At the core of For Honor is war and fighting at its truest and deadliest form. Of all the heroes in the game, the one that embodies this principle the most is the Warmonger. Seeking to separate the wolf from the sheep, Warmongers leap into the fray and lash out at their enemies to provide pure domination.
If you haven’t caught on, For Honor is a hyper-realistic fighting game established by Ubisoft in 2017. The game is founded on an intricate fighting system based on historical manuals. Besides that, its roster of heroes and the community behind the game are massive and continue to expand yearly.
Learning how to play is a no-brainer if you want to enjoy this game. Luckily, that’s where this guide comes in. Read below to learn about the Warmonger, edgy, violent, and made-for war.
The Warmonger: Scions of Apollyon
The Warmonger in For Honor is a Vanguard hero that plays similarly to the Warden, another Vanguard hero. The Warmonger, however, has a few tricks up their sleeves that normal Wardens are unlikely to have. With different unblockable attacks, bleed damage, and oppressive feats, the Warmonger is the aggressive sibling of the Warden.
This aggressive fighting style keeps the Warmonger dominating in various team-based modes such as Dominion. Like the Warden, the Warmonger is a Vanguard hero in For Honor, one of four hero types that determine the properties of a hero in For Honor.
Playing Vanguard Heroes
Vanguards are the beginner class for For Honor and are the most balanced and beginner-friendly class. They represent the roles that most faction leaders in lore use and can hold their own in any situation in the game. Vanguards have balanced damage, stamina, and health, making them the perfect fill-in for any role.
Vanguards being so adaptable, are treated as solid picks in any team. They can hold their own against specialists despite any scenario as long as they are played well. As such, they can fulfill various roles, such as dueling, disruption, capturing points, and more.
They gain the most renown by capturing and holding points, winning outnumbered fights, and killing minions. They round out team compositions and create a dependable lineup. This makes them perfect for individual play or when you wish to go solo.
Vanguards are also easy to use as they do not have as many complicated mechanics compared to Assassins and Hybrid heroes. Despite this lack of complexity, they still deal moderate to good damage. They also have more health than most other classes, aside from the Heavy class.
Warmonger Hero Properties
The common core properties of a hero in For Honor are class, health, and stamina. In addition to this are their default guard direction and speed. These all come into play during combat as these resources you use up whenever you move or take damage. Below details some more specifics about the Warmonger’s properties.
The Warmonger has 130 health and has an average to slightly above average health pool. For reference, nearly all assassins, such as Peacekeepers and Shamans, have a health pool of 120. Meanwhile, most heavies have a health pool of 140. At the average range of health, you have the luxury of trading more hits with your opponent. With the right feats, you can also take more damage to keep you in longer fights.
The Warmonger also has 120 stamina to use up. Stamina in For Honor is used for moves such as attacks, which eat up stamina, especially if used in quick succession. You use them for nearly everything, from sprinting to dodging.
Bashes from enemies also deplete your stamina bar. Running out of stamina limits your speed and the number of moves you can make, making you a squishy and vulnerable target.
In comparison to other heroes, the Warmonger has an average stamina pool. Most characters have 120 stamina, with only a rare few having more.
Your default guard is static by nature. Having a static guard means that your Guard Stance stays and remains active in whichever direction you hold it in. This stays in the same guard even when doing actions such as performing dodges. Most heroes in For Honor have a static guard set up.
Now in For Honor, speed dictates several things in the game. It dictates how fast you can gank your enemies, as well as how quickly you can capture points in certain game modes.
Milliseconds dictate speed in the game, and your moves are performed in milliseconds while your movement speed is in in-game meters per second. Here are the different walking and running speeds for the Warmonger.
- Sprint Speed- 7 m/s
- Forward Walking Speed- 1.50 m/s
- Backward Walking Spee- 1 m/s
- Side Walking Speed- 1.50 m/s
By comparison to other heroes, you are on the below-average side. Most assassins have a sprint speed of 7.5 m/s with a forward walking speed of 2.5 m/s. At the same time, heavies share the same speed as you or are slightly faster at 1.75 forward walking speed. Your main goal is to hold points instead of running around the map.
