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DC Comics

Up to date as of February 01, 2010
(Redirected to Glossary:Henchman article)

From DC Database

Henchman

(also referred to as Henchwoman or Henchperson) A Henchman is an underling of a more powerful criminal mastermind or super-villain. Henchmen are typically dim-witted individuals with poor fighting skills, though most will arm themselves with conventional weaponry such as a gun or a knife. In the Golden Age era, a sap was a popular weapon of choice for many henchmen. In recent years, the term has bred a neologism known as "Hench", which is an acting verb used to describe the actions of a Henchman. Dylan Battles is one of the more well known henchmen, having "henched" for notorious Gotham City criminals such as Two-Face, Black Mask, and Mister Freeze. Currently, Dylan has committed his "henching" skills to the service of Kate Spencer, the Manhunter.
(See Also: Appearances of a single Henchman, Appearances of groups of Henchmen)
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This article uses material from the "Glossary:Henchman" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Henchman article)

From GuildWiki

Contents

General

Henchmen (also known as "Henchies" or "Hench") are computer-controlled characters that you may elect to enlist in your party once you've left Pre-Searing Ascalon, or after completion/skipping of the tutorial in Factions or Nightfall. Their skills, attributes, and levels will change as you progress through the campaigns. It does not cost anything to hire them. Henchmen can be invited in a way similar to inviting other players and are automatically added to the party.

Henchmen count as party members and thus, claim their share of the party's loot and experience (although they will not gain levels). Loot that gets assigned to henchmen is never shown; they are simply removed instead of visibly dropping. Each henchman has an equal chance of getting a particular piece of loot, as if they are normal players.

In general, all henchmen will target and attack whichever target the party leader is targeting. Henchmen will also automatically target an enemy (usually the closest or weakest) if a party member gets attacked.

Most, but not all, henchmen carry a Resurrection Signet or other appropriate resurrection skills. Similar to player-controlled characters, a henchman's Resurrection Signet will recharge after a Morale Boost. In the same vein, henchmen also receive a Death Penalty when they die.

Roster and Location

Core

All core henchmen are level 20.

Guild versus Guild

The following henchmen are available in the Guild Hall.

Heroes' Ascent

The following henchmen are available in Heroes' Ascent.

Zaishen

The following henchmen are available at Tomb of the Primeval Kings, Great Temple of Balthazar, Zaishen Challenge, and Zaishen Elite.

Prophecies Campaign

These henchmen are found in the Prophecies Campaign.

By Profession

Image:Warrior-icon.png Warrior

Image:Ranger-icon.png Ranger

Image:Monk-icon.png Monk

Image:Necromancer-icon.png Necromancer

Image:Mesmer-icon.png Mesmer

Image:Elementalist-icon.png Elementalist

By Region

Henchman Profession Ascalon Northern
Shiverpeaks
Kryta Maguuma
Jungle
Crystal
Desert
Southern
Shiverpeaks
Ring of Fire
Islands
Notes
Party Size: 4 6 61 6 62 8 8 -
Warrior Stefan Sword Warrior Yes Yes Yes Yes Yes Yes3 No -
Ranger Reyna Archery Ranger Yes Yes Yes Yes Yes Yes3 No -
Monk Alesia Healer Monk Yes Yes Yes Yes Yes Yes3 No -
Elementalist Orion Fire Elementalist Yes Yes Yes Yes Yes Yes3 No -
Warrior Little Thom Axe Warrior No Yes Yes Yes Yes Yes Yes -
Necromancer Claude Blood Necromancer No Yes Yes Yes Yes Yes3 No -
Mesmer Dunham Hexing Mesmer No Yes Yes Yes Yes Yes Yes -
Monk Lina Protector Monk No No No No Yes Yes Yes -
Warrior Devona Hammer Warrior No No No No No No3 Yes Replaces Stefan
Ranger Aidan Archery Ranger No No No No No No3 Yes Replaces Reyna
Monk Mhenlo Healer Monk No No No No No No3 Yes Replaces Alesia
Necromancer Eve Blood Necromancer No No No No No No3 Yes Replaces Claude
Elementalist Cynn Fire Elementalist No No No No No No3 Yes Replaces Orion

1 Except for the Temple of the Ages where the party size is 8.
2 Except for the Dragon's Lair where the party size is 8.In the Tomb of the Primeval Kings, all henchmen are replaced by two each of Zaishen Fighter, Zaishen Mage, Zaishen Healer, and Zaishen Archer.
3 Aidan, Cynn, Devona, Eve, and Mhenlo are available in Deldrimor War Camp, Marhan's Grotto and Thunderhead Keep while Claude, Stefan, Alesia, Orion, and Reyna are not.

