6. It features the same core rules as Dominion, in which two teams fight to control the battlefield by capturing and keeping three objective points, but without Gear Perks to keep gameplay fresh and focused on skill. Unlike past iterations of Starter Dominion, the mode will feature Stamina, Feats, and Revenge. There will be five maps in rotation:
Quiang Pass
Citadel Gate
River Fort
Canyon
Temple Garden
Don’t miss Arakure’s debut on July 23. Play For Honor on Steam today!
MAY we offer you a look at our Roadmap?
On top of an XP Fest headed your way, check out what else we have in store this month! 📅
BALANCING CHANGES
SPRINT SPEEDS
In Dominion, being able to rotate quickly to contest objectives and maximizing renown is important. Certain Heroes were too slow when sprinting, which discouraged rotations and made these Heroes less useful in a team. To mitigate this, we've increased the sprint speed of the slowest characters by ~8%.
Affects:
Conqueror
Kensei
Highlander
Sohei
Note that this does not impact Shugoki as they have access to Super Sprint.
PINNING PROJECTILES
We are making a change to pinning projectiles. These were designed to ensure additional attacks could be performed, but this meant we couldn't have them abide by the typical Anti-Gank rules. While these will now provide damage reduction appropriately, we've loosened up the rules to ensure it is always possible to land an extra attack, unless the victim was already in 2nd hit-stun.
Affects:
Gladiator's Boleadoras
Centurion's Vainglorious Pugio (new Tier 3 Feat)
AFEERA
Gravity's Pull can now be dodged 400ms before the hit (up from 300ms)
Speeding Comet changes
Can now be dodged 400ms before the hit (up from 300ms)
When performed at close range, now gains Full Block at 400ms (up from 0ms)
When the feat also triggers Fleet Foot, the attack gains Full Block after running for 400ms (up from 0ms)
When the feat also triggers Fleet Foot, Fleet Foot's minimum duration is now 400ms (up from 200ms)
\
Since Gravity's Pull and Speeding Comet are fast unblockable moves accessible from neutral, we've adjusted the amount of time players have to dodge these moves in line with similar moves/Feats.
We also adjusted when full block is active during Speeding Comet as it was too easy to use in reaction to attacks from neutral. With these changes, it should remain a strong tool to engage from further away while toning down its effectiveness in close-up scenarios.
BERSERKER
Health increased to 130 (up from 125)
\
Berserker relies on trading to get their offense started, but with the more recent changes to bring the Hero back more in line with other Heroes, their lower Health total made trading riskier. This should give the Hero an edge on trading and starting their offense with less risk.
BLACK PRIOR
Reduced the Stamina drain for holding Bulwark Stance to 3.5/s (down from 5/s)
\
Bulwark Stance's defensive properties are not as strong as other similar defensive stances, requiring a commitment to get stronger defense. Black Prior's Tier 2 feat also relies on entering and staying in Bulwark Stance, and our recent changes to Stamina drain while in defensive stances had a bigger impact on Black Prior than desired.
CENTURION
Eagle's Talons damage reduced to 28 (down from 30)
Feats
New Tier 1 Feat - Amplified Roar
Passive: Lion's Roar Finisher now unbalances enemies
New Tier 2 Feat - Eagle's Windfall
Passive: After landing an Eagle's Talon, reduce enemies' Attack and increase ally movement speed
Enemies deal 20% less damage for 10s
Allies gain 20% movement speed for 10s
New Tier 3 Feat - Vainglorious Pugio
Active: Throw a projectile that Binds. Performing a Legion Kick on the Bound target unbalances them. Deals 15 damage, 120s cooldown
New Tier 4 Feat - Refined Phalanx
Active: Give all allies a moderate amount of Shield and Cleanse negative status effects. Grant 50 Shield for 10s, 180s cooldown
Default & Alternate Feats have been adjusted
Default Feats:
Tier 1: Body Count -> Amplified Roar
Tier 2: Inspire -> Eagle's March
Tier 3: Second Wind -> Enhanced Pugio
Tier 4: Catapult -> Refined Phalanx
Alternate Feats 1:
Tier 1: Bounty Hunter (no change)
Tier 2: Haymaker -> Inspire
Tier 3: Pugio -> Second Wind
Tier 4: Stalwart Banner (no change)
Alternate Feats 2:
Tier 1: Rush -> Body Count
Tier 2: Centurion's March -> Executioner's Respite
Tier 3: Sharpen Blade (no change)
Tier 4: Phalanx -> Catapult
\
We are revamping Centurion's Feats to be more focused on his signature moves.
Amplified Roar is meant to give more utility to Lion's Roar and set up ganks more effectively.
Eagle's Windfall is built to give Centurion's Eagle's Talon dual purpose: When used in a team fight, it should tilt the scales in favor of Centurion's team by giving a Defense debuff to their opponents. While being used in a gank, grant extra speed to let Centurion's team rotate faster to their next engagement.
Vainglorious Pugio is meant to make ganks more accessible and easier to set up.
Refined Phalanx now has a unique ability to Cleanse all negative status effects for Centurion's team while also giving them more survivability.
While this affects Centurion's main Feats, we also had to adjust the Hero's alternate Feats.
Centurion's March has been underperforming, and was replaced by Executioner's Respite as it fits better with Centurion's identity.
We are also removing Haymaker and replacing it with Inspire; Haymaker is causing too many issues with balancing and Inspire fits better with the Hero's identity as well.
With all these new Feats bolstering his kit, we're toning Eagles Talons down slightly and will continue to monitor it + similar moves.
CONQUEROR
Sprint Speed increased by 8%
GLADIATOR
Boleadoras now respects hit-stun rules.
If the victim was idle, they will enter 1st hit-stun and gain 25% damage reduction for subsequent hits if the attacker differs.
If the victim was already in 1st hit-stun, they will enter 2nd hit-stun and receive 75% damage reduction for subsequent hits, regardless of the attacker. Unlike traditional 2nd hit-stun, victims can be pinned again by other attackers.
If the victim was already in 2nd hit-stun, the projectile will not bind.
