Armored Henchmen are enemies equipped with armor that protected them from most attacks. They are usually seen with regular henchmen and rarely appear by themselves. One or two Armored Henchmen usually appear in a group.
Arkham Origins Incident Report
The Armored Henchmen were first encountered within Blackgate Prison. They appeared frequently in Gotham in various places and events.
Cold, Cold Heart Incident Report
Arkham City Incident Report
The Armored Henchmen were first encountered in Penguin's Museum, and they appeared in Arkham City throughout the game. They were involved in various schemes, such as Joker's plan. Some of his armored men appeared with Harley Quinn in Harley Quinn's Revenge.
Arkham Knight Incident Report
The Armored Henchmen didn't reappear in Arkham Knight and were instead replaced by Brutes. While they fulfill the same purpose (an opponent immune to normal attacks), they were much more difficult to deal with, as they couldn't be knocked down, attacked faster, countering them dealt no damage to them, and they were immune to the Fear Multi-Takedown. While a Beatdown could still be used to take them out in one go, those employed by the Arkham Knight's Militia required two finishers to keep down. Dual Play takedowns could be used to knock them out with a single move. In Predator Mode, they were replaced by Minigunners.
In combat, they could be taken out with Beatdowns, Special combo takedowns, ground takedowns, and Blade Dodge Takedowns. In predator mode, they were vulnerable to Reverse Ledge Takedowns, ground takedowns, and most loud takedowns. Any Remote controlled Gadget could potentially knock them off walkways if the gadget was moving at full speed and hit the target from behind. Anything else that could knock them off walkways (Explosive Gel, Batclaw) could be used to take them down. If the character had access to the disruptor, a mine could be blown up while they were near them.
Like most enemies, the Vantage Point Takedown could be performed to instantly take out an Armored Henchman. The Remote Electrical Charge could be used to send them flying; if they fell off a walkway this way, they would be knocked out. In addition, in Arkham Origins, they could be knocked out with a glue grenade takedown, Tightrope and Zipline Takedowns.
Caltrops could be used to make the Armored Henchmen trip, and left open for a ground takedown. Using Catwoman's whip to trip them in a predator encounter would also leave them on the ground, vulnerable to a takedown. Catwoman could also perform a takedown on them if she was hanging from a ceiling and they were standing above her.
Snap-flashes could be used to make the Armored Henchmen vulnerable to a ground takedown.
Wrist Darts, if shot into the head, would instantly take the Armored Henchmen out. If they were hit anywhere else, they would be knocked over, and became vulnerable to a ground takedown. In addition, the Electrical Blast could knock them over, if it was performed from sufficient height.
Deathstroke didn't have any special ways of taking out the Armored Henchmen, but anything in the "In general" section could be used. Note that his Proximity Mines are not capable of performing an exploding wall takedown.
As Bruce Wayne
Again, this character had no unique takedowns to perform, but the moves in the "In General" section did the trick.
Known Armored Henchmen
- Black Mask's Henchmen
- Penguin's Henchmen
- Joker's Henchmen
- Bane's Henchmen
- Blackgate Prisoners
- Harley's Thugs
- Scarecrow's Henchmen
- Two-Face's Thugs (Arkham Knight)
- Arkham Knight's Thugs