Factions Campaign

These are the henchmen available in the Factions Campaign.

By Profession

Image:Warrior-icon.png Warrior

Image:Ranger-icon.png Ranger

Image:Monk-icon.png Monk

Image:Necromancer-icon.png Necromancer

Image:Mesmer-icon.png Mesmer

Image:Elementalist-icon.png Elementalist

Image:Assassin-icon.png Assassin

Image:Ritualist-icon.png Ritualist

By Region

Henchman Profession Shing Jea Island Kaineng City Echovald Forest The Jade Sea Notes
Party Size: 4, 613 8 8 8 -
Warrior Lukas Sword / Tactics Warrior Yes1 Yes3 Yes9 No uses "Shields Up!", has snaring capabilities
Ranger Yuun Ranger Yes1 No No No -
Monk Taya Healing Monk Yes1 No No No -
Elementalist Kisai Lightning / Water Elementalist Yes1 No No No has snaring capabilities
Assassin Mai Assassin Yes1 No No No inflicts bleeding, poison and knockdown
Ritualist Aeson Communing / Restoration Ritualist Yes1 Yes 3 No Yes11 uses the same skillset as Chiyo and Professor Gai
Warrior Talon Silverwing Sword Warrior Yes1 Yes5 No Yes uses "Charge!"
Ranger Zho Ranger Yes1 Yes4 No Yes interrupts
Monk Sister Tai Healing Monk Yes1 Yes4 No Yes Removes Conditions and Hexes
Necromancer Su Curses / Death Necromancer Yes2 Yes5 No Yes12 uses corpse exploitation
Mesmer Lo Sha Illusion / Inspiration Mesmer Yes2 Yes 5 Yes10 No interrupts, removes hexes
Elementalist Kai Ying Earth Elementalist Yes1 Yes4 No Yes uses Ward Against Melee
Assassin Panaku Dagger / Shadow Arts Assassin Yes1 Yes5 No Yes interrupts, inflicts bleeding, dazed, poison and knockdown, uses shadow step skills
Ritualist Professor Gai Restoration Ritualist Yes1 Yes5 Yes No removes conditions
Warrior Devona Hammer Warrior No Yes6 Yes No uses "Charge!", inflicts knockdown
Ranger Aidan Ranger No Yes6 Yes No -
Monk Jamei Healing Monk No Yes7 Yes10 No -
Necromancer Eve Blood / Death Necromancer No Yes6 Yes No uses Blood Ritual
Elementalist Cynn Fire Elementalist No Yes7 Yes No uses area DoT spells, inflicts burning
Elementalist Headmaster Vhang Lightning Elementalist No Yes6 No No has snaring capabilities
Assassin Emi Assassin No Yes7 No Yes12 interrupts, inflicts bleeding, dazed, poison, crippled and knockdown, uses shadow step skills
Assassin Nika Dagger Assassin No Yes8 Yes No inflicts bleeding and crippled
Ritualist Chiyo Ritualist No Yes7 No Yes12 removes conditions
Monk Danika Healing Monk No No Yes9 No Removes Conditions and Hexes
Monk Redemptor Karl Protection Monk No Yes3 Yes9 No no hex removal skills
Necromancer Brutus Blood Necromancer No Yes3 Yes9 No -
Necromancer Sheena Curses / Death Necromancer No Yes3 Yes9 No uses corpse exploitation
Mesmer Erys Vasburg Interrupt / Punishment Mesmer No Yes3 Yes9 No anti-caster
Warrior Seaguard Eli Sword / Tactics Warrior No No No Yes11 uses "Shields Up!", inflicts crippled
Ranger Aurora Beastmaster Ranger No No No Yes11 has a pet crab named Hector
Ranger Daeman Interrupt Ranger No Yes3 No Yes11 anti-caster, inflicts dazed
Monk Seaguard Gita Protection Monk No No No Yes11 -
Mesmer Seaguard Hala Illusion / Inspiration Mesmer No Yes3 No Yes11 interrupts, removes hexes
Elementalist Argo Fire Elementalist No No No Yes11 inflicts burning and knockdown

