The black Prior"s RiposteNew HeroesHero ImprovementsBlack former GearNew Map: HarborYear 3 PassPatch Notes

For Honor: Vortiger

Mt. Ignis’ eruption sent out shockwaves with the lands. From the end of this chaos rises a dark sect lengthy forgotten. The black Priors were as soon as dark warrior of Apollyon and the ski Legion. ~ the fallen of the Blackstone, the black color Priors disappeared. Part say they were wiped out, others say they fled the lands. But now, as new chaos shakes the lands, the black color Priors re-emerge. Led by their grim leader, Vortiger, these warriors, unbound by chivalry, promise victory to the Knights...by any method necessary.

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Release Date: January 31, 2019


The black color Prior"s Riposte

Vortiger and the black color Priors have actually returned to assist defend Eitrivatnen against terrible odds! hit in a special occasion Game setting to get exclusive rewards only available during this event, march 14-28.

Watch Trailer Lore event Details

New Heroes

The black Priors are hefty heroes that wield the big kite shield and longsword. This dark agents fight alongside the Knights yet are totally free from the code of chivalry. Whatever victory’s cost, the black Priors will certainly pay the price. Once Apollyon’s faithful warriors, today they fight with their leader, Vortiger, reinventing your legacy and bringing new chaos to the battlefield.

View black color Prior

Hero Improvements

With the launch of Year 3 Season 1, the Shugoki, Peacekeeper and also Warlord, will receive major updates. These alters will not just refresh the suffer for these details heroes but aims to better the in its entirety balance of the game.

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Armor Weapons

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New Map: Harbor

The battlefield increases with one all-new Map: The Harbor.

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Year 3 Pass

Year of the Harbinger
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Patch Notes


The black color Priors space protectors the the battlefield. Master of the sword and shield, their an effective defense is your offense. Bulwark Stance allows them to block strikes from all directions and Bulwark counter can negate any kind of attack as lengthy as that is timed correctly.

Difficulty: Easy-Medium

Defense Specialist

Strong support Abilities

Special Capabilities

Bulwark Stance: unique Stance that blocks every incoming Attacks

Bulwark Slash: powerful attack that have the right to be Feinted

Bulwark Counter: Negates every opponents’ Attacks and also Unblockables. It does not job-related on safety Break.


The black color Priors landed on this port city on the shores of Lake Eitrivatnen to assist the Knights defend against their enemies.

The map is accessible in Dominion, Elimination, Skirmish, Brawl and also Duel.



Developer Comment: The score of this Shugoki enhancements is to permit the Shugoki to initiate combat, and also sustain it right into a mix-up allowing a possibly successful finisher. Further, Shugoki should have the ability to sustain pressure also after landing the Finisher (especially if done through Demon’s Embrace).

Uninterruptible Stance:

Shugoki’s distinct Passive Uninterruptible view no longer exists.

Instead, numerous of the Shugoki’s strikes acquire the normal Uninterruptible stance property.


Developer Comment: This element of the personality led to very passive and also defensive play wherein the Shugoki would wait because that an strike to ignore it and also land a guarantee Guard rest or irradiate Attack. V this change, us hope come encourage attacking and profitable the Shugoki with favorable trades utilizing its attacks’ Uninterruptible Stance.


HP lowered to 140 (from 160).


Developer Comment: Shugoki no much longer takes much more damage once its Passive Uninterruptible stance is gone (since that no longer has actually it), but his Demon’s embrace is currently a much more reliable method to heal himself, for this reason lowering his max HP felt needed.

Light Attacks:

Light attacks are currently 500ms (down indigenous 600ms).

Light strikes now acquire Uninterruptible Stance starting at 2


Developer Comment: At 600ms, the Shugoki’s Lights were too simple to parry, discouraging players from using them to initiate combat. Uninterruptible Stance must also assist them come to be very great at trading damages with opponents.

Heavy Attacks:

Can now completely charge the heavy Finishers to do them Unblockable.

