"Vikings call us the Arnar. The Samurai speak of Ankoku. And the Knights... You think us something that can be fought. Eagle. Darkness. Ally, enemy... Call us what you want. Look upon us now... in the flesh. It's already too late."
"Your leaders have fallen. Your lands belong to us. You lost. Behold my peace!"
"Now comes the age of the Khatun."
The Khatun are a playable hero class in For Honor.
Overview
The Khatun lead an invading Mongolian horde into Heathmoor, driven by Guljin’s vision of a peaceful Heathmoor freed from the petty wars that have plagued its inhabitants for so long. That the bloodshed fought for by the Knights, Vikings, and Samurai is pointless, and that the only real resolution for a peaceful Heathmoor... is one united under Guljin’s empire at any cost.
Preceded by their reputation as relentless fighters, the Khatun expect their opponents to cower behind their walls until they surrender. To make sure they do, they reward enemy cowardice while destroying all opposition with spectacular shows of strength. The Khatun will bring peace to Heathmoor and its inhabitants – whether they want it or not.
Armor
To be able to charge forward at their enemies with as much ruthless abandon as they do, the Khatun are just well-equipped enough while remaining light enough to sprint past their foes with their lamellar armour. Being from the frozen cold climates similar to that of the Vikings, they are wrapped up from head to toe, with fur lining their armour, especially around their neck.
Wearing the signature Mongolian upturned-tip boots and fur hat, the Khatun wear ghastly masks of metal to instill fear into anyone who ever has the chance to see their visage.
Weapon
Dual Turko-Mongol Sabers - A dual set of sabers, curved to allow its wielder to slice at enemies with brutal grace as they plow through enemy lines. Originally being used mostly for combat from horseback, the Khatun still make good use of them on-foot.
Known Khatun
- Guljin
- Khulan
- Amar Amgalan
- Baatar
Trivia
Fighting Style
The Khatun are brutal, nimble warriors wielding dual sabers, overwhelming their enemies with unpredictable attacks that will mince lone foes. As frail as they can be, they do not charge forward too recklessly, as they will fend off enemy blades with forceful finesse. Once they have their blades dug into their opponent, they will make peace with their prey with a variety of methods, adjusting to the situation for optimal damage or protection.
- Difficulty: Hard
- Soft Feint Specialist
- Relentless Assassin
Special Capabilities
- Soft feint-filled kit that keeps the opponent guessing.
- A charging stance in the form of Fear and Fury that has an All-Deflect guard.
- Bloody Wrath that pins the opponent with varying follow-ups.
Perks
Available Perks for the Khatun can be viewed on the Perks page.
Feats
Moveset
General
- Renown: Assassin - Earn more Renown in 1vX fights, by killing enemy Heroes, and getting killing streaks to unlock your feats in a match. (non-Dominion/Breach gamemodes only)
- Revenge Mode - Boosts Damage and Health. All Attacks are Uninterruptable. Parry and Throws knock enemies down. Attacks are Auto-Parried on activation.
- Dodge: Deflect - Dodge in the direction of an incoming Attack just before impact to Deflect it. A deflect does not interrupt the incoming attack, but in trade grants a Hero access to unique follow-ups.
Hero Specific
- Terrifying Soft Feint - Cancel the start-up of any Heavy Chain Attack and Steppes Ruler into a Light or Heavy attack from another direction to perform Dreadful Blow or Ominous Strike respectively, into Frightful Kick with the Guardbreak input, or into Fear and Fury with the Dodge input.
- Fear and Fury Properties - During Fear and Fury, the Khatun will charge towards her target for up to 1 second, being able to swap targets at any time along with having an All-Deflect. Much like an All-Block, an All-Deflect allows the Khatun to Deflect attacks regardless of the incoming attack's direction. Take note that Fear and Fury has a Stamina entry cost.