Let us now move on to the attack properties of the Warmonger that defines their playstyle and moveset. As For Honor is a fighting game, this guide assumes that you are aware of the vocabulary used for certain effects.
We will include a quick definition at times to catch you up. The Warmonger class is best played effectively by remembering the following details.
Light Attack Properties
Your light attacks have properties that vary depending on if they come from the top, or the sides when you input the move. In terms of damage, opener side light attacks deal, and opener top light attacks deal 12 damage.
Each light attack has a speed of 500 ms and costs nine stamina. However, if they are the second light attack in a chain, also called a chain light, they deal 13 damage instead and can ledge opponents or throw them off cliffs.
Warmonger furthermore has a uniquely special property present in all their light attacks. All these light attacks are enhanced light attacks. This means that instead of resetting your attack chain, if your attack is blocked, you can keep attacking with the chain’s properties.
Heavy Attack Properties
Your heavy attacks have differing properties again, depending on whether they are top-heavy or side-heavy attacks. Top heavy opener attacks deal 27 damage and have a 900 ms speed. Meanwhile, side-heavy openers deal 24 damage but are 800 ms faster. Both openers cost 12 stamina.
Like the Warden, Warmonger has special heavy attack properties if they are finishers in an attack chain. As finishers, they are uninterruptible and have Hyper armor earlier than other Hyper armor attacks at 100 ms in.
This means that as soon as the attack is inputted, these attacks cannot be interrupted by being hit. Top heavy finishers deal 32 damage at 900 ms, while heavy side finishers deal 30 damage at 800 ms. Both cost 12 stamina per attack.
The Warmonger Moveset
The Warmonger’s moveset and mixups are detailed down below. As with any For Honor character, these moves are best used in conjunction with each other. Detailed below as well are the maximum punishes for the Warmonger to optimize damage in different scenarios.
The Warmonger Move List
Here are Warmonger’s moves. A series of attack chains, specific moves that can be thrown into the mix, and some unique moves.
- Vanguard’s Bane
- Tyrant’s Assault
- Warmonger’s Wrath
- Warmonger’s Bane
- Prey upon
- Beast of Prey
- Preying Claw (Stab and Slash)
- Vicious Impale
- On the Prowl (Sprint Attack)
- Zone Attack
We will discuss each of these moves down below. Remember to switch up these moves every so often to keep your opponent guessing. Here is a detailed list of these moves.
Vanguard’s Bane (Light, Light, Heavy)
Vanguard’s Bane is a callback to the same attack chain by the Warden called Vanguard’s Advance. This attack chain is a three-part attack. This is done with two light attacks into a heavy finisher. Depending on where you throw your heavy finishers, this move has a few variations.
The first variation depends on whether you finish the chain with a top or side-heavy finisher. A top-heavy finisher chain deals 57 damage and costs 30 stamina. The second variation of this chain is when you finish with a side-heavy instead. If you do so, you will deal 55 damage for 30 stamina. This variation is 100ms slower on the finisher.
Tyrant’s Assault (Light, Heavy)
Tyrant’s Assault again mirrors the Warden’s Guardian’s Assault and is the quickest attack chain in this list. This is done by inputting a light attack and immediately following up with a heavy attack. As always, this attack has a few variations. Your first is when you open with a light into a top-heavy finisher, dealing 44 damage for 21 stamina.
The second attack is if you finish with a side heavy, dealing 42 damage at the same stamina cost.
Warmonger’s Wrath (Heavy, Heavy)
Your Warmonger’s Wrath parodies the Warden’s counterpart again and is your double-heavy combo. All variations will cost 24 stamina, but your damage values will change depending on your opener and finisher.
A top-heavy opener into a top-heavy finisher deals 57 damage, with 55 damage if finishing from the side. A side-heavy opener deals 54 damage when ending with a side-heavy, and 56 if finishing from the top. This combo deals serious, consistent damage and is your usual go-to chain.