HIGHLANDER
Health increased to 130 (up from 125)
Offensive Form Lights are no longer Enhanced
Sprint Speed increased by 8%
\
Highlanders tend to trade a lot in Defensive Form, and his Health was on the lower side for trading Heroes, so we're increasing it slightly to make the Hero safer.
Offensive Form Light attacks are 400ms and Enhanced, and this makes them overly strong in multiple situations. We're removing the Enhanced property to make them less effective, especially when repeatedly used back to back.
HITOKIRI
Health increased to 130 (up from 125)
Sankotsu now has more forward movement
\
Hitokiri is a character that relies on trading with opponents to deal damage. We're increasing their Health slightly to make it a bit more favorable to do so.
Sankotsu is not matching our expectations as a roll catcher as well as a peeling tool, so we're increasing it's forward movement to give the Hero more reach during these situations.
JORMUNGANDR
Serpent Smite's now gains Uninterruptible Stance at 500ms (up from 400ms)
Hamarr Slam now gains Uninterruptible Stance at 100ms
Hamarr Slam now deals 28 damage (down from 30)
The Shield gained by Hamarr's Favor is now 20 (down from 25)
\
Serpent Smite is overperforming as a trading tool; by making the Uninterruptible Stance activation 100ms later, it should be trickier to use in certain situations and make Jormungandr easier to interrupt.
Hamarr Slam's overall weakness is that is easily peelable; due to the damage, Shield gain and ease of access, this felt like correct drawback to the move, but unfortunately this has proven to lead to the move having less usability as we would like it to have. We are thus modifying these components to increase the potential usage of the move, while reducing the other effects (lower Shield gain and lower damage) to compensate for the Armor gain.
JUREN
Lion's Pounce can now be interrupted on block.
Reduced the Stamina drain for holding Indomitable Stance to 2/s (down from 5/s)
\
Juren's side dodge attacks are very strong and differ from the cast as they are not as easy to counter due to their varying speeds. This creates situations where attackers must deal with an extra layer of reads when facing Juren.
With this change, when Juren dodges to the side and initiates an attack, players can place their block in the direction of the dodge; if the attack is a tapped version, it will be blocked and give the player frame advantage, while if it is the held version, players still need to deal with the attack as a feintable attack. This should help tone down the mixup from Juren and give attackers a better edge when fighting him. We'll keep an eye on this aspect, as well as other aspects of the Hero, to see if further changes are needed.
Indomitable Stance is weaker than most other defensive down stances, so we've adjusted the Stamina drain that occurs when holding it.
KENSEI
Sprint Speed increased by 8%
KHATUN
Fear and Fury Stance can now be cancelled into a dodge at 300ms (down from 500ms)
Zone Attack now has 433ms Guardbreak Vulnerability (up from 100ms)
\
Fear and Fury requires a large commitment, especially in team fights. We want to give it a bit more flexibility, so we're allowing dodge to be performed slightly sooner during the move. We will continue to monitor this to see if other adjustments are needed.
The Guardbreak Vulnerability window on Zone Attack was lower than intended. This has now been fixed.
LAWBRINGER
Side Light attacks are no longer Enhanced.
Top Heavy Opener now deals 23 damage (down from 25)
Top Heavy Chain now deals 24 damage (down from 26)
Top Heavy Finisher now deals 27 damage (down from 28)
Impaling Riposte is now feintable
\
Lawbringer has been overperforming, and we're toning the Hero down to bring the Hero's performance more towards expected levels.
The Hero's damage curve was too high, and Heavy attacks dealt too much damage, especially with guaranteed damage off Swift Justice, which also resets Lawbringer's chain.
Side Lights used to be Enhanced as Lawbringer struggled to open their opponents. This is no longer the case, so we're removing the property.
In the past, Impaling Riposte gave opponents a guaranteed parry when performed after a Heavy Parry. Now, by being feintable, even though the move doesn't force a reaction since it isn't unblockable, opponents will now have to guess if they want to capitalize on what looks like an easy parry.
NOBUSHI
Zone Attack (2nd hit) now costs 10 Stamina (down from 20)
Zone Attack (2nd hit) now applies Bleed that stacks (used to not stack with other Bleeds)
\
We're pushing some changes to Nobushi's Zone Attack to make it more usable, as well as fixing an issue where the 2nd hit's Bleed wouldn't stack.
OROCHI
Zone Attack can now cancel its recovery into a dodge at 200ms (up from 100ms)
\
Orochi's Zone Attack could be cancelled into a dodge quite early, and this gave the move more survivability as intended, especially by external opponents. This should put the move more in-line with other recovery cancels.
PEACEKEEPER
Dagger Cancel is now Unblockable when performed off a Top Heavy attack.
Feats
New Tier 1 Feat - Crossbow Wound
Active: Fires a crossbow that deals direct Bleed damage.
Deals 1+10 Bleed damage over 10s, 30s cooldown
New Tier 2 Feat - Bleed Armor
After a Hit on a Bleeding target, gain a Defense buff for a short duration.
Grants 25% damage reduction, 10s duration
New Tier 3 Feat - Sanguine Serrations
Active: Attacks apply Bleed. Passive: Hit a Bleeding target to reduce the Feat's cooldown.
Attacks deal an additional 10 Bleed over 5s. Active for 12s, 150s cooldown.
When hitting a Bleeding opponent while the Feat is on cooldown, the cooldown is reduced by 5 seconds.
New Tier 4 Feat - Induced Fear
Active: Nearby enemies receive a Defense debuff. Duration resets when killing enemies.
Reduces Defense by 30%, active for 20s, 180s cooldown
Default & Alternate Feats have been adjusted
Default Feats:
Tier 1: Bounty Hunter -> Crossbow Wound
Tier 2: Fiat Lux -> Bleed Armor
Tier 3: Crossbow -> Sanguine Serrations
Tier 4: Fear Itself -> Induced Fear
Alternate Feats 1:
Tier 2: Thick Skin -> Fiat Lux
Alternate Feats 2:
Tier 1: Conqueror -> Bounty Hunter
Tier 3: Sharpen Blade -> Punch Through
\
The Dagger Cancel changes aim to solve two problems.