1 Aeson, Kisai, Lukas, Mai, Taya, and Yuun are not available in Zen Daijun. Replacing them are Kai Ying, Panaku, Professor Gai, Sister Tai, Talon Silverwing, and Zho.
2 On Shing Jea Island, Lo Sha and Su are only available in Zen Daijun.
3 Aeson, Brutus, Daeman, Erys Vasburg, Lukas, Redemptor Karl, Seaguard Hala, and Sheena are only found in Imperial Sanctum and Raisu Palace.
4 Kai Ying, Sister Tai, and Zho are not in Vizunah Square (Foreign Quarter).
5 Lo Sha, Panaku, Professor Gai, Su, and Talon Silverwing are not in Imperial Sanctum, Raisu Palace, and Vizunah Square (Foreign Quarter).
6 Aidan, Devona, Eve, and Headmaster Vhang are not in Vizunah Square (Local Quarter). Except for Headmaster Vhang, the rest are also not in the Marketplace. Except for Devona, the rest are not in the Imperial Sanctum and Raisu Palace.
7 Chiyo, Cynn, Emi, and Jamei are not in Kaineng Center, the Imperial Sanctum, Raisu Palace, the Marketplace, and Vizunah Square (Local Quarter). Jamei is also not in Maatu Keep.
8 Nika is only in Sunjiang District, Tahnnakai Temple, and Zin Ku Corridor.
9 Brutus, Danika, Erys Vasburg, Lukas, Redemptor Karl, and Sheena are not in Arborstone and Tanglewood Copse. Danika is also not in the Eternal Grove.
10 Jamei and Lo Sha are only in Arborstone and Tanglewood Copse. Jamei is also in the Eternal Grove.
11 Argo, Aurora, Daeman, Seaguard Eli, Seaguard Gita, and Seaguard Hala are not in Boreas Seabed.
12 Chiyo, Emi, and Su are only in Boreas Seabed.
13 Party size 6 only in Seitung Harbor and Zen Daijun, size 4 in the rest.

Nightfall Campaign

These are the henchmen available in the Nightfall Campaign.

By Profession

Image:Warrior-icon.png Warrior

Image:Ranger-icon.png Ranger

Image:Monk-icon.png Monk

Image:Necromancer-icon.png Necromancer

Image:Mesmer-icon.png Mesmer

Image:Elementalist-icon.png Elementalist

Image:Paragon-icon.png Paragon

Image:Dervish-icon.png Dervish

By Region

  Henchman Profession Istan Kourna Vabbi The Desolation Realm of Torment6 Notes
    Party Size: 4, 81 8 8 8 42, 8  
Warrior Timera Sword Warrior Yes3 No No No No -
Warrior Devona Hammer Warrior No Yes Yes Yes Yes Uses Knockdown.
Ranger Abasi Ranger Yes3 No No No No Inflicts Poison and Crippled conditions.
Ranger Aidan Ranger No Yes Yes Yes Yes -
Monk Kihm Healing Monk (Istan)
Protection Monk (Kourna)
Yes Yes Yes Yes Yes -
Monk Mhenlo Healing Monk No Yes5 Yes Yes Yes -
Necromancer Eve Blood Necromancer No Yes Yes Yes Yes -
Mesmer Odurra Domination / Inspiration Mesmer Yes3 Yes Yes Yes Yes Interrupts foes.
Elementalist Herta Earth Elementalist Yes4 Yes Yes Yes Yes Uses Wards.
Elementalist Cynn Fire Elementalist No Yes Yes Yes Yes -
Paragon Sogolon Motivation Paragon Yes Yes Yes Yes Yes Focused on healing.
Dervish Gehraz Earth / Scythe Dervish Yes4 Yes Yes Yes Yes Inflicts Bleeding and Blind conditions, has some healing capabilities.
  1. The maximum party size of 8 is only in Beknur Harbor, Kodlonu Hamlet, Blacktide Den, and Consulate Docks.
  2. The maximum party size of 4 is only in The Shadow Nexus.
  3. Timera, Abasi, and Odurra are not in Chahbek Village, Kamadan, Jewel of Istan, and Sunspear Great Hall.
  4. Herta and Gehraz are not in Chahbek Village.
  5. Excluding Consulate Docks
  6. Excluding the Domain of Anguish, which does not have any henchmen.

Eye of the North Expansion

These are the henchmen available in the Eye of the North Expansion.

By Profession

Image:Warrior-icon.png Warrior

Image:Ranger-icon.png Ranger

Image:Monk-icon.png Monk

Image:Necromancer-icon.png Necromancer

Image:Mesmer-icon.png Mesmer

Image:Elementalist-icon.png Elementalist

Special Event

The following were temporarily available during special events/periods:

Henchmen Progression

The level of a henchman depends on the outpost in which they are hired. For instance, all henchmen in Sardelac Sanitarium are always level 3, and those in Piken Square are always level 6. Henchmen levels are reset each time the player enters a town. For example, Stefan, who is L6 in Piken will revert to L3 upon entering the Sanitarium.

In Hard Mode, all henchmen are level 20.

