For Honor’s Year 10 Season 2, called Unleashed, went live on June 11, 2026, and it brought the patch notes a large slice of the community has been screaming for. Patch 2.68.1 targets three of the most complained-about heroes in the game right now, Pirate, Tiandi, and Juren, and makes changes that will directly reshape how you play in every single mode.

Hero / System LayerConfirmed Balance AdjustmentsMobile-Friendly Combat StrategyMeta & Punish Verdict

Pirate

(Safety Stripped)

Dodge Recovery Cancels Deleted from Cavalier Dance (Forward Heavy) and Pistol Blast recoveries.

• Cannot cancel on hit, miss, or block.

Force Varied Chains: Autopilot forward heavy spam is dead. Sticking to Cavalier Dance leaves you wide open to counter-attacks on dodge or block. Shuts down braindead infinite teamfight looping. While her 1v1 neutral pressure remains solid, her safe gank setup loops have been heavily minimized.

Tiandi

(Bash Overhaul)

Dodge Recovery Cancels Deleted from Palm Strike and Dragon Kick recoveries.

• Removed from hit, miss, and block states.

Punish the Whiff: If you successfully dodge Tiandi’s baseline bashes or kick mixups, he can no longer dodge away. Commit to a heavy punish. Converts high-damage bashes into risky commitments. Because he received zero compensation for his short range, his group pressure stumbles.

Juren

(Feat Nerfs)

No Friend of Mine (T2): Cooldown spiked 60s ➔ 90s.

• Active timer cut 30s ➔ 20s.

• Shield duration cut from Infinite ➔ 20s.

Force Out the Timer: Juren can no longer hoard shields indefinitely while teammates die. Turtle or back off for 20s to bleed out his defenses. Massive check to his stalling power. Forces him to be actively fighting when popping the tier 2 feat rather than passive map roaming.

Ocelotl

(Visibility)

Huntsman’s Spirit (T1): Soul form adjusted to active camouflage visual design.

• Now fully visible to defenders on points.

Track the Shadow: Watch your capture zones closely. You can now clearly read his ghost repositioning to buffer a heavy entry check. Deletes random, invisible post-death backcapping guesswork. Restores standard tactical lane reads to matchmaking lobbies.

Anti-Gank

(Phase 3 Metrics)

Same-Attacker 2nd Hit-Stun: Damage reduction penalized from 75% down to 25%.

• Different-attacker reduction stays frozen at 75%.

Chain True Combos: Individual multi-hit pressure scales cleanly. For example, Jorm’s Jotunn Farewell ➔ Hamarr Slam now hits for 21 DMG (was 7). Re-ignites heavy individual chain damage. Wall-splats no longer increment the defensive hit-stun counter, opening lethal solo combo routes.

If you run Dominion, Breach, or duels, these changes touch you. If you just want to climb without running into the same two broken heroes every other game, these nerfs are a big deal. Below is a full breakdown of every balance change, what it actually means in fights, and where the meta could land next.

Pirate Gets Hit the Hardest: No More Dodge Recovery Cancels

This is the one most players were waiting for. Ubisoft has removed the ability to Dodge Recovery Cancel the hit, miss, and block recoveries on both Cavalier Dance (her forward dodge heavy) and all versions of Pistol Blast.

In plain terms: Pirate can no longer chain endlessly back into herself after those moves land, whiff, or get blocked. Before this patch, she could fire off Cavalier Dance and immediately loop back into another Cavalier Dance using the Dodge Recovery Cancel. That chain is gone.

Ubisoft’s developer comment from the official patch notes explains the core problem: “Being able to Dodge Recovery Cancel into itself gave players little reason to do other attacks in a team fight.” She was just pressing the same button over and over in 4v4s and it was working. The nerf also hits Pistol Blast because Pirate could chain directly from Cavalier Dance into Pistol Blast, which made the loop even harder to break.

What This Means for Pirate Mains

Her 1v1 game is mostly intact. The dodge cancels were a bigger problem in team fights than in duels, so Pirate one-versus-one players probably feel a lighter impact.

In 4v4 modes, though, she now has to actually think about which moves she uses. Sticking to Cavalier Dance in a team fight leaves her exposed on a miss or a block because she can no longer snap back into safety instantly.