Peacekeeper can struggle to pressure opponents externally because she requires her opponents to be Bleeding to be able to engage. While she has one of the best peel options in the game, this requires opponents to actively engage, and if they are being very defensive makes it difficult for Peacekeeper to be active during combat. By giving her access to a conditional Unblockable Dagger Cancel, the Hero can now apply Bleed in a more consistent manner and helps her be more active during combat.
Dagger Cancel from Top Stance is underperforming; opponents can block Top and beat both the attack AND dagger cancel, and they both are parried at the same timing. This change now forces opponents to make a read and risk a parry on an attack that is not normally worth parrying, and this should create new venues for Peacekeeper to open up opponents.
We are also revamping Peacekeeper's Feats to focus more on Bleed and its interactions.
As a Tier 1 Feat, Crossbow Wound gives Peacekeeper another way to apply Bleed, in a relatively easy way.
Bleed Armor is a new Feat that gives Peacekeeper more defense when hitting Bleeding targets; with Bleed becoming easier to apply, she should gain a significant survivability boost during team fights.
Sanguine Serrations is an improvement over Sharpen Blade; Peacekeeper can now apply Bleed more easily, which lowers the cooldown of Sanguine Serrations significantly, which then in turn lets her apply Bleed more consistently.
Finally, Induced Fear allows Peacekeeper to keep her Defense debuff for longer if she manages to land killing blows on her opponents.
We've also adjusted her alternate Feats to give Peacekeeper better choices that are more in-line with her Bleed focus.
PIRATE
Guaranteed Pistol Blast now deals 4 damage (down from 5)
Pistol Blast (after Walk the Plank) now deals 15 damage (up from 5)
Walk the Plank now deals 12 damage (down from 24)
\
Pirate has been overperforming at all skill levels since the buffs to Cavalier Dance and Walk the Plank.
Walk the Plank especially has been a strong tool in Pirate's arsenal when near walls, as she could land the move then release the victim into a wall splat that guaranteed an extra Heavy's worth of damage. To diminish this interaction, we're adjusting the damage curve so that Walk the Plank deals less damage up front and now requires a Pistol Blast to deal more damage, rather than front-loading the damage on Walk the Plank itself.
We're also lowering the damage of the Guaranteed version of Pistol Blast to deal slightly less damage; this change is small but amounts to significant amounts of damage over the course of a match.
RAIDER
Stampede Charge now costs 30 Stamina (down from 40)
Reaping Charge now gains Uninterruptible Stance at 400ms
Finishers can now chain to Raider's Fury
\
We're adjusting Stampede Charge's Stamina cost to align its usability with similar moves. Reaping Charge is slow and cannot be feinted, so now it has uninterruptible stance to make it a bit easier to use.
Raider could already extend their chain using Storming Tap, but this tends to lead to Heavy Finishers not being used as often as we'd like because the pressure from Storming Tap makes more sense in many situations. With the ability to chain to Raider's Fury after Heavy Finishers, this gives the Hero a new route to extend chains and gives more purpose to their Heavy Finishers.
SHAOLIN
Qi Stance Lights now deal 12 damage (down from 14)
Sun Sweep Follow Up now deals 20 damage (down from 24)
\
Lowering Qi Stance Light's damage to make these moves slightly less oppressive for their properties.
Sun Sweep Follow Up now deals less damage as a drawback for the safety of the move.
SHUGOKI
Charge of the Oni Stamina cost per second reduced to 15 (down from 25)
\
Shugoki is the only Hero with a low sprint speed that didn't get their base sprint speed adjusted. To compensate, we've reduced the Stamina cost for using Charge of the Oni allowing faster rotations on the map at the expense of a bit less Stamina.
SHINOBI
Super Sprint Stamina cost on activation increased to 10 (up from 0)
\
Although the effect is minor, by repeatedly de/activating Super Sprint it was possible to maintain some of its benefits without having the Stamina drain. This is the same behavior as Shugoki's Charge of the Oni.
SOHEI
Heavy Openers now gains Uninterruptible Stance at 500ms (up from 400)
Mad Monk now gains Uninterruptible Stance at 500ms (up from 400)
Sprint Speed increased by 8%
\
Sohei has been performing better with their recent changes, but their Uninterruptible Stances initiated too early, giving Sohei too much safety when using these attacks. We're pushing their timing back by 100ms to make it easier for opponents to interrupt Sohei, and to remove certain interactions where Sohei could feint after taking a hit and getting a guaranteed Guardbreak on opponents after a trade.
TIANDI
Side Dragon Dodge is now vulnerable to Guardbreak for 533ms (up from 400ms)
Side Dragon Dodge can be performed from side dodge from 200-500ms (up from 200-300ms)
Zone (1st hit) now costs 20 Stamina (down from 30)
\
We're fixing the Guardbreak Vulnerability of Side Dragon Dodge to match other slow dodge attacks (like Jiang Jun and Warmonger). If the attack is performed as early as possible during a side dodge, it will be vulnerable for a total of 733ms.
Similarly, we're increasing how late you can perform the move during side dodge for the same reasons.
Lastly, we're reducing Zone Attack's Stamina cost to make it slightly more useable even when feinted or soft feinting to Dragon Kick.
VIRTUOSA
Sidesways Misdirect can now be performed during side dodges from 200ms to 400ms (down from 200ms to 600ms)
Holding Posture now drains 5 Stamina per second (down from 7 per second)
\
We initially had a longer window during dodge to perform Sideways Misdirect for input comfort. However, this allowed Virtuosa to avoid certain mix-ups by delaying their attacks later, so it was reduced to standard values.
Posture is having its Stamina drain reduced to match standards. Unlike most other Defensive Stances, Virtuosa spends Stamina to exit Posture with attacks (except when dodging out of it). So for now, similar to Valkyrie, we won't be adding an extra cost on entry, but we will be monitoring this closely.