What follows is an outline of henchman level progression through the game.

Core

Prophecies Campaign

Factions Campaign

Nightfall Campaign

Eye of the North Expansion

  • Level 20: All locations

Controlling Henchmen

Henchmen are often claimed to be very bad or even harmful party members. Many players struggle to form parties of completely random players even for hard missions just to avoid using henchmen. However a player with lots of experience on playing with henchmen will be able to complete any mission and bonus with henchmen and possibly a friend or two. You just need to know how henchmen react to your actions. Most players do not understand how the henchmen AI works and they act so that the henchmen do things not wanted by the players. Here are some tips on effectively controlling the henchmen.

Attacking

  • If you attack an enemy your damage dealing henchmen will begin attacking your target.
  • If they are within range, and have nothing better to do, your healing henchmen will also attack. However, they will not move to get into range to attack, even if completely idle.
  • You can easily have the henchmen attack your target by simply attacking and possibly also calling the target. You can also encourage the henchmen to attack without attacking yourself by using CTRL+SHIFT+Space. This works out to about 1.5 aggro bubble range. Any further, and your henchmen will start charging, then turn around and return to you because of the distance.
  • If you try to pull the enemy mob to you by attacking them with a ranged attack your henchmen will attack the mob and spoil the pull. You need to pull by aggroing the enemy mob and moving back to the spot where you want to fight, then attack to send the henchmen to the fight.
  • An alternative method to pull is to fire a longbow or flatbow at your intended target. During the firing animation, turn the camera around and begin to run away. As soon as you fire your shot, you should be running away from the enemy with the henchmen "retreating" with you. However, note that any melee henchmen will run forward to the enemy before turning to follow you. In close situations this might cause aggroing of multiple mobs.
  • To cancel henchmen's attacks, one method is to quickly plot the main flag to a location (optimally away from aggro range), upon which the henchman will disengage any spells or actions to move to the plotted position. Unless fleeing, doing this mid-battle is not recommended as the henchmen will not stop to heal or heal others, blindly marching towards the plotted main flag. They will not perform any skills until they have reached the flag.

Moving

  • Henchmen will follow you soon after you begin running away from the enemy.
  • Having the henchmen retreat from a fight is fairly easy. Have all your players run away from the enemy not using any attacks or attack skills. The henchmen will follow soon, but not as soon as you probably would like.
  • If you don't attack a mob and run past it the henchmen will follow you without fighting.
  • Henchmen will divide into groups to follow different players.
  • When your group needs to divide henchmen will often divide into smaller groups following different players. They will often divide according to their profession (e.g., all monks will follow the same player).
  • If any players are moving and others are not, the henchmen will attempt to follow the moving players, leaving the stationary ones, even if the stationary is currently engaged in battle.
  • If one of the party members needs to separate from the group to move alone without henchmen the others can prevent the henchmen from following that single player. Players may continuously make small movements to draw the henchmen towards them, allowing the lone player to alternate between moving and standing to break away. This can be useful for pulling enemies, allowing the lone player to draw aggro without the henchmen rushing in prematurely.
  • Henchmen will follow your party closely, staying near each other when you aren't fighting. They will fall into formation if there is room; warriors in front, casters at the rear.
  • It is pretty easy to avoid enemy groups as the henchmen will follow you. Beware moving too fast when going around enemies. If the henchmen are too far, they will use the shortest route, which will take them into the enemy group between you and them.
  • It is very hard to get rid of disease or miasma after combat. The henchmen stay near each other and spread the disease to those who get rid of it. The henchmen might spread a little if you move correctly.

