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Best perks for Hitokiri in Dominion ?
Hello, I've been trying out Hitokiri recently and was wondering what people would recommend as perks for him. On Shugoki and Lawbringer I use Bastion/Vengeful Barrier/Last Stand which work pretty good, but I considered Bulk Up instead
Originally posted by MrPibbs:
Bastion VB and LS are generally seen as the optimal pick on every single hero that has access to that combination.

Bulk Up isn't bad, and is the only other perk Hito has that's even worth considering, but it's still seen as worse than Last Stand, and worse than the combination of Bastion and VB.
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MrPibbs Jul 31, 2024 @ 9:29pm 
Bastion VB and LS are generally seen as the optimal pick on every single hero that has access to that combination.

Bulk Up isn't bad, and is the only other perk Hito has that's even worth considering, but it's still seen as worse than Last Stand, and worse than the combination of Bastion and VB.
ᴆᴀʀɢᴀṣ Jul 31, 2024 @ 9:43pm 
Thanks for the detailed answers, do you know why Bulk Up is considered this way ?
MrPibbs Jul 31, 2024 @ 10:01pm 
Originally posted by ᴆᴀʀɢᴀṣ:
Thanks for the detailed answers, do you know why Bulk Up is considered this way ?

Bulk Up is actually debatably better on paper, since Last Stand is worth an effective 10 HP and Bulk Up is worth 0-16, average around 8, but can be higher at the mid and late game. Bulk Up can also save you in situations where Last Stand doesn't. For example, you have 30 HP and get hit by a Kensei's top heavy finisher. Last Stand won't do ♥♥♥♥ for you in this situation, but the extra HP provided by Bulk Up might.

However, 3 reasons come to mind as to why Last Stand is seen as better in practice:

1: Synergy with shields. This is the big one. Last Stand applies damage reduction to all shields you have if you have 25 HP or less. This can make a HUGE difference; you get revenge when you have low HP and suddenly you have full HP while taking around half damage. In these scenarios it can be worth an extra 50 HP or something crazy like that. It also pairs very well with Vengeful Barrier and the revenge shield bug, giving you extra health/damage reduction when you need it most.

2: Immediacy. Bulk Up is earned over the course of a match, not necessarily at a slow pace, but still. Last Stand is in full force from the moment you start the game, and can save your ass in your very first fight.

3: Psychological benefit. This one's a bit tougher to actually put to paper, but it's noticeable. Opponents will oftentimes assume you are dead when you get hit by a finishing attack, but with last stand you can survive. You'll see enemies stop their chain, panic dodge attack, give you revenge (since they thought the attack was fatal), etc. Hell I saw a dude emote on me thinking I was dead trying to execute me once.
ᴆᴀʀɢᴀṣ Jul 31, 2024 @ 11:01pm 
Originally posted by MrPibbs:
Originally posted by ᴆᴀʀɢᴀṣ:
Thanks for the detailed answers, do you know why Bulk Up is considered this way ?

Bulk Up is actually debatably better on paper, since Last Stand is worth an effective 10 HP and Bulk Up is worth 0-16, average around 8, but can be higher at the mid and late game. Bulk Up can also save you in situations where Last Stand doesn't. For example, you have 30 HP and get hit by a Kensei's top heavy finisher. Last Stand won't do ♥♥♥♥ for you in this situation, but the extra HP provided by Bulk Up might.

However, 3 reasons come to mind as to why Last Stand is seen as better in practice:

1: Synergy with shields. This is the big one. Last Stand applies damage reduction to all shields you have if you have 25 HP or less. This can make a HUGE difference; you get revenge when you have low HP and suddenly you have full HP while taking around half damage. In these scenarios it can be worth an extra 50 HP or something crazy like that. It also pairs very well with Vengeful Barrier and the revenge shield bug, giving you extra health/damage reduction when you need it most.

2: Immediacy. Bulk Up is earned over the course of a match, not necessarily at a slow pace, but still. Last Stand is in full force from the moment you start the game, and can save your ass in your very first fight.