Warmonger’s Bane (Heavy, Light, Heavy)
Your final attack chain is similar to Warmonger’s Wrath but with a light chain inserted. As your attacks are enhanced, as long as you end your attacks with a heavy, your chains are guaranteed. This attack costs 33 stamina for all variations and adds 13 extra damage to any variation coming from Warmonger’s Wrath.
Prey Upon (Forward Dodge, Heavy )
Prey upon is your top heavy dash attack. This forward dash deals 20 damage at the cost of 12 stamina and starts 300 ms – 600 ms into the dash. This dash attack is undodgeable, indicated by a blue glow on the attack. Your dodge/ dash attacks can all be feinted and chained into a light chain attack or a heavy finisher.
Beast of Prey (Side Dodge, Heavy )
Beast of Prey is your heavy dodge attack. This triggers when you dodge left or right and can be inputted 300-500 ms into the dodge. You deal 24 damage for 12 stamina, and this attack is unblockable, indicated by an orange glow on the attack.
Preying Claw Stab/Slash (Forward/Side dodge, Hold Guard Break)
Preying Claw is Warmonger’s signature move and is a guard break available after dodging/dashing and any light attack. This movie has several properties, depending on how long you charge the bash by holding the guard break.
Preying Claw deals eight bleed and ten stamina damage at the cost of 15 stamina. Bleed damage from the Warmonger stacks up and can quickly end fights. This attack will also leave them open for attacks whose optimal combination we will discuss later.
The move takes 700 ms to use at its lowest charge to 1300 ms at its highest charge. It takes 300ms to reach the target after charging. It can only be used after a forward or side dodge. This move is also feintable and allows you to change targets before release.
The first level of Preying Claw is the immediate one, starting 300-500 ms after the dodge. After dodging, you will immediately use the bash. The second level is only slightly different, charging from up to 1000 ms instead. Both levels lead to a bash that guarantees a light attack stab. The stab is enhanced, deals seven damage, costs nine stamina, and gives you a frame advantage.
The third level occurs when charging for at least 1000 ms. You get a guaranteed uninterruptible heavy for 20 damage at 12 stamina cost when connecting. The fully charged Preying Claw has Hyper armor and can wall-splat opponents.
Viscous Impale (Parry, Guard Break)
Vicious Impale is a special guaranteed move you can input after any parry. This allows you to charge forward, impaling your opponent on your blade until you hit a wall or 900 ms later.
The move deals eight damage, with 20 bleed damage if you collide against a wall. Holding the guard break increases the distance traveled, and this move can wall-splat opponents. If your Opponents are out of stamina after the parry and are on the ground, you will pin them on the floor and deal ten damage with the extra 20 bleed damage.
On the Prowl(Sprint Attack)
On the Prowl is your heavy sprint attack which you can only perform out of guard mode. It is a heavy attack that always hits your opponent’s left guard and deals 18 damage for 12 stamina. It takes 600 ms to perform and is chainable into a heavy finisher or a chain light.
Zone Attack (Both attack buttons)
Your Zone Attack is a large slash that always comes from the left and is considered a heavy attack. It deals 13 damage for 20 stamina and moves at 500 ms.
Hard Hitting Punishes
Your punishes as the Warmonger occurs during several scenarios These help you counter and react to whatever your opponents are up to and allow you to get the most damage during these scenarios.
- Guard Breaks
- Wall Splatters
- Out of Stamina Opponents
The first punishment occurs when your opponent’s guard breaks. Here you get a guaranteed side heavy for 24 damage. If you are out of stamina, use any light attack instead.
The second punishment comes after a wall splatter; the best follow-up is to hit them with a top-heavy. You can also use Preying Claw into a heavy.
Parrying your opponent’s heavy attack also opens them up to a zone attack for 13 damage. Or even better, your vicious impalement. Meanwhile, repelling an opponent’s light attack makes them eat up a top-heavy for 27, but with a wall available, a Vicious Impale is preferable.