WARMONGER
Light Opener Attacks are now Enhanced
Vicious Impale Claw on unbalanced Out-of-Stamina opponents now deals 10+32 Bleed damage (up from 10+20 Bleed)
Beast of Prey now deals 22 damage (down from 24).
\
We had initially changed Warmonger's Opener Light attacks to remove the Enhanced property as we wanted the Hero focus more on other venues of opening-up opponents. While this worked, it also limited Warmonger's ability to use Vicious Impale and removed a route to open-up opponents. We're reverting the change to allow Warmonger more diversity in how she can be played and can pressure opponents.
Vicious Impale Claw has an issue where performing it on unbalanced opponents limits the damage output of Warmonger. We've increased the amount of Bleed damage this attack deals to ensure the tradeoff isn't too drastic.
Beast of Prey's damage is being reduced to be in line with similar slow dodge attacks.
FEATS
Last Laugh now deals 20 to 100 damage (down from 20 to 140)
\
We previously nerfed Last Laugh's damage, but it still is too rewarding at being able to one-shot the vast majority of the cast. With this, it should no longer one-shot opponents above 100 Health.
Corruption: Damage-per-tick reduced to 8 damage (down from 10)
\
Corruption's damage output is some of the highest in the game and makes the effect too strong. We're lowering the damage output of Corruption so it is less frustrating to fight against and is more in-line with other Feats.
BUG FIXES
BALANCING
Afeera: Fixed an issue that caused Orbiting Shield to debuff allies when hit.
Pirate: Fixed an issue that caused Trick Shot to debuff allies when hit.
Shinobi: Fixed an issue that allowed Super Sprint to be activated 300ms earlier than intended.
CENTURION
Fixed an issue that allowed Jab to be guaranteed after a Charged Heavy (Opener/Finisher).
CONQUEROR
Fixed the Fireworks Mood FX VFX remaining after the end of an execution.
GRYPHON - THE SCORCHING HERALD LEGENDARY SKIN
Fixed missing unique Faction VOs when equipping the Scorching Herald Skin on Gryphon.
JUREN
Fixed a VFX when performing Juren's execution Chair Slam while Feat 4 God Among Men is active.
Fixed an issue with the Po Jun chest not taking Material on the legs.
LEADERBOARDS
The player's Top % ranking is now visible in the Leaderboard pages.
LOCALIZATION
Fixed an incorrect translation for the perk Rapid Refresh in Spanish and Latin America Spanish.
This week’s Warrior’s Den focused on Title Update 2 for Year 10 Season 1: Glory, marking the return of For the Creed, For Honor’s Assassin’s Creed crossover event. Alongside the event, the update introduces new Hero Skins and bundles, a returning limited‑time game mode with a slew of lootable rewards, additional content, and a new balance rework.
Here’s a recap of what’s coming with TU2.
For a more detailed breakdown on what is coming in For Honor, we recommend watching the VOD of the Warrior’s Den.
As part of For Honor’s 10th Anniversary celebrations, the beloved For the Creed event returns as a limited‑time event, running from April 23rd to May 14th.
First introduced in 2018 as the first crossover event, it has since become one of For Honor’s most recognizable throwback events. The Year 10 version expands on previous editions, bringing Assassin’s Creed–themed content across every layer of the game, including cosmetics, brand new landing pages, gameplay visuals such as minions, and a dedicated event mode inspired by the conflict between Assassins and Templars.
Title Update 2 adds three new Assassin’s Creed Hero Skins, inspired by characters from Assassin’s Creed Shadows and Assassin’s Creed Valhalla:
Naoe the Swift for Shinobi
Yasuke the Brave for Shugoki
Eivor Wolf‑Kissed for Berserker
Each Hero Skin features custom voice lines, recorded with special care to the original material: Naoe and Yasuke have been voiced by the returning original Japanese actors from the game Assassin’s Creed Shadows while Eivor’s dialogue is performed entirely in Icelandic, one of the language closest to the one created for the original game, reinforcing the character’s origins from Assassin’s Creed Valhalla.
Hero Skins will be available individually or with bundle options offering additional exclusive content:
Assassin’s Creed Shadows bundle includes both Naoe the Swift and Yasuke the Brave Hero skins, as well as the bundle exclusive Iga’s furriest illustrious outfit. This bundle unlocks the Iga’s Furriest illustrious outfit for all Heroes in your roster.
Assassin’s Creed Ultimate bundle, that includes all contents from the Shadows bundle, along with the Ezio Auditore and Eivor Wolf-Kissed Skins. This bundle also unlocks four Assassin’s Creed themed executions for all Heroes in your roster too.
The new Assassin’s Creed’s themed executions introduced alongside the Hero Skins will be available as part of the Assassin’s Creed Ultimate bundle but also as standalone offer in the COTW from April 23rd to May 14th:
Naoe’s Vengeance
Yasuke’s Oath
Eivor’s Ardor
For the first time, Assassin’s Creed Hero Skins retain their signature weapons during those 3 new universal executions. Other heroes using these specific executions will temporarily switch to the associated Assassin’s Creed weapons for the duration of the animation.
The Assassini e Templari game mode returns from April 23rd to May 14th!
Based on modified Dominion rules, the event mode is available in Citadel Gate, River Fort and Beachhead, all three updated with Assassin’s Creed visual elements and iconic characters. Each team needs to capture lanes to summon an opposing commander, either Ezio Auditore or Cesare Borgia, and earn points by defeating them. Be on high alert to protect your own commander, blocking the enemy team from scoring an additional 300 points!
For the duration of this event and in the event game mode only, all Heroes will have access to the iconic drop attack animation, allowing attacks from elevated positions throughout the match.
While Assassini e Templari is live, players can unlock Assassin’s Creed’s themed rewards by completing event matches: lootable rewards include the Battle of Heroes, Valhalla Quest and the Animus Project Battles Outfits. The Ruler of the Masses Elite Outfit will also be lootable.
Several effects are also available, including Vitruvian Hero, Welcome to Valhalla, and Templar Synchronization. Players will also be able to loot the Heroes of Heathmoor and Synin’s Wings Ornaments and event‑exclusive weapon customization.