Heavy attacks can now be feinted also after they’ve become Unblockable.

Can still press Guard rest to cancel them right into Demon’s embrace like before, but it is now feasible to cancel Heavies into it even after lock have become Unblockable.

Heavy attacks now get Uninterruptible Stance throughout the Strike.

Uncharged Heavy strike Openers Strikes are now 800ms (down native 1100ms).

Uncharged and completely Charged Strikes currently all cost 12 stamina to perform instead of having actually a base price of 12 and greater costs relying on the quantity of charge.


Developer Comment: The Shugoki’s Heavies provided to require substantial commitment with high stamina prices and small expectation that the mix-up working. V these changes, us hope to offer the Shugoki much more threatening chain and range in his assault approaches.


Headbutt is no longer guaranteed after ~ a Light.

Headbutt might now be performed after any type of Light attack Opener, Heavy strike Opener, or zone Attack, whether they HIT, miss or BLOCK.

Headbutt transaction 50 stamina damages (down native 80), stuns and allows a connect to heavy Finishers.

Headbutt no longer pushes the opponent away.


Developer Comment: The old Headbutt used to be a good disabling move, however it just succeeded in pausing the fight and also putting distance in between both players. The new Headbutt can be performed much more often, keeps the foe close and also encourages continuing pressure. The intentionally is the the complying with Heavy strike Finisher creates a dangerous mix-up the Heavy attack Unblockable, or feint into Guard Break, or soft-feint right into Demon’s Embrace.

Demon’s Embrace:

Demon’s embrace can just be perform by pressing Guard Break throughout a throw OR by cancelling any type of Heavy strike with security Break.

Has Uninterruptible Stance beginning at 500ms and hits as early on as 900ms (down from 1200ms) from brief range.

Now always heals because that 25 (down native 40) and deals 25 damages (down from 40).

The crucial health one-hit kill variation no much longer exists.

Completely now refills stamina on a successful hit.

No longer drains 40 Stamina native the target top top a effective hit.

Now prices 35 Stamina (down indigenous 45) and no longer deals damages to the Shugoki on miss (used to deal 60 Damage).

The tie on a effective hit have the right to now be interrupted by friendly and enemy attacks.

Demon’s adopt will no longer interrupt opponents throughout their Revenge Activation.


Developer Comment: Demon’s adopt has constantly been an iconic relocate for the Shugoki, but it was really hard to place in a 1v1 situation because it was straightforward to reaction to and the guaranteed hit after a throw forced a wall surface nearby. By enabling all Heavies to cancel right into it even after they become Unblockable and making it faster, it must do a far better job at punishing opponents’s mistakes.

We likewise wanted to remove the capability for one Shugoki’s Demon take on to cause a confirmed kill as soon as Shugoki had teammates around, so us made the move fragile to interruptions.

Zone Attack:

Zone strike is currently 600ms (down native 900ms)

Zone attack now benefit Uninterruptible stance at 400ms.

Zone strike is now a solitary strike – but this links to Headbutt and the hefty Finishers.


Developer Comment: We expect the enhanced speed and ability to flow into Finisher will make it an ext useful in group fights, and to close-in street to adversaries trying to remain out that range.

Sprint Attack:

Is now a optimal Stance attack.

Links to Headbutt and also the heavy Finishers.


Demon Ball:

Strike is now 800ms (down from 1200ms).


Feat difficult to Kill:

Damage Resistance when complete HP is now 0% (down from 20%)

Damage Resistance once HP is listed below 130 is currently 5% (down from 25%)

Damage Resistance when HP is below 100 is currently 10 % (down from 30%)

Damage Resistance once HP is below 70 is now 20% (down from 40%)

Damage Resistance as soon as HP is listed below 40 is now 30% (down indigenous 50%)


Developer comments: Hard to kill was a an excellent way to mitigate the increased damage taken once the Shugoki’s Passive Uninterruptible Stance to be on cooldown, but since it no much longer exists hard to Kill’s worths were way overtuned. Through lowering the values by 20%, us are basically offsetting them by the same portion of extra damage Shugoki provided to take as soon as he to be vulnerable.

