Hendrickson SR
The atoning Druid apothecary — three distinct SR kits across three weapons and three elements.
Hendrickson — the former Holy Knight Grandmaster turned apothecary Druid — is an SR three-weapon hero whose every path is a different element and role. One-Handed Sword is a Holy Warden support (heal-over-time plus a team Defense buff), Dual Swords is a non-elemental crowd-control Attacker, and Lance is a Darkness self-buff bruiser. This guide reads every line of his in-game data so you know exactly which Hendrickson to bring.
- The Atoning Druid
- SR
- 3 weapon paths
- Holy / Default / Darkness
- Warden · Attacker
Should you build Hendrickson?
Hendrickson is a free SR whose three weapons each fill a genuinely different slot. One-Handed Sword is a Holy Warden support: Divine Pierce raises his Healing Efficiency by 10% for 30 sec, Defensive Spell gives all allied heroes +20% Defense for 40 sec, and the Ultimate Magic Unleashed restores 0.5% Max HP + 25% Attack to allies in range every second for 10 sec. Dual Swords is a non-elemental crowd-control Attacker: Flash Sword teleports behind the enemy and Stuns slow targets for 5 sec, Rapid Edge deals 281% with +30% Crit Damage on Back Attacks, and the passive Morale Boost feeds allied Crit Chance against slowed enemies. Lance is a Darkness self-buff bruiser: Abyss Lance Breaker grants Berserk (+15% Crit Chance, +30% Crit Damage at an HP cost) and the Ultimate "Acid Down" deals 387% with +25% Crit Chance against Darkness-Burst targets.
If you only invest in one path, match it to your team: One-Handed Sword as a cheap heal-and-Defense Warden for any composition, Dual Swords as a positional non-elemental Attacker built around its slow-and-Stun control, or Lance as a self-sufficient Darkness bruiser that pairs with a Darkness-Burst setup. As an SR he is cheap to ascend, which makes the One-Handed Sword support path especially accessible value.
Bottom line: Hendrickson is worth building as a free, budget piece — especially One-Handed Sword as a heal-plus-Defense Warden while you build toward premium SSRs. He will not headline an endgame damage team, but he is an accessible support/Attacker hybrid with three clearly separated roles.
Strengths
- Free SR — every account can field him, and he is cheap to ascend.
- Three full kits in one hero — One-Handed Sword (Holy Warden), Dual Swords (non-elemental Attacker), Lance (Darkness bruiser).
- One-Handed Sword Ultimate Magic Unleashed: heals allies in range for 0.5% Max HP + 25% Attack every 1 sec for 10 sec.
- One-Handed Sword Defensive Spell: +20% Defense to all allied heroes for 40 sec.
- Dual Swords Flash Sword teleports behind the enemy and Stuns slowed targets for 5 sec; passive Morale Boost gives allies +10% Crit Chance vs slowed enemies.
- Lance Abyss Lance Breaker grants Berserk (+15% Crit Chance, +30% Crit Damage); the Ultimate adds +25% Crit Chance vs Darkness-Burst targets.
Weaknesses
- SR rarity — low base stats and SR-tier multipliers; not an endgame damage carry.
- Three different elements (Holy / non-elemental / Darkness) — no single team buffs all three paths the same way.
- Dual Swords' control payoff is conditional — Flash Sword's 5s Stun and Morale Boost both need the enemy already slowed.
- Lance's Berserk costs 2% Max HP per second — strong stats, but a real HP drain if you cannot end the fight quickly.
- His data ships zero Combined-Attack entries — no fixed combo partners and no team-bonus text.
Weapon paths
Hendrickson swaps the entire kit with the weapon you equip. Pick the path that matches the team you are building.
One-Handed Sword
A Holy Warden support: a heal-over-time Ultimate plus a team Defense buff.
- Divine Pierce: 99% and +10% own Healing Efficiency for 30 sec.
- Defensive Spell: +20% Defense to all allied heroes for 40 sec.
- Ultimate Magic Unleashed: heals allies in range for 0.5% Max HP + 25% Attack every 1 sec for 10 sec.
- Passive Grandmaster's Rally: using the Tag Skill restores 500 Magic Gauge at 3 or fewer Magic Points.
Dual Swords
A non-elemental control Attacker: teleport behind, Stun slowed targets, and a high-multiplier Ultimate.
- Flash Sword: teleports behind for 178%; vs a slowed enemy Stuns for 5 sec and +10% own Crit Chance for 20 sec.
- Rapid Edge: 281%; Back Attacks increase Crit Damage by 30%.
- Ultimate Knight's Sword: 421% and slows the target's Movement Speed by 30% for 20 sec.
- Passive Morale Boost: allies attacking a slowed enemy gain +10% Crit Chance.
Lance
A Darkness self-buff bruiser: Berserk for crit, scaling on Berserk, and a Burst-stripping Ultimate.