If your opponents are out of stamina, you can punish them by throwing multiple heavy attacks instead.
Warmonger in the Meta
Warmonger in the Meta is one of the best heroes in team games such as Dominion and is a also solid duelists
Down below are the different types of game modes and how the Warmonger fits into each one of them.
Warmonger is a very good duelist as the enhanced attacks and Hyper armor allow them to trade extremely well with their high-damage heavies. Warmonger is recommended for intermediate players who have mastered the Warden and are looking for more aggressive playstyles.
Warmonger is only really interrupted by parries and dodging Preying Claw as her Hyper armor heavies. Undodgeable and unblockable heavy dodges can all be feinted into to leave opponents vulnerable.
At higher levels, the Warmonger will fall off but still hold their own. Most opponents at this level are accustomed to parrying and putting you on the defensive. As Warmonger, you could instead play around your Impale by parrying, but this does put you on the offensive back foot.
Team Game Modes
Team game modes such as Breach and Dominion require you to hold and capture points. This is where Warmonger excels, as their feats are all about spreading AOE damage and putting large groups of enemies out of commission.
This makes capturing points and reinforcing them a breeze, thanks to damaging abilities and skills. As Warmonger, your best role is with a main group of heroes, defending supports against assassins and dueling to capture archer points and other strategic areas.
You are also a decent ganker in a pinch and an off-tank if your feats trigger and heal you; more on that later.
Warmonger generally does well against heroes who don’t have as many dash abilities. Warmonger is a very oppressive hero to play against and does win most duels, especially against other Vanguards and Tanks. Your bleed stacks up and makes short work of other heroes while your dodge attacks give you great mobility.
You generally want to avoid matchups against opponents with dodge attacks, as they can play around your Preying Claw and punish you. Some heroes, like those with bashes and all blocks, also give you a harder time as they can interrupt you and initiate chains easier. You must be wary of other heroes with more damaging Hyper armor attacks.
Feats are abilities outside of combat that For Honor Heroes can equip in specific game modes. Each hero can have four feats equipped, but a freshly brought hero only has one feat available for each rank.
To gain more feats, a player must level their hero in reputation. Each tier has three feats available, meaning 12 are known per hero. Here are the Warmonger feats and which are the best ones.
Tier 1 Feats
The three tier-one feats of the Warmonger are Corruption Blade, Rush, and Conqueror. Corruption Blade is an activated ability that grants your next attack corruption, dealing damage over time to targets if they stay together, similar to Nuxia’s Infect.
Meanwhile, activating Rush allows you to sprint and move much faster for a longer duration. Finally, Conqueror allows you to capture points faster and upgrade control zones faster. Among these tier 1 feats, Rush is a great kit if you want to play Warmonger more as a roaming duelist and hunt down assassins. However, your other feats synergize better with your kit.
Conqueror and Corruption Blade are the preferred feats for Warmonger. Use Corruption Blade in fights to isolate enemies, allowing you to duel them and win if you isolate their support heroes and heavies. Conqueror is best for rushing in and capturing points with a hyper-aggressive team.
Tier 2 Feats
Your tier 2 feats are Elixir of Corruption, Arrow Strike, and Flesh Wound. Elixir of Corruption allows you to heal from damaging enemies affected by corruption effects like Corruption Blade, providing great sustain, especially once your higher renown feats come online.
Arrow Strike is an activated feat that, similar to most AOE-activated feats, is just not good enough. The damage is alright for clearing waves of soldiers, but it is too slow and easily reacted by enemy heroes.
Flesh Wound is a good pickup if you want to be a semi-tank, as it grants periodic damage reduction. Nice, but not as good as Elixir of Corruption.
Tier 3 Feats
Warmonger’s tier 3 feats are Power of Corruption, Punch Through, and Tough as Nails. These are passive abilities that are all good picks depending on the situation. Power of Corruption lets you deal more damage to corrupted opponents, while Punch Through doubles your chip damage.
Tough as Nails raises your max health when unlocked and makes you reach tank levels of health.