Fixe an problem that led to the Shugoki to perform a 180 level rotation on self at the start of the charge of the Oni. We solved this while still letting the Shugoki readjust the angle of the move in a less jarring way.


Developer Comment: The goal of these Peacekeeper alters is to improve the capacity for Peacekeeper to carry out enough damages in striking, get kills, and get executions. Before Peacekeeper’s damages was lower in Season 6, she was very solid – currently that she has helpful Dagger Cancels, we’re make the efforts to discover that mid-point where damages is good enough, yet not quite as high as before.

Guard Break:

Guard break timing now enables 800ms Side hefty Openers to connect.

It is now feasible to carry out a Zone attack after a guard Break.


Developer Comment: Peacekeeper’s Guard rest wasn’t standardized through the various other heroes, so the just damage-dealing choice to execute after the safety Break was the Stab. Through the current alters you have now a full set of choices after a security Break: Stab, Side heavy Openers and Zone Attack.

Top Heavy strike Opener:

Top hefty Opener now deals 23 damages (up native 20).

Top hefty Opener is currently 900ms (up indigenous 800ms).


Developer Comment: The alters on the Top heavy Opener enable Peacekeeper to have a higher damage light Parry punish (without the being guaranteed on a safety Break).


Dodge strikes now transaction 17 damages (up indigenous 15).

Heavy attack Finishers currently deal 27 damage (up native 25).

Light assault Openers now deal 14 damages (up from 13).


Stamina Costs:

Deep Gouge now cost 12 stamina (down native 25).

Dagger cancel now price 6 stamina (down indigenous 10).

Zone attack stamina expense is now 40 because that the very first strike (down indigenous 60) and 20 for the 2nd strike (up from 0).


fixed an issue that caused the Peacekeeper to sometimes visually operation in place after performing a region Attack.

resolved an issue that sometimes resulted in the Peacekeeper to do a 360 rotation as soon as switching come Left view after prevent a hefty Attack.


Developer Comment: The goal of these Warlord enhancements is to eliminate the 1v1 strength of the Crashing Charge. We’re not happy with Out that Lock attacks being the defining feature of a personality in 1v1 situations, so right here we rather emphasize Warlord’s Locked combat ability by giving him brand-new chain options, and improving the simple attacks.

New Chains:

New chains added: Light > Light, and heavy > Heavy.


Light assault Finishers:

All irradiate Finishers are now 500ms (down indigenous 600).


Light strike Openers:

On a successful superior block, Light assaults now get Unblockable property 

Top premium Block light Opener now does 29 damage (up from 17) 

Side remarkable Block light Opener now does 25 damage (up indigenous 13) 


Crashing Charge:

Shield charge is now active only after ~ 500ms (down indigenous 300ms).


Headsplitter Leap:

Headsplitter Leap reaction is now Light (from Heavy) 

Headsplitter Leap transition come Headbutt is currently 100ms later 

Headsplitter Leap does not guarantee a Headbutt on block anymore. 


Zone Attack:

Zone strike is currently Undodgeable


Full Block Stance:

Entering full Block stance now costs 10 stamina (down from 15) 

Maintaining complete Block stance now costs 5 stamina per 2nd (up indigenous 4.5) 

When exiting complete Block view you no longer have a 4 seconds of stamina regen penalty 


fixed an issue that resulted in Parries attempts when exiting complete Block view to always miss.


Now only winning or shedding a match has an affect on your an individual Skill Rating.

To enable this change to have actually the proper impact on matchmaking, we room resetting the ability Rating that every player.

Developer comments: To boost the matchmaking accuracy, we’re update the methodology to calculation Player Skill. Now, just the win/loss will certainly be taken right into account, every the layers attached to the player end complement score (Kills, Renown, etc) have been removed. This change is efficient in every modes, both ranked and unranked. .