Directing Movement

  • Players have the ability to direct henchmen towards a particular location, using a "flag" button on the compass. Once activated, henchmen will try to reach this location, will not fight along the way if engaged, but they will defend that location until the flag is removed. This is very useful when you need the henchmen to go one way while you go another - such as when going back to retrieve mission bundles or NPCs, or moving ahead to scout.
  • Another good tactic is to make them wait a slightly behind your position, allowing you to pull more effectively.
  • When in a party with other players and henchmen, this feature can effectively split the party in two - useful when you need to engage the enemies at two fronts. Note that the party leader is the only one who can control henchmen.
  • You can actually split a party with heroes and henchmen in two. To do so:
    1. Set all three Hero flags.
    2. Set a main flag.
    3. Cancel the hero flags.
    4. Henchmen will now stay with the main flag, but heroes will follow you.
  • Note, though, that if you die while far from your henchmen, they will not move to resurrect you and you may end up getting stuck.
    • However, if you have died with henchmen plotted far from your corpse, you may simply plot the main flag on your body to get the henchmen to return to you (or just cancel the main flag, having the henchmen approach your position automatically). An alternative method to avoid the pathing issue detailed in the next bullet is to click on one of the henchmen's names in the party window to change to camera to follow the selected henchman. From here, you can plot manually move the flag in a desired path back to your fallen body in order to trigger a resurrection skill.
  • Henchmen have some pathing issues. If you move very, very far away from their "flag" and then cancel it, they will take the shortest path to return to your location, and may get stuck in the process.
  • The use of the main flag to lead henchmen into other zones (such as a different explorable area or an entrance to a town) will not cause the party to enter the other zone. Instead, the henchmen will be teleported back to the controlling player.
  • Using the "flag" button heroes can be moved separately from each-other but henchmen only move when a command is issued for all NPCs.
  • Heroes will always obey individual orders over the "main" flag.
Example: If a hero flag is placed to the West and the main flag is planted to the East, the hero will go West while all the other henchmen/heroes will go to the main flag.
  • Flags can be plotted on the immediately visible terrain on screen, on the compass, or on the mission map.
Note: If henchman are flagged on the minimap to a far away area, they will attempt to reach that area. Sometimes they are successful, other times they will get stuck on terrain.
If they are successful, you can flag them to an area and autofollow them there, to avoid running there yourself.
  • If you are dead and a resurrection shrine is nearby consider opening the mission map and making them run to the resurrection shrine.
  • Note: If you forget to remove a flag before resurrecting at a resurrection shrine your henchmen will immediately start to run to the flag, possibly aggroing a lot of enemies.

Resurrection

  • Henchmen will resurrect fallen allies both in and out of battle.
  • They will now use their resurrection skills from range, rather than running on top of the fallen ally first.
  • In battle, they will favor resurrection signets. Monks will only attempt to use a multi-use resurrect in combat if they are the only ones left standing.
  • Henchmen prioritize resurrection targets in the following order, assuming that the corpses are nearby:
    1. Any human player with a multi-use resurrection spell
    2. Any henchman with a multi-use resurrection spell
    3. Any human player with a resurrection signet
    4. Any henchman with a signet
    5. Any human player
    6. Any henchman

Emotes

Since the October 25th 2006 update, while in an explorable area and not in combat, performing emotes will cause the henchmen in your party to form a circle around you and perform emotes of their own. For example, the /dance emote causes the henchmen to either dance or 'play' an instrument. Some of them have a dance animation that does not match their primary profession. See each henchman article for details.

External Links

  • Practical Guide to Henchmen Use (on Guild Wars Guru forum)
Facts about HenchmanRDF feed

This article uses material from the "Henchman" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010
(Redirected to Glossary:Henchman article)

From Marvel Database

Henchman

(also referred to as Henchwoman or Henchperson) A Henchman is an underling of a more powerful criminal mastermind or super-villain. Henchmen are typically dim-witted individuals with poor fighting skills, though most will arm themselves with conventional weaponry such as a gun or a knife. In the Golden-Age era, a sap was a popular weapon of choice for many henchmen. In recent years, the term has bred a neologism known as "Hench", which is an acting verb used to describe the actions of a Henchman.

[top] [Edit Henchman]


This article uses material from the "Glossary:Henchman" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Contents


AT THIS TIME, THIS ARTICLE HAS BECOME A SANDBOX. PLEASE SEE THE INDIVIDUAL ARTICLES FOR HENCHMEN Information


Overview

Henchmen are the various pets that Masterminds are able to control.

The Tier 1 pets are available at Level 1.

At Level 6 there will be two Tier 1 pets.
At Level 18 there will be three Tier 1 pets.

The Tier 2 pets are available at Level 12.

At Level 24 there will be two Tier 2 pets.

The Tier 3 pets are available at Level 26.

There will always only be one Tier 3 pet.

Tier 1

Image:Paramilitary DraftArmy.png Soldiers

Calls forth one to three Mercenary Soldiers (the second is available at Level 6, the third at Level 18) to do your bidding. The third Soldier you gain will be a Medic. All soldiers use Sub Machine Guns, but these can be upgraded. You may only have three Tier 1 Soldiers under your control at any given time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon Soldiers
Soldier Level 1 and 6 pets are Soldiers
Basic Powers Brawl (Smashing)
Advanced SMG Burst (Moderate DoT)
Equip Powers Advanced SMG Heavy Burst (Heavy DoT)
Heavy Burst (Lethal)
Upgrade Powers Auto Fire (Extreme DoT)
Burst (Lethal)
Medic Level 18 pet is a Medic
Basic Powers Brawl (Smashing)
SMG Burst (Moderate DoT)
MedKit (Heal)
Equip Powers SMG Heavy Burst (Heavy DoT)
Upgrade Powers Stimulant (Resist Effects)
Frag Grenade (Moderate Damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance Heal
Enhance Defense DeBuff
Enhance Damage
Enhance Accuracy