Her biggest gank setup, three consecutive forward dodge heavies chained together through the cancel, is also dead. That said, the For Honor community found an older alternative gank route within 24 hours of the patch going live that reportedly deals similar or even higher damage. It is not something most matchmaking players will see, but it does mean Pirate’s ganking threat has not fully disappeared.

Tiandi Loses His Get-Out-of-Jail Card on Palm Strike and Dragon Kick

Tiandi follows the same pattern. Palm Strike and Dragon Kick have both had their Dodge Recovery Cancels stripped from hit, miss, and block recoveries.

The official note says it directly: “Dragon Kick is too strong and too safe. The ability already leads to 20 damage (or ledges), is feintable, and can Dodge Recovery Cancel.” Put all that together and you had a move that threatened massive damage, could be feinted off a read, and could still safely snap back into Tiandi’s kit if anything went wrong. That safety net is now gone.

If you dodge-attack Tiandi’s bash and he whiffs it, he now sits in recovery and eats whatever dodge tech you want to throw at him. That is a genuine punish window that did not exist before this patch.

The Trade-Off Tiandi Players Are Not Happy About

Here is the part that stings. Tiandi outside of 1v1s already had range issues. His kit struggles at distance, and a portion of the community was hoping that alongside the bash nerf, Ubisoft would give him something back in range or mobility. That did not happen in this patch. He gets made safer to play against with no compensation for his known weaknesses. It is a clean nerf with no buffer, which is why you are seeing frustration in community threads alongside the relief from everyone who was tired of fighting him.

Juren’s “No Friend of Mine” Feat Gets Three Nerfs at Once

Juren’s Tier 2 feat has been one of the most debated abilities since his release. The feat marks all teammates and grants a permanent stacking shield when any of them die near you. In practice, it meant a Juren player could walk around like a raid boss while their team melted, stacking shields and becoming near-unkillable.

Patch 2.68.1 hits it three ways:

Change Before After Cooldown 60 seconds 90 seconds Active Duration 30 seconds 20 seconds Shield Duration Infinite 20 seconds

The infinite shield was the real offender. A Juren could pop the feat at any point in a fight, collect shields as teammates died, and walk around with that protection indefinitely. Setting the shield duration to 20 seconds forces him to be actively in a fight when he activates it, not just roaming the map while the shields stack.

Ubisoft confirmed in the patch notes: “We’ve increased the cooldown and set a duration on the shield to reduce the potential for stalling by ensuring some downtime between activations.”

The community response is split. Players who spent all season queueing into one or two Jurens every game are happy these changes exist. But others point out that the hero still has known bugs, including a left-side guard break issue that has been present since release and a dodge attack that behaves inconsistently. Those remain unaddressed in this patch.

Ocelotl’s Respawn Feat Gets a Visibility Tweak

Ocelotl’s Tier 1 feat, Huntsman’s Spirit, now makes him visible to enemies while he is using it, similar to an active camouflage effect.

Ubisoft’s reasoning: without any visibility, the opponent defending a capture point had no meaningful information. They could not tell whether to hold ground or rotate to stop the Ocelotl respawn. Making him visible keeps the defensive tension but turns the guesswork into an actual read.

Whether this matters in competitive play is unclear. The feat has been banned in organized play for a long time, and a visibility indicator alone probably does not change that calculation. In matchmaking, most Ocelotl players use it aggressively and carelessly anyway, dying on 25 HP and respawning straight into the same fight.

Anti-Gank Phase 3: Ganks Actually Hurt Again

This is the change that flew under the radar in the headlines but matters just as much as the hero nerfs.

Ubisoft has reduced the same-attacker 2nd hit-stun damage reduction from 75% down to 25%. That is a massive shift in how much coordinated ganks actually deal.

To be clear about what this means: if you land a hit on a target who is already in hit-stun from your own previous hit, you previously took a 75% damage penalty on your follow-up. Now that penalty is only 25%. The different-attacker penalty (two separate players both hitting the same person) is still 75%, keeping some protection against pure spam.

The official example from the patch notes: Jormungandr landing Jotunn Farewell into Hamarr Slam previously dealt 7 damage on the Hamarr Slam due to the hit-stun state. Now it deals 21 damage. That is three times the damage from one follow-up move.

Wall-splat behavior has also been restored. Attacks that can wall-splat will now trigger the splat even if the target is already in 1st hit-stun state, opening up more creative combo routes. Ubisoft disabled those behaviors during the original anti-gank overhaul because they caused infinite combos. Now that the damage scaling is adjusted, they are back in.