New Arcade Rewards

Weekly distinct Arcade: Pink Plasma Shock Effect.

Regular distinctive Arcade: altered Reality battle Outfit.

Developer comments: New rewards were included to the pool of Arcade rewards. They follow the exact same rules as before. If you currently looted every the Crimson conquest Effects, you will certainly start acquiring Pink Plasma Shock Effects. If not, they will be combined in the pool.

Trial Rewards Update

Added Ornaments and also Character signs for Wu Lin Heroes and Black Prior

Developer comments: If you have actually completed the demands to unlock these items, it have to be automatically added to her inventory.

New winter items!

New Winter-themed Mask outfits are now accessible for every heroes!

1 brand-new different legendary “Icy” Weapon is accessible for the 22 characters

New Gear

Discover new Legendary gear, for the Heroes that released prior to Year 1 Season 1 by looting and scavenging the battlefield:

1 brand-new Legendary Weapon.

1 legendary armor collection for Wu Lin Heroes.


The black Prior come with:

25 brand-new Weapons (different rarities).

12 armor to adjust (different rarities).


Developer comments: We added new weapon and armor variations enabling for even an ext customization alternatives for all of your heroes. Through the current release that the Wu Lin faction, they obtained one extra legendary armor set.


Following the neighborhood feedback, we modified the selection of Heroes come be display cased top top the main Menu come provide much more diversity. The black color Prior will be prioritize yet only during the first weeks of the Season.



Sliding under on a player or attacking a player sharing a ladder does not deal damage anymore. It just knocks the opponent off. Fall damages has no been modified.

Developer comments: Damage was applied inconsistently in this scenarios and also we think ladder conflict should not be a valid form of combat.



We slightly decreased the protective capabilities that Level 2 and 3 Bots. Players will certainly have an ext opportunities to land attacks and chains.


Added an choice to pick the wanted controller form in the control alternatives menu. Obtainable options: Auto, XInput, Directinput & Disabled

Developer comment: as result of multiple players running right into performance concerns caused by controller drivers and also how the game is collection to finding multiple input methods, we added the alternative to select the controller form used and force the video game to only accept inputs native this type.

The option should be kept at “Auto” if no worries are knowledgeable at all.



fixed an issue that led to the accomplishments to no unlock properly throughout matches as soon as the Renown level is reached by “Multiple Kills” or “Aces”.

solved an concern that resulted in the healing Points in Breach, the capture Zones heal in Dominion and also Health boosts to not cleanse Bleeding effects.

solved an problem that sometimes led to an attack to struggle twice when close come a wall.




resolved a visual issue with the Conqueror’s peak Light Attack.


Many computer animation were improved:

Attacks Heavy, every direction.

Chains hefty Infinite, all direction.

Chains irradiate Infinites, every direction.

Chains Heavy-Heavy-Heavy, every direction.

Feint come Light.

Feint come Heavy.

Dodge Forward heavy attack.


addressed an issue that brought about the Berserker"s earlier thrown to no unbalance the enemy if that bumps into an object.


resolved an issue that resulted in the sound impacts on the Kensei’s Side evade Heavies and the side Lights to cause too late during the moves.

addressed an concern that led to the Kensei"s Top hefty to no interrupt the Shaman"s "Predator"s Mercy".


solved an concern that caused the Orochi to cause the last used block stance after performing any kind of combat emote.


fixed an worry that brought about the deflect to no cause any type of damage to Hyper Armor.


addressed an concern that was resulting in the left Unblockable heavy of the Highlander to have actually less vulnerability come Guard Break. The now has 400ms vulnerability to Guard break (Up native 100ms).


resolved an concern that permitted the Shaman’s to snap to really far target by move target throughout her Light assault chain.

solved an problem that resulted in the Shaman to create the last used Block stance after performing any kind of combat emote.


solved an problem that sometimes resulted in the Aramusha come play a jump animation when switching stance to optimal after canceling “Rushing Wind”.


addressed an problem that was permitting the Tiandi’s “Palm Strike” to hit through railing.

solved an concern that was staying clear of the target the Tiandi"s “Palm Strike” to activate Revenge because that the full duration the the reaction. You deserve to now activate Revenge ~ 300ms (down indigenous 700ms).


fixed an issue that would allow an outside player to move the victim that “Jade Ballet”.