Image:Necromancy_CallZombieHorde.png Zombie Horde

Summons one to three Zombies (the second is available at Level 6, the third at Level 18) to do your bidding. Zombies are very tough but can be slow and stupid. They start out with only rudimentary melee attacks, but can be empowered with range and even life draining powers. You may only have three Tier 1 Zombies under your control at any given time. If you attempt to summon more Zombies, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon Zombies
Basic Powers Zombie Brawl (Smashing)
Equip Powers Projectile Vomit (Cone Toxic)
Zombie Vomit (Melee AoE Toxic)
Upgrade Powers Siphon Life (Melee Negative, SelfHeal, -Acc)
Enhancements Reduce Endurance Cost
Enhance Heal
Enhance To Hit Debuffs
Enhance Damage
Enhance Accuracy

Image:Ninjas CallGenin.png Call Genin

Calls forth one to three Genin Ninja (the second is available at Level 6, the third at Level 18) to do your bidding. Genin have good reflexes and jumping skill, but they are still the lowest rank Ninja and only possess the most rudimentary skills. However, they can be trained in more advanced techniques and weapons. You may only have three Tier 1 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon Genin
Basic Powers Thunder Kick (Minor Damage, Disorient)
Shruiken (Lethal Minor Damage)
Equip Powers Snap Shot (Minor Damage)
Storm Kick (Moderate Damage)
Upgrade Powers Aimed Shot (Moderate Damage)
Crane Kick (Heavy Damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance Disorient
Enhance Running Speed
Enhance KnockBack
Enhance Damage
Enhance Accuracy

Image:Robotics BuildRobotArmy.png Battle Drones

Constructs one to three Battle Drones (the second is available at Level 6, the third at Level 18) to do your bidding. Battle Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Battle Drones can Super Leap. You may only have three Tier 1 Battle Drones under your control at any given time. If you attempt to construct more Battle Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon Battle Drone
Basic Powers Laser Blast (Minor Energy Damage)
Smash (Smashing)
Equip Powers Heavy Laser Burst (Moderate Damage Knockdown)
Upgrade Powers Full Auto Laser (Cone, Energy Moderate Damage)
Enhancements -
-

Image:Thugs HirePosse.png Call Thugs

Calls forth one to three Thugs (the second is available at Level 6, the third at Level 18) to do your bidding. The third Thug you gain will be an Arsonist. Thugs use Dual Pistols and can be taught additional pistol attacks. You may only have three Tier 1 Thugs under your control at any given time. If you attempt to call more Thugs, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon 1-3 Thugs
Thug Level 1 and 6 pets are Punks
Basic Powers Brawl (Smashing)
Pistols (Minor Damage)
Equip Powers Dual Wield (Moderate Damage)
Upgrade Powers Empty Clips(Cone Moderate Damage)
Arsonist Level 18 pet is an Arsonist
Basic Powers Brawl (Smashing)
Molotov Cocktail (AoE Minor DoT)
Equip Powers Spit Fire (Cone Moderate DoT)
Upgrade Powers Fire Bomb (AoE)
Enhancements Reduce Endurance Cost
Enhance Knockback
Enhance Defense Debuff
Enhance Damage
Enhance Accuracy

Tier 2

Image:Paramilitary EnlistSpecialForces.png Spec Ops

You can enlist one to two highly skilled Spec Ops Mercenaries (the second is available at Level 24). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have two Tier 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon Spec Ops
Basic Powers Brawl (Smashing)
SCAR Burst (Moderate DoT)
SCAR Heavy Burst (Heavy DoT)
Web Grenade (Immobilize, -Recharge, -Fly)
Equip Powers Rifle Butt (Moderate Damage, Disorient)
Flash Bang (Disorient -Acc)
Upgrade Powers SCAR Snipe (?Heavy Damage)
Tear Gas (Hold/Immob? -Damage)
Stealth (Stealth +Defense)
Enhancements Enhance Hold
Reduce Endurance Cost
Enhance Disorient
Enhance Immobilization
Enhance ToHit DeBuffs
Enhance Defense DeBuff
Enhance Damage
Enhance Accuracy

