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Failed Experiments

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Overview

+++ Missing Information +++

Background

+++ Missing Information +++

Enemy Types

Minions

Type 22

Type 22

These genetically altered humans are given the cold numeric moniker Type 22, suggesting that they were part of an earlier batch of experiments. Genetic meddling has given them immense strength and speed, at the cost of extremely rapid cellular decay.

Powers

SuperStrength Jab.png Jab Melee, Minor DMG(Smash), Foe Stun
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

Temporary RangeLightDamage.png Throw Ranged, Moderate DMG(Smash)
Ghouls often throw nearby objects at their foes before they close in melee and tear them apart. This attack does moderate smashing damage. Damage: Moderate, Recharge: Fast

PsychicBlast PsychicWail.png Death and Glory Post Death, PBAoE Heal
Once the Ghoul dies, he will heal nearby allies for a small amount of HP, this power will not always work.

Invulnerability ResToPhysicalDmg.png Resistance Auto, +Res(Lethal, Smash) Res( S10 L10 ) +Run Speed
This power grants the Ghoul some minor resistance to Lethal and Smashing damage.

Improved Type 22

These genetically altered humans are given the cold numeric moniker Type 22, suggesting that they were part of an earlier batch of experiments. Genetic meddling has given them immense strength and speed, at the cost of extremely rapid cellular decay.

Powers

SuperStrength Jab.png Jab Melee, Minor DMG(Smash), Foe Stun
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

Temporary RangeLightDamage.png Throw Ranged, Moderate DMG(Smash)
Ghouls often throw nearby objects at their foes before they close in melee and tear them apart. This attack does moderate smashing damage. Damage: Moderate, Recharge: Fast

PsychicBlast PsychicWail.png Death and Glory Post Death, PBAoE Heal
Once the Ghoul dies, he will heal nearby allies for a small amount of HP, this power will not always work.

Regeneration DullPain.png Dull Pain Self +Max HP
Using ancient techniques, you can make yourself more resilient to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum Hit Points for a couple of minutes. Recharge: Very Long

Regeneration FastHealing.png Fast Healing Auto: Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.

Regeneration Integration.png Integration Toggle: Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize), +Regeneration
You can Integrate your mind and body, making you resistant to Knockback, Disorient, Hold, Sleep, and Immobilization effects, as well as increase your regeneration rate, for as long as you can keep this toggle power active. Recharge: Fast

Invulnerability ResToPhysicalDmg.png Resistance Auto, +Res(Lethal, Smash)
This power grants the Ghoul some minor resistance to Lethal and Smashing damage.

Lieutenants

Type 53

Type 53

More advanced genetic creations than their Type 22 counterparts, the Type 53 was created as a command and control unit, as well as a test bed for advanced genetic manipulation. The Type 53 has a targeting computer surgically installed in its head, enabling it to designate a target to its comrades. Genetic meddling has given them immense strength and speed, but once again at the cost of extremely rapid cellular decay.

Powers

SuperStrength Jab.png Jab Melee, Minor DMG(Smash), Foe Stun
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

SuperSpeed Flurry.png Flurry of Fists Melee, Moderate DMG(Smash), Foe Disorient
Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.

FireBlast FireBlast.png Marked for Death Ranged, Minor DoT(Toxic), Attract Foes
Ghouls operate in pacts and it is the Painted One's duty to "mark" their prey. Being marked will cause some minor Toxic damage and cause nearby enemies to be more likely to attack you.

Temporary RangeLightDamage.png Throw Ranged, Moderate DMG(Smash)
Ghouls often throw nearby objects at their foes before they close in melee and tear them apart. This attack does moderate smashing damage. Damage: Moderate, Recharge: Fast

PsychicBlast PsychicWail.png Death and Glory Post Death, PBAoE Heal
Once the Ghoul dies, he will heal nearby allies for a small amount of HP, this power will not always work.

Invulnerability ResToPhysicalDmg.png Resistance Auto, +Res(Lethal, Smash) Res( S15 L15 ) +Run Speed
This power grants the Ghoul some minor resistance to Lethal and Smashing damage.

Improved Type 53

More advanced genetic creations than their Type 22 counterparts, the Type 53 was created as a command and control unit, as well as a test bed for advanced genetic manipulation. The Type 53 has a targeting computer surgically installed in its head, enabling it to designate a target to its comrades. Genetic meddling has given them immense strength and speed, but once again at the cost of extremely rapid cellular decay.

Powers

SuperStrength Jab.png Jab Melee, Minor DMG(Smash), Foe Stun
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

SuperSpeed Flurry.png Flurry of Fists Melee, Moderate DMG(Smash), Foe Disorient
Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.

FireBlast FireBlast.png Marked for Death Ranged, Minor DoT(Toxic), Attract Foes
Ghouls operate in pacts and it is the Painted One's duty to "mark" their prey. Being marked will cause some minor Toxic damage and cause nearby enemies to be more likely to attack you.

Temporary RangeLightDamage.png Throw Ranged, Moderate DMG(Smash)
Ghouls often throw nearby objects at their foes before they close in melee and tear them apart. This attack does moderate smashing damage. Damage: Moderate, Recharge: Fast

PsychicBlast PsychicWail.png Death and Glory Post Death, PBAoE Heal
Once the Ghoul dies, he will heal nearby allies for a small amount of HP, this power will not always work.

Regeneration DullPain.png Dull Pain Self +Max HP
Using ancient techniques, you can make yourself more resilient to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum Hit Points for a couple of minutes. Recharge: Very Long

Regeneration FastHealing.png Fast Healing Auto: Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.