- Abyss Lance Breaker: 161% and grants Berserk for 10 sec (+15% Crit Chance, +30% Crit Damage, costs 2% Max HP/sec).
- "Acid Tower": 273%, +30% damage while the hero has Berserk.
- Ultimate "Acid Down": 387%; +25% Crit Chance vs Darkness-Burst targets; the final strike removes their Darkness Burst.
- Passive Veteran Holy Knight: +12% Attack as bonus damage when attacking a Darkness-Burst target.
One-Handed Sword — the Holy Warden support
The team-keeper path: a heal-over-time Ultimate plus a flat team Defense buff.
One-Handed Sword is Hendrickson's support kit. Divine Pierce deals 99% and raises his own Healing Efficiency by 10% for 30 seconds, so casting it before the Ultimate increases the value of the heal that follows. Defensive Spell grants every allied hero +20% Defense for 40 seconds — a long, team-wide mitigation buff. His Ultimate, Magic Unleashed, is the centrepiece: it restores HP to allies in range equal to 0.5% of Max HP + 25% of Attack every second for 10 seconds.
The path's glue is the passive Grandmaster's Rally: using the Tag Skill restores 500 Magic Gauge when he is at 3 or fewer Magic Points. That keeps his support rotation running even on a tight Magic budget. As a free SR, this is the cheapest way to add a heal-over-time plus a team Defense buff to almost any composition.
One-Handed Sword skill breakdown (from in-game data)
- NormalRadiant Slash
Filler combo between casts (11% / 12% / 19% / 33%).
- FirstDivine Pierce
99%; increases the hero's Healing Efficiency by 10% for 30 sec.
- SecondDefensive Spell
Increases all allied heroes' Defense by 20% for 40 sec.
- TagThrusting Slash
Tag-in hit when you swap Hendrickson into the fight.
- UltimateMagic Unleashed
Restores HP of allies in range by 0.5% Max HP + 25% Attack every 1 sec for 10 sec.
- PassiveGrandmaster's Rally
Using the Tag Skill restores the Magic Gauge by 500 at 3 or fewer Magic Points.
Dual Swords — the non-elemental control Attacker
A positional DPS path: teleport behind, Stun slowed targets, and a high-multiplier Ultimate.
Dual Swords turns Hendrickson into a non-elemental control Attacker. Dual Strike, his Normal Attack, has a 15% chance to cut the Special Attack cooldown by 1 second. Flash Sword teleports him behind the enemy for 178%, and against an enemy with reduced Movement Speed it Stuns them for 5 seconds and grants him +10% Crit Chance for 20 seconds. Rapid Edge deals 281% and Back Attacks increase its Crit Damage by 30%. His Ultimate, Knight's Sword, deals 421% and slows the target's Movement Speed by 30% for 20 seconds — which itself sets up the rest of the kit.
The whole path keys off slow: the Ultimate inflicts it, then Flash Sword's 5-second Stun and the passive Morale Boost both pay off on the slowed target. Morale Boost gives allied heroes +10% Crit Chance when they attack a slowed enemy, so even on this self-Attacker path he adds a small team buff. This is the path for players who can hold positioning and chain the slow-into-control loop.
Dual Swords skill breakdown (from in-game data)
- NormalDual Strike
Filler combo; 15% chance to cut the Special Attack cooldown by 1 sec (21% / 22% / 37% / 63%).
- FirstFlash Sword
Teleports behind for 178%; vs a slowed enemy Stuns 5 sec and +10% own Crit Chance for 20 sec.
- SecondRapid Edge
281%; Back Attacks increase Crit Damage by 30%.
- TagDouble Slash
Tag-in hit.
- UltimateKnight's Sword
421%; decreases the target's Movement Speed by 30% for 20 sec.
- PassiveMorale Boost
When an allied hero attacks a slowed enemy, their Crit Chance increases by 10%.
Lance — the Darkness self-buff bruiser
The aggressive path: Berserk for crit, damage scaling on Berserk, and a Burst-stripping Ultimate.
Lance is Hendrickson's self-sufficient Darkness bruiser. Abyss Lance Breaker deals 161% and grants Berserk for 10 seconds — Berserk raises Crit Chance by 15% and Crit Damage by 30%, but drains 2% of Max HP every second (HP stops being consumed at 5% or lower). "Acid Tower" deals 273% and gains +30% damage while Berserk is active, so the rotation is to enter Berserk and immediately cash it. His Ultimate, "Acid Down", deals 387%, adds +25% Crit Chance against Darkness-Burst targets, and the final strike removes their Darkness Burst.
The passive Veteran Holy Knight adds bonus damage equal to 12% of Attack whenever he attacks an enemy with Darkness Burst active, which rewards pairing him with a Darkness-Burst setup. This is the highest personal-damage path, but the Berserk HP drain means it wants short, decisive fights rather than long attrition.
Lance skill breakdown (from in-game data)
- NormalAbyss Lance
Filler combo between casts (26% / 31% / 53%).