Image:Necromancy_SummonSkeletonWarrior.png Grave Knight

You can summon one to two powerful Grave Knights (the second is available at Level 24) to do your bidding. Grave Knights come well equipped with several attack powers and can be empowered with even more. You may only have two Tier 2 Grave Knights under your control at any given time. If you attempt to summon more Grave Knights, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon Grave Knight
Basic Powers Hack (Melee Lethal -Def)
Slash (Melee Lethal -Def)
Dark Blast (Ranged Negative -Acc)
Equip Powers Disembowel (Melee Lethal Knockup -Def)
Gloom (Ranged Negative DoT -Acc)
Upgrade Powers Head Splitter (Melee Cone Lethal Knockdown Def)
Siphon Life (Melee Negative SelfHeal)
Enhancements

Image:Ninjas CallJounin.png Call Jounin

You can summon one to two highly skilled Jounin Ninja (the second is available at Level 24). Jounin Ninja are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have two Tier 2 Jounin under your control at any given time If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

(Note: Jounin is a Ninja Blade Stalker)

Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon Jounin
Basic Powers Gambler's Cut (Minor Damage, ?-Def)
Sting of the Wasp (Moderate Damage, ?-Def)
Caltrops (Minor DoT -Speed)
Equip Powers Soaring Dragon (Heavy Damage, KnockUp)
Poison Dart (Lethal Toxic -Regen)
Placate (-Aggro, Hide)
Upgrade Powers Golden Dragonfly (Extreme Damage Cone Melee, KnockUp, -Def)
Blinding Powder (Sleep -Acc Immobilize?)
Hide (Hide, +Def)
Enhancements Enhance Slow Movement
Reduce Endurance Cost
Enhance Disorient
Enhance Sleep
Enhance Running Speed
Enhance KnockBack
Enhance ToHit DeBuffs
Enhance Defense DeBuffs
Enhance Damage
Enhance Confuse
Enhance Accuracy

Image:Robotics ConstructProtectorBot.png Protector Bots

You can summon one to two powerful Protector Bots (the second is available at Level 24). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other Robot Henchmen. Make no mistake though, the best defense is a good offense, and Protector Bots are well equipped with energy weapons. You may only have two Tier 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon Protector Bots
Basic Powers Laser Blast (Minor Damage)
Force Shield (+Def)
Equip Powers Heavy Laser Burst (Snipe, Moderate Damage)
Repair (Heal 30%)
Upgrade Powers Photon Grenade (Minor Damage, Disorient)
Seeker Drones (-Acc, -Dam, -Perception, Disorient))
Enhancements -
-

Image:Thugs EnlistLieutenant.png Call Enforcer

Calls forth one to two Thug Enforcers (the second is available at Level 24) to do your bidding. Thug Enforcers carry a Sub-machine Gun and possess good leadership skills. Their weapon of choice is an Uzi, and they can be equipped to carry up to two at once. You may only have two Tier 2 Thug Enforcers under your control at any given time. If you attempt to call more Enforcers, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

(Note: Enforcers are SMG Corruptors (with extra Scourge damage))

Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon 1-2 Thug Enforcers
Basic Powers SMG Burst (Moderate DoT)
SMG Heavy Burst (Moderate DoT)
Maneuvers (PBAoE +Def)
Equip Powers SMG is replaced by Uzi
Uzi Burst (Moderate DoT)
Uzi Heavy Burst (Moderate DoT)
Uzi Cone Blast (Moderate Damage Cone)
Tactics (PBAoE +Acc)
Upgrade Powers Dual Uzi's (Cone)
Blast Clip
Assault (PBAoE +Dam)
Enhancements Reduce Endurance Cost
Enhance Defense Debuff
Enhance Damage
Enhance ToHit Buffs
Enhance Defense
Enhance Accuracy

Tier 3

Image:Paramilitary SuperSoldier.png Commando

Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to the standard Soldier resistance, the Commando's experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic damage. You may only have one Tier 3 Commando under your control at any given time. If you attempt to summon another Commando the power will fail.

Recharge Long
Minimum Level 26 (Mastermind)
Effects Summon Commando
Basic Powers Brawl (Smashing)
Burst (Moderate DoT, -Def)
Slug (Heavy Damage, Knockback)
Equip Powers Buckshot (Moderate Damage, Knockback)
Full Auto (Superior DoT)
Upgrade Powers M30 Grenade (Moderate Damage, Knockback)
Flamethrower (Extreme DoT)
LRM Rocket Launcher (Superior Damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance KnockBack
Enhance Defense DeBuff
Enhance Damage
Enhance Accuracy

Image:Necromancy_SummonLitch.png Lich

Summons a dark and powerful Lich. The Lich is an undead entity that, when alive, possessed many dark powers of his own. Perhaps it was a dark wizard or powerful archvillain. Perhaps it was even a Necromancer. Now it only hungers for the souls of the living, and is quite good at feeding itself. The Lich specializes in dark control and draining powers. You may only have one Tier 3 Lich under your control at any given time. If you attempt to summon another Lich, the power will fail.