Regeneration Integration.png Integration Toggle: Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize), +Regeneration
You can Integrate your mind and body, making you resistant to Knockback, Disorient, Hold, Sleep, and Immobilization effects, as well as increase your regeneration rate, for as long as you can keep this toggle power active. Recharge: Fast

Invulnerability ResToPhysicalDmg.png Resistance Auto, +Res(Lethal, Smash)
This power grants the Ghoul some minor resistance to Lethal and Smashing damage.

Bosses

Dr. Hetzfeld

Main Article: Dr. Hetzfeld

Dr. Hetzfeld is a brilliant, albeit mad scientist. Such is his disdain of Neuron's position as Praetor of the Sciences the Hetzfeld has taken to modifying his own mind and body to put him on a more even footing when it comes to physical capability. He still believes himself to be the superior scientist, and will stop at nothing to prove that to the world.

Powers

Sword Slice.png BoneSaw Melee Lethal, Med Dam
Saw through flesh and bone.

AssaultWeapons ARBurst.png Revolver Ranged Lethal, Med Dam
Small caliber side arm. Not very accurate.

Regeneration DullPain.png Dull Pain Self +Max HP
Using ancient techniques, you can make yourself more resilient to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum Hit Points for a couple of minutes. Recharge: Very Long

Regeneration FastHealing.png Fast Healing Auto: Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.

Type 90

Type 90

Advanced genetic abominations; the Type 90 appears to be intended as a mass produced replacement for Powers Division members. They are stronger, faster, and tougher than their compatriots, leading them from the front and inspiring them to fight harder and longer than humanly possible. Genetic meddling has given them immense strength and speed, but once again at the cost of extremely rapid cellular decay.

Powers

SuperStrength Jab.png Jab Melee, Minor DMG(Smash), Foe Stun
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

SuperStrength Haymaker.png Haymaker Melee Smash, Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

StoneMelee HurlBoulder.png Hurl Boulder Ranged, Moderate DMG(Smash), Foe Knockback
This foe can rip a Boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes.

Leadership Defense.png Ghoulish Inspiration Toggle: PBAoE, Team +DMG, +To Hit, Res(Immobilize, Sleep, Confuse, Hold, Disorient)
While the Ghoul Manslayer is not held he will boost the damage, chance to hit and resistance to status effects of nearby allies.

PsychicBlast PsychicWail.png Death and Glory Post Death, PBAoE Heal
Once the Ghoul dies, he will heal nearby allies for a small amount of HP, this power will not always work.

Invulnerability ResToPhysicalDmg.png Resistance Auto, +Res(Lethal, Smash) Res( S20 L20 ) +Run Speed
This power grants the Ghoul some minor resistance to Lethal and Smashing damage.

Improved Type 90

Advanced genetic abominations; the Type 90 appears to be intended as a mass produced replacement for Power's Division members. They are stronger, faster, and tougher than their compatriots, leading them from the front and inspiring them to fight harder and longer than humanly possible. Genetic meddling has given them immense strength and speed, but once again at the cost of extremely rapid cellular decay.

Powers

SuperStrength Jab.png Jab Melee, Minor DMG(Smash), Foe Stun
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

SuperStrength Haymaker.png Haymaker Melee Smash, Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

StoneMelee HurlBoulder.png Hurl Boulder Ranged, Moderate DMG(Smash), Foe Knockback
This foe can rip a Boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes.

Leadership Defense.png Ghoulish Inspiration Toggle: PBAoE, Team +DMG, +To Hit, Res(Immobilize, Sleep, Confuse, Hold, Disorient)
While the Ghoul Manslayer is not held he will boost the damage, chance to hit and resistance to status effects of nearby allies.

PsychicBlast PsychicWail.png Death and Glory Post Death, PBAoE Heal
Once the Ghoul dies, he will heal nearby allies for a small amount of HP, this power will not always work.

Regeneration DullPain.png Dull Pain Self +Max HP
Using ancient techniques, you can make yourself more resilient to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum Hit Points for a couple of minutes. Recharge: Very Long

Regeneration FastHealing.png Fast Healing Auto: Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.

Regeneration Integration.png Integration Toggle: Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize), +Regeneration
You can Integrate your mind and body, making you resistant to Knockback, Disorient, Hold, Sleep, and Immobilization effects, as well as increase your regeneration rate, for as long as you can keep this toggle power active. Recharge: Fast

Invulnerability ResToPhysicalDmg.png Resistance Auto, +Res(Lethal, Smash)
This power grants the Ghoul some minor resistance to Lethal and Smashing damage.

Elite Bosses

Noble Savage

Noble Savage

Main Article: Noble Savage

The form of a savage monster hides the heart of a noble hero. Betrayed by those he trusted, the Noble Savage has risen above thoughts of vengeance and still seeks to serve the people he swore to protect. Even if they believe he is who they need protection from.

Powers

SuperStrength Punch.png Punch Melee Smash, Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

SuperStrength Jab.png Jab Disorient
You have been Disoriented.

SuperStrength Haymaker.png Haymaker Melee Smash, Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

SuperStrength Hurl.png Hurl Ranged, Moderate DMG(Smash), Knockback
You've been hit by a rock. A big rock.

Regeneration DullPain.png Dull Pain Self +Max HP
Using ancient techniques, you can make yourself more resilient to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum Hit Points for a couple of minutes. Recharge: Very Long

Regeneration FastHealing.png Fast Healing Auto: Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.

Regeneration Integration.png Integration Toggle: Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize), +Regeneration
You can Integrate your mind and body, making you resistant to Knockback, Disorient, Hold, Sleep, and Immobilization effects, as well as increase your regeneration rate, for as long as you can keep this toggle power active. Recharge: Fast

Named Bosses

Related Badges

File:Badge DefeatFailedExperiment.png Escapee

Despite all of their genetic modifications and cybernetics, the Failed Experiments were no match for you. You defeated several waves of Failed Experiments to earn this badge.