- FirstAbyss Lance Breaker
161%; grants Berserk for 10 sec (+15% Crit Chance, +30% Crit Damage, −2% Max HP/sec; HP stops draining at 5% or lower).
- Second"Acid Tower"
273%; +30% damage while the hero has Berserk.
- TagDark Stab
Tag-in hit.
- Ultimate"Acid Down"
387%; +25% Crit Chance vs Darkness-Burst targets; the final strike removes the target's Darkness Burst.
- PassiveVeteran Holy Knight
Additionally inflicts 12% of Attack as damage when attacking a Darkness-Burst target.
Potential priority
Each path has its own Potential track unlocked with Hendrickson's Potential Points (Exchange Shop, server-capped).
The pattern matches every hero: odd levels (1, 3, 8) are flat Attack / Defense / Max HP — smaller values here because Hendrickson is an SR — and even levels are the meaningful skill amplifiers. Prioritise reaching the amp levels for whichever path you committed to.
Where the value sits
- One-Handed Sword first (support) — If you only ascend one path, the Warden kit gives the most team value at SR cost — the heal-over-time Ultimate and the +20% team Defense scale your whole roster, not just Hendrickson.
- Dual Swords second (control) — Worth it if you want a positional non-elemental Attacker — the slow-into-Stun loop plus Morale Boost's allied +10% Crit Chance pays off when you can hold the rotation.
- Lance last (self-sufficient) — The highest personal damage, but the Berserk HP drain wants short fights and a Darkness-Burst setup to use the passive and the Ultimate's +25% Crit Chance.
Weapon and gear direction
Hendrickson's compatible weapons and what their passives reward.
Hendrickson's universal pick is Black Flame Wings (activating a Burst → +28% Attack and +6% Crit Chance for 10 sec), available across his weapon types. On a budget SR, Crimson Flame (Burst → +28% Attack) and Jet-black (Ultimate → 20% chance of +50% Crit Chance for 7 sec) are strong, accessible options on every path. Some passives are weapon-type-specific in his data: Skyborne Gale (Dual Swords only) rewards Back Attacks with −16% enemy Crit Resistance, which suits the Dual Swords path; Gluttonous Soul and Corrupted Conviction appear on the Longsword (One-Handed Sword) list; and Thorn of Greed (Lance only, +7% damage to DoT targets) is a niche Lance option.
Notable compatible weapons (data-listed)
- Black Flame Wings — Activating a Burst → +28% Attack and +6% Crit Chance for 10 sec. The universal pick across his weapon types.
- Crimson Flame — Activating a Burst → +28% Attack for 10 sec — a strong, accessible option on every path.
- Jet-black — Using the Ultimate Move → 20% chance of +50% Crit Chance for 7 sec; excellent on the Dual Swords / Lance crit paths.
- Skyborne Gale (Dual Swords) — Back Attacks decrease the enemy's Crit Resistance by 16% for 20 sec — pairs with the Dual Swords back-attack play.
Costumes
Hendrickson ships with the default grade-3 Liones Apothecary costume, a grade-4 skin Romantic Gray, and two grade-5 skins in the data: A Suit From Younger Days and Apothecary's Workwear. His data lists no weapon costumes.
Plan it on ZeroLuck
This guide tells you how the kit works — these free community tools let you actually build it, share it and race it.
FAQ
- Which Hendrickson weapon should I build first?
- One-Handed Sword for most accounts — it is the cheapest way to add a heal-over-time Ultimate plus a team-wide +20% Defense buff. Build Dual Swords if you want a non-elemental control Attacker that slows and Stuns, and Lance if you want a self-sufficient Darkness bruiser with the Berserk crit self-buff.
- Is Hendrickson worth building as an SR?
- Yes for utility value. He is free and cheap to ascend, and One-Handed Sword's heal-over-time plus +20% team Defense help almost any composition while you build toward premium SSRs. He is not an endgame damage headliner — his stats and multipliers are SR-tier.
- What does the Lance path's Berserk do?
- Abyss Lance Breaker grants Berserk for 10 sec: +15% Crit Chance and +30% Crit Damage, at a cost of 2% Max HP every second (HP stops draining at 5% or lower). "Acid Tower" also gains +30% damage while Berserk is active, so the loop is to enter Berserk and immediately spend it.
- Does Hendrickson have Combined-Attack partners?
- No — his in-game data ships zero Combined-Attack entries, so there are no fixed combo partners and no team-bonus text for him. Use the live community teams below to see how players actually run him.
- What does his world passive do?
- Phytocommunication marks nearby gathering points on the open-world map — a utility tool for gathering and exploration. It has no combat effect and does not change his damage.
Sources & method
Every number, skill name and mechanic on this page is read directly from the game's own data tables — nothing is invented. The analysis and recommendations are our own editorial reading of that kit.
- ZeroLuck.GG 7DS: Origin game data — Hendrickson skill, potential and costume tables (importer output, in-game values).
- Netmarble official 7DS: Origin announcements — banner and roster