3: Psychological benefit. This one's a bit tougher to actually put to paper, but it's noticeable. Opponents will oftentimes assume you are dead when you get hit by a finishing attack, but with last stand you can survive. You'll see enemies stop their chain, panic dodge attack, give you revenge (since they thought the attack was fatal), etc. Hell I saw a dude emote on me thinking I was dead trying to execute me once.

Wow, thanks alot for all the informations, that's very cool to have all these extra bits of details ! Especially for someone like me, used to the old simpler yet stronger perks
ᴆᴀʀɢᴀṣ Jul 31, 2024 @ 11:24pm 
My currrent feats are Deliverance, Bloodlust, Spirit Shroud and Senbonzakura
ᴆᴀʀɢᴀṣ Aug 1, 2024 @ 4:13pm 
I heard spirit shroud gives 25% damage reduction and doesn't stack with bastion
MrPibbs Aug 1, 2024 @ 4:58pm 
Originally posted by ᴆᴀʀɢᴀṣ:
My currrent feats are Deliverance, Bloodlust, Spirit Shroud and Senbonzakura

If you're asking about the best Hito feats in Dominion, I'll give you some opinions. Here's 2 builds with details afterward. The first build is, imo, better, but requires more thought/timing/concentration and or a team setup. The second one is more defensive, but easier to plug-and-play and debateably better for casual or solo play.

Deliverance - Tainted Gift - Nukekubi - Senbonzakura

Fast Recovery - Righteous Deflection - Heal on Block - Fear Itself

Build 1:
Deliverance is a bit of a risky feat, since it doesn't actually protect you from either bashes or GBs. Most players in the game know this, so you still shouldn't be trying to go for stupid executions (like executing someone while antiganking. You're just going to get punished). However, it still does allow you to take more risky executions and executions in the minion lane, which isn't bad! Peeling with a bash or a GB is much harder for opponents in a chaotic teamfight, so you're able to go for nice executions you otherwise wouldn't, as long as your teammate has a brain and keeps them occupied for a moment. This also means you NEED to use strong, fast executions. You're incentivized to go for the risky executions, but that means you reeeally don't want to be locked in the animation for any longer than you have to.

His unique T2 can potentially be really good in these situations. If you're able to land the right execution in a big teamfight, the massive heal amount for your team can win you the fight. It's actually incredible in Breach, but the large heal amount can still make it very good in Dom. It's generally not worth taking if you don't have the T1 though. It also helps that none of Hito's tier 2s are all that strong honestly. But this takes proper timing and targeting, otherwise it's useless.

Nukekubi is mostly chosen because none of the options are all that good, but it has 2 big advantages. It makes Hito's minion clear maybe the best in the game (small hint, lock on when you clear minions, it improves the chain link timing and makes it noticeably faster), and it makes Hito's offense truly infinite. You will regain stam faster than you will use it (assuming you hit), so your opponent HAS to make a correct read for the pain to stop.

Senbonzakura is actually a really good feat... assuming you have a teammate you can communicate with or that has half a brain. It becomes the fastest, easiest gank in the game. You use Senbon, your teammate confirms (GB or light), your opponent ♥♥♥♥♥♥♥ dies. It's also strong as a revenge or OoS parry/throw punish to instantly kill someone who took a dumb risk. You can even use it in more creative ways, like using it as a pseudo-Oathbreaker to instantly kill someone in revenge who thought they were safe. However, this feat is trash if you just panic throw it out in neutral, so you need to control yourself and use it properly to get its potential.

Build 2:
Fast Recovery isn't bad at all. It means you fully restore stamina in 2 seconds, meaning you never have to worry about stamina for 95% of you dominion match. Opponents simply won't have time to even attempt OoS pressure on you, it's neat.

Righteous Deflection is mostly chosen because the other options aren't as good, but 50% DR after a parry is a huge number for an action you'll do fairly regularly. It's a damn strong antigank feat (since parrying can set you up for ganks, and this reduces the damage taken but NOT the revenge gained), but also just good in 1s since you can take an immediate risk after a parry and if punished will only be punished half as hard.