- Fear and Fury Entry - Perform a Dodge input during the start-up of a Heavy Chain Attack or Steppes Ruler, or during the recovery of any Attac, from Bloody Wrath, Wrathful Follow-ups and a missed Frightful Kick, to perform Fear and Fury.
- Tempered Follow-Ups - After the first half of Fear and Fury, the Khatun can perform Rising Rage with a Light input from any direction, Angry Storm with the Zone input for a quick attack from the Left Guard, or Bloody Wrath with the Heavy input from any direction, or a dodge with the Dodge input.
- Bloody Wrath - Bloody Wrath is an Unblockable move that can come from any side, and will pin the opponent upon landing. Can lead into a selection of follow-ups known as Wrathful Follow-ups.
- Spared Wrath - After Bloody Wrath's pin, the Khatun will knock the target back, which can cause wallsplat. Performing any of the recovery cancels noted below will prevent the knock back from happening.
- Wrathful Follow-ups - If Bloody Wrath lands, it can be cancelled into Priceless Control with the Light Input, Relentless Peace with the Heavy input or Ultimate Authority with the Zone input for guaranteed damage. Each move provides different options for the Khatun to use.
- Priceless Control - Deals minor damage, but has a low recovery that places the Khatun in frame advantage.
- Relentless Peace - Deals major damage to the opponent in two parts, while also extending the pin for an addition 1.6 seconds. If the opponent is killed during the first part, Relentless Peace will end early instead of playing out the full animation.
- Ultimate Authority - Deals moderate damage in a wide arc and has Uninterruptible Stance which starts earlier into the attack than most instances of Uninterruptible Attacks.
- Aborted Wrath - Bloody Wrath can be hard feinted during its start-up. After landing, Bloody Wrath can also be canceled into a Dodge with the Dodge input.
- Wrathful Punishment - Bloody Wrath can be performed after a Parry, Guardbreak or Deflect with the Heavy input, but are modified with lower damage and varying speeds. Brutal Punishment (Parry) deals slightly less damage but is slower; Swift Punishment (Deflect) deals half the damage, is unfeintable, is faster and costs less Stamina; Fierce Punishment (Guardbreak) deals half the damage without any other change to its properties. Swift Punishment and Fierce Punishment are guaranteed.
- Chain Openers - Zone Attack, Swift Wind Run, Steppes Ruler, Steppes Dweller, Dreadful Blow, Ominous Strike, Rising Rage and Angry Storm count as a Chain Opener.
- Frightful Kick - After a landed Frightful Kick, perform a guaranteed Light Finisher, a Heavy Finisher or Fear and Fury with their respective inputs. Cannot chain on-miss.
- Executable Zone - Unlike most other Zone Attacks, the Khatun is able to initiate an Execution if her Zone Attack deals the finishing blow. This does not apply to Angry Storm and Ultimate Authority.
- Swift Wind Run - Swift Wind Run is a Sprint Attack using the Light input that strikes twice from the top. If the first hit lands, the second is guaranteed.
- Steppes' Bluff - Steppes Ruler can be hard feinted or soft feinted into Fear and Fury during its start-up.
- Enhanced Steppes Dweller - Steppes Dweller is not interrupted if blocked. Does not apply when blocked by a Superior Block.
Moves
(From Guard Mode)
Khatun/Gear
Heroes | |
---|---|
Knights | Warden - Conqueror - Peacekeeper - Lawbringer -Centurion Gladiator - Black Prior - Warmonger - Gryphon |
Samurai | Kensei - Shugoki - Orochi - Nobushi - Shinobi Aramusha - Hitokiri - Kyoshin - Sohei |
Vikings | Raider - Warlord - Berserker - Valkyrie - Highlander Shaman - Jormungandr - Varangian Guard |
Wu Lin | Tiandi - Jiang Jun - Nuxia - Shaolin - Zhanhu |
Outlanders | Pirate - Medjay - Afeera - Ocelotl - Khatun |