Power of Corruption is your best bet if you want a solid pick, but all the picks here are solid. Power of Corruption, however, capitalizes on your other corruption abilities to raise your duel potential.
Tier 4 Feats
The tier 4 feats for Warmonger are Corruption Blast, Arrow Storm, and Auto Revive. Corruption blast is an AOE ability that inflicts corruption on nearby enemies around you. Stalwart Banner is an AOE damage ability with a large area and good damage but slow speed. Finally, Auto Revive Revives you when you die, except when you are executed. The ability has a periodic cooldown.
Corruption Blast is the top pick here as it synergizes with all your other corruption feats to provide damage, heal and crowd control. Arrow Storm is far too slow and is only good at clearing out the soldier wave. Meanwhile, Auto Revive is a clutch ability you should consider, but not dying is something you should want at all times anyway, and revives aren’t always putting you in a good position.
Let’s move on to the perks available to the Warmonger. Perks are passives gained through getting and collecting a specific combination of Gears. Every hero, including the Warmonger, has access to 7 individual Perks, with higher-level perks accessible with higher-level gear.
The Warmonger’s standard perks are Aegis, Shields Up, and Devour. These are useful in games like Breach and allow for damage reduction.
Aegis increases all shields received by 20%, while Shields Up gives you a 25 hp shield after you are revived, which lasts 15 seconds. Finally, Devour heals you for ten health every time you perform an execution.
The Warmonger’s rare perk is Endurance. It allows you to last longer in fights the more renown you gain. When gaining a Renown level, you receive a 3% Stamina cost reduction on everything, which stacks up to a 12% reduction.
The heroic perk for Warmonger is called Survival Instinct. This perk reduces stamina when in critical health (under 25 health). You gain a 25% Stamina cost reduction that works even when you have shields.
Your Epic perk as Warmonger is called Head Hunter. It increases your maximum health for each unique hero you execute, increasing your max health by four each time. This stacks up to 16 bonus health.
Finally, Warmonger’s legendary perk is called Fresh Focus, which is probably one of the best perks available to any hero in the game. When exhausted, fresh focus allows you to generate stamina by countering guard breaks, blocks, and parries.
You can regenerate 20% of stamina per action. This, coupled with your feats, allow Warmonger to never run out of stamina and keep fighting till the end.
Question: Is the Warmonger Good to Play in For Honor?
Answer: The Warmonger is a natural progression from those who want to play a Knight similar to the Warden but with more impactful and complicated feats.
The Warmonger is a good pick for dueling and team-based modes. Your kit allows you to hack and slash through enemies as long as they aren’t too mobile and don’t read your every move. As long as you mix things up, you are good to go!
Question: Who is the Warmonger in For Honor?
Answer: The Warmonger is a class implemented within the game that follows the lore of the Order of Horkos. This group of warriors from the different factions is led by Astrea, a follower of the teaching of Apollyon, the main antagonist of the first season of For Honor.
The Warmonger is based on Apollyon’s weapons, armor, and ideology of ruling through strength and warfare.
Question: What is the Best Way to Play the Warmonger in For Honor?
Answer: The best way to play the Warmonger in For Honor depends on if you are in a duel-based game or a point capture-based mode. As a duelist, you play the Warmonger through parries to impale them and through your bash mixup to apply heavy bleed damage.
Mixing up your attacks allows you to follow up with your bash or finishers. Your dodge attacks keep you mobile and lead you into your chains to dominate the enemy.
In team-based modes, your job is to function as an off-tank to hold points and defend squishy heroes on your team. While you can choose to gank, this is less effective than capturing and staying with your team.
Warmonger For Honor Guide: Conclusion
Dominate your enemies and weed out the strong from the weak using the Warmonger. Follow the teachings of Apollyon of the Blackstone Legion and watch the weak bleed out, then take out the strong for yourself. The Warmonger is an intermediate hero to learn in the world of For Honor. Consider trying them out and keep them as a pocket pick whenever you want to enjoy the game.