Jiang Jun

resolved an concern that sometimes allowed the Jiang Jun’s weapon come go v the wall before the “Environmental Block” is triggered.

resolved a visual problem that would reason the blood visual results to be counter after certain moves favor “Scheming Wind” and “Vigorous Sway”.

fixed an problem that caused the Jiang Jun’s “Dou Shi Choke” come behave inconsistently when performed in nearby quarters.


resolved an concern that caused the Jiang Jun’s “Benefaction” feat come not cause on the commanders in Breach.

fixed an issue that brought about the “Fire Trap” feat indicator to it is in delayed once the trap is set off by opponent already standing within its create area.

fixed an issue that led to the “Conqueror” feat come appear energetic when an enhancing the lamb in Breach.


resolved a visual issue that led to the weapons to be instantly sheath and also offset top top the Hero as soon as entering the Ballista.

solved an issue that allowed the Ballista projectiles to pass v some objects in Hallowed Bastion.

fixed an problem that resulted in the player to it is in teleported in ~ the Flag spawning location if the Flag is choose while the ram moves end it. Player will now only be pushed ago by the lamb now.



players are permitted to join a Tribute game currently in progression until the reaches 45 seconds instead of 30

addressed an worry that resulted in the supplying to drop as soon as performing a Counter strike without taking any damage.


solved an concern that resulted in the Bots to be can not to react correctly to the Kensei’s region Attack.


resolved an worry that led to the player to be kicked because that Inactivity if the controller is unplugged, before moving, at the start of match.



fixed an issue that brought about the blog post “Play Practice before joining a group” to be presented if an invite is accepted before reaching the key menu.

addressed an concern that sometimes led to the blog post “Waiting for group Leader” come be presented when the team Leader leaves.

fixed an issue that sometimes caused the team members to view an empty civilization Map instead of the Matchmaking screen.

fixed an issue that sometimes brought about the confirmation pop-up come not show up after editing and enhancing the Emblem.

solved an worry that sometimes caused the post Match timer to remain presented on the key menu ~ leaving the session.



solved an issue that caused the reputation 60 Effect, “Sulfuric Sparks”, to no be part of the call 60 Outfit.

alleviate the expression of the complete kill “Yasuraka” come give back control come the player much more quickly. The Health acquire from the execution remains the same.

resolved an worry that led to the call 50 summary to no be unlocked as soon as reaching reputation 50 ~ above the Wu Lin’s Heroes.

addressed an concern that led to the Orochi’s call 26 outfit come be lacking the Bonsai symbol.

solved a visual issue with the Conqueror’s “Death Card” emote.

solved a visual problem with the Gladiator’s “Rock, Paper, Scissors” emote.

solved an problem that led to the Berserker’s camera to it is in misaligned if performing the execution “Move that Along!”.

resolved an problem that brought about the Jiang Jun’s “Fly Swatter” execution to end up being offset if an allied passes in between him and the opponent.

fixed an problem that brought about the Lawbringer’s “Knock Knock” execution to become offset under certain circumstances.

addressed an concern that caused plenty of executions to be absent their controller rumble feedback when being perceived in the Hero Customization screen.


fixed an problem that led to Text chat information to appear in the event log after ~ entering any kind of arcade search alone.

fixed a crash that would certainly occur during the Faceoff screen if ambient Occlusion is set to HBAO+.

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solved an problem that would reason a crash once switching the display screen from a screen to a TV screen.