Recharge Very Long
Minimum Level 26 (Mastermind)
Effects Summon Lich
Basic Powers Dark Blast (Moderate Damage, -Acc)
Torrent (Minor Damage, Knockback, -Acc)
Equip Powers Tenebrous Tentacles (Minor Damage Cone, Immobilize, -Acc)
Life Drain (Moderate Damage, SelfHeal)
Upgrade Powers Fearsome Stare (Fear, -Acc)
Petrifying Gaze (Hold)
Enhancements Accuracy
Damage
Defense DeBuff
Disorient Duration
Endurance Reduction
Fear Duration
Heal
Hold Duration
Immobolize Duration
Knockback Distance
ToHit DeBuff

Image:Ninjas CallOni.png Oni

Summons an ancient and powerful Oni. An Oni is a powerful human-like demon warrior. The Oni is a formidable creature who possesses the skill of a warrior and the powers of wind and fire. You may only have one Tier 3 Oni under your control at any given time. If you attempt to summon another Oni, the power will fail.

(Note: Oni is a Fire Dominator)

Recharge Very Long
Minimum Level 26 (Mastermind)
Effects Summon Oni
Basic Powers Fire Sword Slash (Lethal Fire Moderate Damage)
Fire Blast (Fire Moderate Damage)
Equip Powers Fire Sword Hack (Lethal Fire Moderate Damage)
Ring of Fire (Moderate DoT, Immobilize)
Fire Breath (Moderate Damage Cone)
Upgrade Powers Char (Moderate DoT, Hold)
Rain of Fire (Minor DoT AoE)
Enhancements Enhance Hold
Reduce Endurance Cost
Enhance KnockBack
Enhance Immobilization
Enhance Damage
Enhance Accuracy

Image:Robotics AssembleAssaultMech.png Assault Bot

Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have one Tier 3 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fail.

Recharge Very Long
Minimum Level 26 (Mastermind)
Effects Summon Assault Bot
Basic Powers Smash (Smash Disorient ToggleDrop)
Plasma Blast (Energy Knockback -Regen)
Equip Powers Dual Plasma Blast (Energy Knockback -Regen)
Flamethrower (Extreme DoT)
Upgrade Powers Swarm Missiles (Lethal Damage AoE, Knockback)
Incendiary Swarm Missiles (Lethal Damage AoE)
Enhancements -
-

Image:Thugs EnlistBoss.png Call Bruiser

Calls one massive Bruiser. He is strong, tough and has a mean temper. As a Brute, he will generate Fury and deal more damage the longer the combat lasts. His Super Strength powers means he favors hand-to-hand combat. He has resistance to Lethal and Smashing damage and some resistance to Fire and Cold damage. You may only have one Tier 3 Bruiser under your control at any given time. If you attempt to summon another Bruiser, the power will fail.

(Note: Bruiser is a Super Strength Brute (with Rage Bar))

Recharge Very Long
Minimum Level 26 (Mastermind)
Effects Summon Bruiser
Basic Powers Jab (Minor Damage, Disorient)
Punch (Moderate Damage, Knockdown)
Equip Powers Hand Clap (PBAoE, Disorient, Knockback)
Haymaker (Heavy Damage, Knockdown)
Upgrade Powers Knockout Blow (Superior Damage, Disorient, Knockback)
Hurl (Heavy Damage, Knockback, -Fly)
Foot Stomp (Heavy Damage PBAoE, Knockback))
Enhancements Enhance Hold
Reduce Endurance Cost
Enhance Disorient
Enhance Knockback
Enhance Damage
Enhance Accuracy

Related Powers

Although not technically a Henchman power, the Mastermind Thugs power Gang War creates Pet class, low-level Thugs with basic weaponry.

Image:Thugs TargetedSummonMob.png Gang War

Calls a gang of 10 or so Thug Posse to come to your aid for a brief while. Posse are not like your true Henchman. They cannot be given direct commands, nor will they appear in your Pet Window. You must select an enemy target to attack first before calling these Thugs. Posse are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will only stick around for a few minutes before taking off.

Recharge Very Long
Minimum Level 18 (Mastermind)
Effects Summon Posse (Calls approximately 10 thugs)
Enhancements Reduce Endurance Cost
Enhance Recharge Speed
Enhance Damage
Enhance Accuracy

This article uses material from the "Henchmen" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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