A Free Event Pass is also available for the duration of the event, bringing back Assassin’s Creed crossover rewards and introducing special weapons for Shinobi, Shugoki, Berserker, and Peacekeeper. Progress can be earned by playing Assassini e Templari or completing Daily Orders.
A time‑limited event leaderboard tracking players performances within the mode will be available for the duration of the event.
Outside the event, the Arena of Echoes TU1 map realization joins matchmaking for a limited time:
Brawl: May 14th to May 28th
Duel: May 28th to June 11th
Title Update 2 also includes a Shinobi Hero Trial, allowing the hero to be played for free for a week, from April 23rd to April 30th.
Upcoming Hero Fests are also scheduled and will be as follows:
Highlander – May 21th
Zhanhu – May 28th
Warden – June 4th
A new balance rework will go live with TU2, continuing ongoing adjustments to hero performance and combat systems. Full details will be available in the patch notes that will go live tomorrow on the season’s launch, on April 23rd.
New For Honor 10th anniversary merchandise is now available via the Ubisoft Gear Store, accessible at
https://ubisoftgearshop.com/collections/for-honor
Check out the highly requested Larry Fan’s club T-Shirt, the 10th anniversary embroidered hoodies or the Factions Mugs. Show off your favorite game with this brand new line of comfy and easy-to-wear collection:
For the Creed begins April 23rd, alongside the launch of Year 10 Season 1 Title Update 2. Connect to join the time-limited event, weekly Arcade Quests, Event Orders, and more. As a friendly reminder, we encourage you to check out the VOD on our Twitch channel, where you'll find a more in-depth look at what's to come.
We’ll see you on the battlefield, Warriors.
The flowers have begun to bloom, so that means we can reveal our April Roadmap!
Introducing Seasonal Leaderboards, letting players track their performance in Events and Ranked, compete with friends, and see how they stack up against the community.
Spectator Camera - Auto Mode
Inventory size: we are increasing the inventory size limit from 60 to 120 items so you can now enjoy more storage space for your hard-earned loot!
Loadout Copy: you can now copy an existing loadout directly to another slot so it's easier to replicate your favorite setup.
Outfit Purchase: you can now purchase a full outfit directly from an outfit item's page so it's easier to get that one Ornament you've been looking for.
Traversal Emotes We're introducing Traversal Emotes - emotes that keep playing even while you move. Unlike standard emotes that stop when you walk or run, these let your hero stay animated as you navigate the battlefield.
Introduce an "Equip All" button in each customization section. With a single click, the chosen customizations are applied uniformly to all areas.
Bounty Hunter healing is now 16 (down from 20)
Longbow damage is now 40 (down from 50)
Neptune's wrath damage is now 40 (down from 50)
Javelin damage is now 40 (down from 50)
Boleadoras damage is now 20 (down from 25)
Flaming Arrow damage is now 10+40 fire damage (down from 20+40 fire damage)
Last Laugh damage now ranges from 20 to 140 (down from 25 to 150)
Black Prior's Bulwark Stance
Conqueror's Full Block Stance
Juren's Indomitable Stance
Kyoshin's Kaze Stance
Valkyrie's Shield Tackle Stance
Virtuosa's Postures
Warlord's Full Block Stance
When performed in Top Stance, Deadly Feint is now Undodgeable.
Horizon Spin stamina cost is now 20 (down from 40)
Bulwark Stance entry stamina cost is now 6 (down from 10)
Bulwark Stance now costs 5 stamina/second after being held for 1 second.
Umbral Shelter (Tier 4 Feat) Shield amount per pulse is now 20 (down from 50)
Umbral Shelter Shield duration is now infinite (up from 3s)
Full Block Stance entry stamina cost is now 6 (down from 10)
Full Block Stance now costs 5 stamina/second after being held for 1 second.
Crashing Shield Crush stamina cost is now 30 (down from 60)
Crashing Apprehension now has more forward movement
Zone attack (1st hit) stamina cost is now 20 (down from 30)
Zone attack (2nd hit) stamina cost is now 10 (down from 20)
Bamboozle can be performed after Sprint Attack on Hit/Block/Miss (instead of just after Miss)
Chains from 300 to 500ms on Hit / Block.
No change to the chain timing on miss (from 100 to 400ms)
Bamboozle no longer stuns
Slightly reduced the movement of Bamboozle (attacker & victim) to better match the animation visual.
Chain Heavies damage is now 26 (up from 25)
Top Stance Mangetsu damage is now 24 (up from 22)
Top Stance Endless Myriad damage is now 24 (up from 22)
Left/Right Stance Mangetsu (Charged) damage is now 28 (down from 30)
Left/Right Stance Endless Myriad (Charged) damage is now 28 (down from 30)
Sankotsu now gains uninterruptible stance
Starts at 400ms and lasts until end of strike.
Spirit Shroud (Tier 3 Feat) now provides 25% damage reduction (up from 15%)
Fatal Swirl stamina cost is now 20 (down from 60)
Dou Shi's Swirl stamina cost is now 20 (down from 30)
Hamarr Slam damage is now 30 (down from 32)
Hamarr's Favor (Tier 2 Feat) Shield is now 20 (down from 40)
Hamarr's Favor Shield duration is now infinite (up from 5s) and can now stack
Indomitable Stance entry stamina cost is now 6 (down from 10)
Indomitable Stance now costs 5 stamina/second after being held for 1 second.
