Failed Experiments

From City of Heroes: Rebirth - Wiki
Revision as of 01:02, 19 April 2014 by imported>Blondeshell (→‎Related Badges: add section)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

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

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

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

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.

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

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

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

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.

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

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

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

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

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

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.

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.

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

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.

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

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

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.

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.

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

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.

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

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

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

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

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

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

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

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

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

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.

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.

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.

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.

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

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

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.

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.

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.

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.

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

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

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

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

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

Jab Disorient
You have been Disoriented.

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.

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

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

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

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

{{#explode:File:Badge DefeatFailedExperiment.png|,|0}}{{#explode:File:Badge DefeatFailedExperiment.png|,|1}} 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.