Armored Henchmen are enemies equipped with armor that protect 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
The Armored Henchmen are first encountered at Blackgate Prison. They then appear frequently in Gotham in various places and events.
Cold, Cold, Heart Incident
Arkham City Incident
The Armored Henchmen are first encountered at the Museum and then appear in Arkham City throughout the game. They are involved in various schemes, such as The Joker's plan. Some of Joker's armored henchmen appear with Harley Quinn in Harley Quinn's Revenge.
Arkham Knight Incident
The Armored Henchmen don't appear Arkham Knight and are instead replaced by Brutes. While they fulfill the same purpose (they are immune to normal attacks), they are much more difficult to deal with, as they can't be knocked down, attack faster, countering them deals no damage to them, and they are immune to the Fear Multi-Takedown. While a Beatdown can still be used to take them out in one go, those employed by the Arkham Knight's Militia require two finishers to keep down. Dual Play Takedowns can be used to knock them out with a single move. In Predator, they are replaced with Minigunners.
Armored henchmen can block most head on combat attacks (including normal strikes, critical strikes, aerial attacks (though an aerial attack can be performed off them onto another henchman), glide kicks, glide boost attacks, batarangs, batclaw slams, special combo bat swarm, special combo whiplash, special combo group attack) when they're fully on their feet (when they're not, such as when they've just stood up, they're still vulnerable to a normal strike). They can be easily knocked away by electrical attacks (the REC or Nightwing's special combo shock attack).
In combat, they can be taken out with Beat Downs, special combo takedowns, ground takedowns, Blade Dodge Takedowns, and damage caused by Titan Henchmen. In predator, they are vulnerable to counters, Reverse Ledge Takedowns, ground takedowns, and most loud takedowns; they are immune to Silent Takedowns, though. Any Remote controlled Gadget can potentially knock them off walkways if the gadget is moving at full speed and hits the target from behind. Anything else that can knock them off walkways (Explosive Gel, Batclaw) can be used to take them down. If the character has access to the Disruptor, a mine could be blown up while they were near them.
Like most enemies, the Inverted Takedown can be performed to instantly take out an Armored Henchman. The Remote Electrical Charge can be used to send them flying; if they fall off a walkway this way, they are knocked out. In addition, in Arkham Origins, they can be knocked out with a glue grenade takedown, tightrope takedown, and zipline takedowns.
Caltrops can be used to make Armored Henchmen trip, and left open for a ground takedown. Using Catwoman's Whip to trip them in predator also leaves them on the ground and vulnerable to a takedown. Catwoman can also perform a ceiling takedown on Armored Henchmen if she is on the ceiling and they are standing above her.
Snap-Flashes can be used to make Armored Henchmen vulnerable to a ground takedowns.
Wrist Darts, if shot into their heads, instantly take Armored Henchmen out. If they are hit anywhere else, they can be knocked over and became vulnerable to a ground takedown. In addition, Electrical Blast can knock them over if it is performed from sufficient height.
Deathstroke does not have any special ways of taking out Armored Henchmen, but anything in the "In general" section can be used. Note that his Proximity Mines are not capable of performing an exploding wall takedown.
Again, this character has no unique takedowns to perform, but the moves in the "In General" section do the trick.
Known Armored Henchmen
- Black Mask's Henchmen
- The Penguin's Henchmen
- Joker's Henchmen
- Bane's Henchmen
- Blackgate Prisoners
- Harley's Thugs
- Scarecrow's Henchmen
- Two-Face's Henchmen (Arkham Knight)
- Arkham Knight's Militia
- The Armored Henchmen can take about 20 hits (24 when playing as Catwoman) before becoming vulnerable to a finish-off move.
- In Arkham City, if you fired the REC at an armored henchmen, he would go flying through the air, making him vunerable to a Ground Takedown.