Peace Breaker damage is now 14 (down from 16)
Peace Breaker now chains to Titan's Strike, Titan's Rampage, Havoc Unleashed, Havoc Harbinger at 2200ms (up from 2100ms)
Crown Breaker damage is now 0 (down from 5)
Unstoppable Force hit is now at 800ms (up from 700ms)
Unstoppable Force's area of effect on minion is reduced by approximately 15%
Unruly Destruction damage is now 22 (down from 24)
Devastating Jab now has less backwards movement when done while holding back input
Devastating Swing now has less backwards movement when done while holding back input
Defiant Stab block recovery is now 700ms (down from 800ms)
Defiant Swipe block recovery is now 700ms (down from 800ms)
Titan's Strike block recovery is now 700ms (down from 800ms)
Titan's Rampage block recovery is now 700ms (down from 800ms)
Last Man Standing now provides 20% defense buff (down from 25%)
Last Man Standing now provides 20% damage buff (down from 25%)
God Among Men now provides 35% defense debuff to all enemy heroes (down from 40%)
God Among Men now provides 25% defense debuff to all ally heroes (down from 30%)
When Superior Blocking with a Dodge, the following Dodge Attack now has Unblockable and Uninterruptible stance.
Starts at 100ms, lasts until end of strike.
Nature's Wrath now has Uninterruptible stance.
Starts at 500ms, lasts until end of strike.
Kaze Stance entry stamina cost is now 6 (down from 10)
Kaze Stance now costs 5 stamina/second after being held for 1 second.
Kagerou (Feat 1) bleed damage per attack is now 3 (down from 4)
Astral Manifestation (Staff) damage is now 55 (up from 50)
Astral Manifestation (Axe) damage is now 55 (down from 70)
Heavy finishers are now undodgeable
Thread of Fate (Feat 3) cooldown is now 45s (down from 60s)
Infection (Feat 4) cooldown is now 100s (down from 120s)
Zone attack (1st hit) stamina cost is now 10 (down from 15)
Zone attack (2nd hit) stamina cost is now 10 (down from 15)
Zone attack has slightly less forward movement on the 2nd and 3rd strikes.
Sickle Rain revenge gain is now 20 (down from 30)
All Sickle Rain Stabs revenge gain is now 4 (down from 10)
Sprint attack Light damage is now 16 (up from 15)
Sprint attack Heavy damage is now 20 (up from 16)
Sprint attack Heavy now has uninterruptible stance
Starts at 400ms and lasts until end of strike.
Light Opener damage is now 12 (up from 9)
Heavy Opener damage is now 27 (up from 23)
Front dodge Yamabushi Style damage is now 16 (up from 9)
Front dodge Yamabushi Spirit damage is now 20 (up from 16)
Front dodge Yamabushi Spirit now has uninterruptible stance
Starts at 500ms and lasts until end of strike.
Side dodge Yamabushi Style damage is now 16 (up from 11)
Side dodge Yamabushi Spirit damage is now 14 (up from 11)
Side dodge Yamabushi Spirit now has uninterruptible stance
Starts at 400ms and lasts until end of strike.
God Hand Light damage is now 16 (up from 11)
God Hand Heavy damag is now 14 (up from 11)
God Hand Heavy now has uninterruptible stance
Starts at 100ms and lasts until end of strike.
Seven-Force Strike damage is now 72 (down from 95)
Soul Soother (Feat 2) healing reduced to 80 health (down from full health)
Shield Tackle Stance now drains 5 stamina per second after 1 second of being held.
Posture now costs 7 stamina/second after being held for 1 second.
Zone attack stamina cost is now 20 (down from 30)
Zone attack stamina cost is now 20 (down from 30)
Crashing Charge stamina cost is now 30 (down from 40)
Full Block Stance entry stamina cost is now 6 (down from 10)
Full Block Stance now costs 5 stamina/second after being held by 1 second.
Qiang Pass: Fixed an issue where Player could land out of playable area, after dropping from a zipline near the minion lane.
Fixed an issue where killing your own minions gave points to the enemy team. This should resolve issues with certain feats, such as Titan's Tier 1 "Expendables" and Nuxia's Tier 2 "Caltrops"
Fixed an issue where opening Heroes section with a full inventory triggers an FPS drop
Fixed a visual bug on Lawbringer when unlocking after Impaling Riposte.
Fixed an issue that prevented Centurion's Heavy Charged hit reactions from being interrupted during the first 500ms.
Fixed an issue that prevented Shaman's Predator's Mercy from landing during a specific timing of a falling animation.
Fixed an issue that caused alternate feats to display in the wrong order.
Fixed an issue with mismatched models for Gao Lei's Keepsake ornament on Sohei & Varangian Guard.
Fixed an issue where the Kyoshin hasn't the Sylvan Detachment, to the follow executions:
Welcome to our 10TH Year! Join us in the celebration as Cycle of War launches on March 12.
We started this Year reveal with panache! If you have missed the Y10 Reveal trailer which unveil the Yearly Roadmap, you can check it out HERE.We presented the updates planned for our Season 1 during our first Warrior’s Den of Year 10 and we are even more excited to confirm For Honor will continue past Y10. This is an amazing milestone we are honored to celebrate with you and thanks to you, our glorious warriors.To celebrate this 10th anniversary, the reputation 100 is now achievable with the exclusive execution “Look at my trophy” as a reward.For more details we suggest checking out the VOD for Y10 Reveal Warrior's Den Livestream.Raider, April 2nd
Sohei, April 9th
Centurion, April 16th
The following heroes will be reworked with various changes: Aramusha, Gryphon, Jormungandr, Shinobi, Virtuosa, Warden, Warlord, Black Prior, Conqueror, Gladiator, Hitokiri, Sohei and Juren
The following feats have also been reworked: Bounty Hunter, Longbow, Neptune’s Wrath, Javelin, Boleadoras, Flaming Arrow and Last Laugh
The race to beat the Jorogumo is ON! Warriors from across Heathmoor have set aside their differences to stand shoulder-to shoulder - united against the freakishly sized mythic arachnid.
Assemble your team and get ready to fight back...quickly! We'll be hosting a 3-week contest to determine which team defeats the Jorogumo in the fastest time; for honor (pun), glory, and in-game items! At the end of each week, the event's difficulty will increase, so stay sharp!Contest rules, submission instructions, and prize details are below.Looking forward to your submissions!The team with the fastest time each week will be awarded the following prizes:(1) Exclusive Gold Ornament
(1) 3-day Champion Status
4 XP Boosts
1 Scavenger Crate
Must be 18 years old to participate
Screenshot the post-game results screen with your time visible in-game after completing the event (example below)
All entries must be submitted via Reddit, Instagram, and Twitter (X) using the hashtag #FHJorogumo
If contacted, provide your Ubi username to Community Manager
Any entries posted without the #FHJorogumo will not be considered
Submit your fastest time screenshot before the end of each week by 5PM EST. Any submissions sent for the previous week's difficulty will not be considered past this deadline and once the new difficulty level has started.
