Minigunner is an enemy-type that was faced in Batman: Arkham Knight. Most encountered Minigunners were part of the Arkham Knight's Militia (Surprisely, only 2 variations of mini gunners in the milita), but a few were shown to work for Harley Quinn's (only had 6 in the main story, 7 counting with the wayne manor challenge. However there are only 4 variations of Harley mini gunners ) Penguin's gangs (only had 1 in GCPD lockdown. Which there is a possibility of a player getting one of 4 variations of a penguin mini gunner). They only appeared in predator situations, and were replaced by Brutes in combat situations.
The Minigunners were very difficult to take out, as they required a lengthy Beatdown, during which the player needed to counter several times, and were vulnerable to other enemies while doing so. However, they could be taken out by other means, but all of them produced noise. They are immune to Multi Fear Takedowns, grate takedowns, silent takedowns, and ceiling takedowns.
Using the Voice Synthesizer to lure the Minigunners to activate a rigged ammo crate was presumably the safest way to take them out, as Batman didn't need to even get close to them, but this only worked once. They were also vulnerable to environmental takedowns.
Unlike other enemy types, Medics could not revive downed Minigunners.
- In Arkham Knight, the Minigunners were the only Predator Mode enemy who never become "terrified" while searching for the player. They were marked as "terrified" during Beatdowns, however.
- The Minigunners did not appear when playing as certain characters, and were instead replaced with other enemy types, most often by a soldier wearing optic deflection armor.