Heal on Block is a simple feat that will disincentivize your opponents from throwing lights, heavily lessen chip damage, or slightly heal you overtime. It's not bad, and it pairs well with Righteous Deflection, and is even better in an antigank situation since blocking externally is easier. Also his T3s in general aren't great.

Fear Itself is a great feat that's easy to use. Pop it before an endgame giant teamfight, preferably one that will decide the game, and enjoy your 40% extra damage.

Other options:
Iron Lungs is rightfully seen as a joke, and especially on Hito who has the infinitely better Fast Recovery.

Bloodlust is, imo, a bit bad now after the nerf. Back when it was +50% damage and DR the bonuses were so absurd that it was worth taking, but now... the bonuses are the same as underwhelming feats like Flesh Wound, Winner's Advantage, Hot Tempered etc. While the duration is longer and you get both attack and defense, you have to take into account how rare it is to actually get any benefit. It only activates on kills, so if you don't land the final blow yourself, it's useless. Dom matches often end with players having around 10 takedowns... but you have to exclude both the assists from that number and the kills you landed before you activated your T2. Then you ALSO need to exclude the kills you land in 1v1s, since the feat is totally wasted anytime you kill an opponent and don't immediately reenter combat. I'm not the biggest fan.

Spirit Shroud is pretty dooky. 15% DR after landing an execution as a tier 3 just doesn't pan out. On paper it's worth about 21 HP, but of course this only comes into play after you land an execution (not too hard for Hito, but still takes time and good play). However, maybe the worst part about it is it doesn't stack with Bastion. If you're have both Bastion and SS active at the same time, SS is providing a whopping 5% DR, or 7 health at best. For a tier 3, that's laughable. Tough as Nails is a bad tier 3 and even it is better than SS.

Regenerate is actually not bad, but does make for awkward play. You need to actively leave/sit out of fights to get proper use of the feat, and that takes good game sense and decision making. It's also not nearly as good in Dom as it is in Breach (though tbf Hitokiri has 3 awesome tier 4 choices for Breach). It pairs well with the 2nd build I listed, but is harder to use than Fear Itself.

Phew sorry for anything I missed or ♥♥♥♥♥♥ up, I ain't proofreading all that ♥♥♥♥
ᴆᴀʀɢᴀṣ Aug 1, 2024 @ 5:04pm 
Haha that's a great ammount of informations you've given me, I'll read it all properly.
I bought a fast execution, on the hub I have read that Chill out seems to be the fastest for the highest ammount of hp gained.
I wonder if last stand stack with bastion or are the 3 perks supposed to give you damage resistance or simply extra survivability at all times even if they don't work together at the same time
ᴆᴀʀɢᴀṣ Aug 1, 2024 @ 5:14pm 
Think I'll definitly switch for Nukekubi
MrPibbs Aug 1, 2024 @ 6:02pm 
Originally posted by ᴆᴀʀɢᴀṣ:
Haha that's a great ammount of informations you've given me, I'll read it all properly.
I bought a fast execution, on the hub I have read that Chill out seems to be the fastest for the highest ammount of hp gained.
I wonder if last stand stack with bastion or are the 3 perks supposed to give you damage resistance or simply extra survivability at all times even if they don't work together at the same time

Chill Out is great, one of the best universal executions, but if you want a Hitokiri unique execution his best (gameplay-wise) is actually his newest one, Toriieru or something. Compared to Chill Out it kills .1 seconds slower, but the overall duration is much faster, ending 1.4 seconds faster.

You're correct on the second part, Last Stand and Bastion do not stack but they still work well together, since Bastion can apply for the first 85% of your life while Last Stand works for the last 15%. Bastion also can give you more HP to work with when you actually enter critical health, making Last Stand better.
ᴆᴀʀɢᴀṣ Aug 1, 2024 @ 8:21pm 
Understandable, does make sense, and thanks for the execute recommendation!
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Date Posted: Jul 31, 2024 @ 8:14pm
Posts: 11