Only 2 submissions per week per players are allowed, make sure to choose them well!
NOT ALLOWED: Cropped or incomplete screenshots:
Example:Good luck to all, and we'll see you on the battlefield.
Patch Notes 2.60.1 - FOR HONOR
IMPROVEMENT
Menus - Heros page
It's now possible to change the loadout preview directly from the character selection and Character customization screen by using RB/LB/Q/E buttons or the mouse (with added input button).
User Interface
Allies health bar will now be displayed in the team VS widget at the top. This option can be disabled through an option in the game menu.
BALANCING CHANGES
GLOBAL STAMINA DAMAGE CHANGES:
The following attacks will no longer deal stamina damage or pause stamina regeneration:
AFEERA:
Heat Death
ARAMUSHA:
Push Back Kick
BLACK PRIOR:
Horizon Spin
Tenebris Rising
Hawk's Charge
CENTURION:
Legion Kick
Jab (un/charged)
Parry Counter
Lion's Roar (all hits)
CONQUEROR:
Charging Shield Crush
GLADIATOR:
Bamboozle
Zone (1st hit)
Counter Jab
Sucker Punch
Skewer Wall Stagger Follow Up
GRYPHON:
Gryphon's Shove
Veteran's Kick
JIANG JUN:
Mighty Kick
DID NOT change Dou Shi's Choke.
JORMUNGANDR:
Jotunn Gift
KENSEI:
Pommel Strike
KYOSHIN:
Aoarashi
Sajin- Arashi
NOBUSHI:
Kick
RAIDER:
Stampede Charge (from Sprint) & Wall Stagger Follow Up
SHAMAN:
Predator's Hunger
Predator's Mercy
WARDEN:
Shoulder Bash (un/charged)
WARLORD:
Headbutt / Headbutt Riposte
Shield Counter
Crashing Charge (from Sprint) & Wall Stagger Follow Up
WARMONGER:
Preying Claw (un/charged)
ZHANHU:
Subduing Blow
EXCEPTIONS:
All Heroes' Throws
Jiang Jun's Dou Shi's Choke
Raider's Controlled Throw
\
This is the continuation of ongoing improvements across the cast. We want to stay away from mechanics that prevent player actions or favors inaction. However, we didn't target Throws with these changes, so every Hero still has a way to deplete a low stamina opponent if the opportunity presents itself. As for the other exceptions, we will monitor their performance and adjust in the future if needed.
KHATUN:
Khatun can now follow a successful Deflect with Frightful Kick by pressing Guardbreak.
Ultimate Authority Hit Recovery has been reduced from 700 to 600ms to leave Khatun frame advantaged on hit.
Relentless Peace Hit Recovery has been reduced from 1700 to 1600ms to leave Khatun frame neutral on hit.
\
We want to address some of the main concerns Khatuns face without over-compensating and making the Hero too strong.
First - Kathun will now be able to Frightful Kick from Deflect. This will give players a clear option against chain attacks with uninterruptible stance.
Second - Ultimate Authority now ends with Khatun in frame advantage, allowing them to continue their offense after landing it. As for Restless Peace, it is now frame neutral (it used to leave Khatun at a disadvantage).
With these changes, Khatuns should still think about which outcome they want without feeling too penalized for it.
PIRATE:
Cavalier Dance now only has 166ms parry window.
The new parry window is from 400ms to 566ms (instead of 400 to 600)
Note that the LAST frame before the hit was removed. Not the first one.
Walk the Plank now only has 166ms parry window.
The new parry window is from 566ms to 733ms (instead of 566 to 766)
Note that the LAST frame before the hit was removed. Not the first one.
\
At the highest level, Cavalier Dance & Walk the Plank are not effective at opening the opponent's guard, as players can react to them (and their feints) earlier than expected. The goal behind this change is to test if this approach can resolve the issue. By removing the last frame of parry, it should make it an even playing field for players of all levels.
If this change does not work, we will look at other avenues, such as polishing or reworking the animation.
SHAOLIN:
Sun Sweep no longer chains on Miss.
Sun Sweep Miss Recovery has been reduced from 800 to 600ms.
\
Shaolin is overperforming. Sun Sweep should now be more risky to perform when not feinted. To compensate, the opponent won't be able to Dodge into Guardbreak as a punish.
SHUGOKI:
Headbutt (from Chain & Front Dodge) no longer chains on Miss.
Headbutt (Front Dodge) Miss recovery has been reduced from 700ms to 600ms.
\
Shugoki is also overperforming. With this change, a good read by the opponent will allow them to go on offense instead of risking losing to the chain armor attacks. To compensate, the opponent won't be able to Dodge into Guardbreak as a punish.
KYOSHIN:
Light Finishers are no longer undodgeable.
Light Finishers damage has been reduced from 16 to 14 damage.
\
Kyoshin is overperforming, more so at low levels. We reduced the damage on Light Finishers to be more in line with the rest of the cast. In addition, by removing the undodgeable property on Light Finishers, Kyoshin's will have to rely more on Heavy Finishers to prevent opponents from dodging. This will slow the pace of the fight slightly and reduce the incentive to rely only on quick Light attacks.
SHAMAN:
Improved the trajectory of numerous attacks to match with the improved animations:
Light Openers, Chains & Finishers
Heavy Openers & Finishers
Wild Cat's Pounce
Zone Attack
Predator's Mercy
Wild Cat's Swiftness
The following attacks will hit external enemies at a slightly different timing:
Top Light Opener: Now hits at 433ms from 400ms
Right Light Opener: Now hits at 433ms from 400ms
Top Light Chain: Now hits at 433ms from 400ms
Left Light Chain: Now hits at 433ms from 400ms
Top Heavy Finisher: Now hits at 733ms from 700ms
Left Heavy Finisher: Now hits at 800ms from 966ms
Right Heavy Finisher: Now hits at 733ms from 700ms
Zone Attack 1st hit: Now hits at 433ms from 466ms
Zone Attack 2nd hit: Now hits at 200ms from 166ms
Wild Cat's Swiftness Left: Now hits at 466ms from 433ms
\
Shaman is doing okay, but their attacks have very little reach. We improved the animations so we could give these attacks slightly more reach, helping Shamans be more impactful in teamfights.
BUG FIXES
Heroes
\ Fixed an issue that caused that the player receives unnecessary fire damage in second adventure of "The Crimson Offensive"
\ Fixed an issue where; the AoE circle are missing when enemies are afflicted by the poison of Warmonger's 1st and 4th feat.
\ Fixed an issue where; the patterns are misaligned on Aramusha's Gyoukei Chest.
\ Fixed an issue where; the Berserker has smaller eyes with Asmundar and Rikiwulf helms
\ Fixed an issue where; the Alternate Gladiator has wrong thigh positionning on Horkos Throne
\ Fixed an issue where; Kyoshin's Kihaku Chest Back doesn't take Colors and Paint Patterns on a cloth piece
\ Fixed an issue that caused Warmonger's Breach of Prey attacks to be harder to dodge than intended, and that caused them to hit earlier than intended.
\ Fixed an issue where; the embossings don't cover entirely; the Sohei's left arm shoulder pad.
Maps
\ Fixed two separate issues in Market Town where Players could access Out-of-Bounds areas.
Ubisoft Connect
\ Fixed an issue where The game description in the Ubisoft Connect app page is written in English when using Japanese, Korean, Chinese Simplified interface language.
The Warrior's Den returned on June 11th to kick off For Honor's latest season: Y9S2: Defiance, set to launch on June 12th. With a brand-new theme, exciting content updates, visual upgrades, and the beginning of the competitive circuit, the show laid out a packed roadmap. This season will also feature Hero Fests for Black Prior, Medjay, and Warlord, giving players the chance to explore these heroes with unique bundles and free week access throughout the season. In addition, the fan-favorite Hyper Duel throwback event is making a return this Title Update, bringing back intense 1v1 action. For more details, we suggest checking out the VOD for the Y9S2 TU1 Warrior's Den Livestream.
Entering the Age of Defiance
Year 9 Season 2 introduces a narrative shift, with the focus moving away from the advancing Khatun forces. Instead, Defiance centers on a pirate---the new hero skin, Captain Coalheart---and his crew aboard The Lonecrow. Coalheart sets out to claim a hidden treasure left behind after a violent storm forced the Horkos leader, Vortiger, to abandon his stronghold.
The new Free Event Pass, Crashing Waves begins June 12th and ends July 3rd. This pass builds on this pirate theme and includes cosmetics like The Lonecrow's Crew battle outfit, the Captain's Flag mood effect, and the Crimson Sea Coin ornament. These items immerse players in the maritime tone of the season.
Cosmetics and Content
Seasonal content arrives in waves. Launching on June 12th, the game will receive a new hero skin, Captain Coalheart available for the Pirate Hero, the Y9S2 Battle Pass and a Legacy Pass return from Y5S2, themed around extreme heat and hallucination. We also looked at the upcoming seasonal weapons.
The Battle Pass features abyssal-themed cosmetics like the Abyssal Scourge outfit, Jackdaw's Shanty emote, and the Beggar's Treasure execution to only name a few.
The Legacy Pass items are equally enticing and will include the Heavenly Mirage and Shriveling Mirage battle outfits, a paired emote (Head to Head), and a haunting execution called Mirage of Encirclement. And much more!
On the fashion side, Viking heroes will receive all-new armor variations, which were shown off in detail. These new looks carry forward the raw, rugged energy of the North.
Converted Map: A New Battlefield
We have reimagined the Canyon battlefield into a converted map, launching alongside the season update. The transformation reflects the ongoing evolution of Heathmoor---war banners signifying the Khatuns' presence. The canyon now hides Vortiger's lost treasure, setting the stage for fierce new encounters in Dominion, Brawl and Duel.
Behind the Visual Curtain: QoL and Graphics Updates
This season introduces technical improvements that enhance For Honor's visual fidelity. A new system called Skin Sub-Surface Scattering (SSSS) improves how light interacts with character models, especially visible on exposed skin. Alongside that, dynamic wind effects and improved water physics bring more life to environments. These upgrades contribute to a more immersive experience on the battlefield.
Testing Grounds: Defensive Dodge Properties Update
This season's Testing Grounds segment focused on both assassin and non-assassin heroes. Updates included: all side deflects on front dodge for all assassin heroes and stance change in the dodge direction mechanics for all non-assassin heroes. As always, the Testing Grounds invite feedback from the community before any changes are finalized for live play.
Competitive Play Returns: Triple Threat Circuit
The Triple Threat competitive circuit is back with high stakes and new structure. The first two qualifiers kick off on June 21st and 22nd, with points being introduced to determine the best of the best across the season. The tournament follows this format, we start with the 4v4 Dominion in season 2, followed by the 2v2 Brawl in season 3 then we conclude our competitive circuit with the 1v1 duals in season 4. This format promises fierce battles across a broad meta of various heroes.
Patch Notes and Balancing
We shared details on the latest balance patch notes to reaffirm our commitment to transparent balancing as the game evolves. We encouraged players to use the Bug Reporter for tracking any ongoing issues. The full details are available in the official Patch Notes article - come back tomorrow to read the full list of changes within the Patch Notes!
Y9S2: Defiance sets a bold course forward, focusing on what happens after the storm of conquest. With its thematic depth, rich cosmetics, and competitive energy, this season invites players old and new to set sail, claim treasure, and test their might in a world reshaped by chaos.
Stay tuned, warriors --- See you on the battlefield.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for FOR HONOR™, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main FOR HONOR™ statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
Browse related Steam game intelligence pages and categories.