So here I am in 2026, still grinding away in Sanctuary like it’s my second job, and I can confidently say the Vessel of Hatred expansion’s mercenary system was the best thing to happen to my lonely Wanderer since the ability to pet dogs. Blizzard finally listened and gave us four gloriously dysfunctional companions from the Pale Hand, and after two years of dragging them through every Helltide and Pit run, I feel legally qualified to tell you which ones are worth their weight in Veiled Crystals and which ones will make you question your life choices.

Let me set the scene: you’re a few hours into the Nahantu storyline, sweaty palms gripping your mouse or controller, when a big shield-bearing guy named Raheir basically adopts you as his new best friend. Before you know it, you’re running a whole underground headquarters called the Den and assembling a squad that feels like the fantasy version of a found family heist movie. The unlocking process is wonderfully organic – you get Raheir on rails through the story, then you’re free to hunt down the other three in any order. Each one comes with their own questline and enough emotional baggage to fill Horadric Cube, which makes actually recruiting them feel less like ticking a checkbox and more like assembling the most traumatized D&D party of all time.
Here’s the quick and dirty overview so you know what you’re getting into before you hand over your hard-earned Pale Marks:
| Mercenary | Combat Role | Vibe Check | Best For |
|---|---|---|---|
| Raheir the Shieldbearer | Tank & defensive support | Dad energy with a giant mace | Squishy Sorcerers who faint at the sight of a quillrat |
| Subo the Bounty Hunter | Long-range AoE & utility | Disgraced archer with trust issues | Anyone who hates revealing the minimap manually |
| Varyana the Berserker Crone | Melee brawler & killstreak stacking | Cannibal turned butcher who won’t stop gripping your mobs | Close-quarters enjoyers who don’t mind a little friendly fire (literally) |
| Aldkin the Cursed Child | Half-demon fire & shadow caster | Heartbreaking demon kid that makes you feel like a terrible guardian | Players with zero moral compass who just want massive AoE damage |
Now let’s get personal because I have opinions.
Raheir – The Shieldbearer Who Actually Gives a Damn
The first time Raheir body-blocked a charging Drowned and turned them into a fine paste while my Sorcerer stood behind him sipping a health potion, I nearly cried. This man is the definition of a ride-or-die tank. His entire kit is designed to make you forget what getting one-shot feels like. Taunts, crowd control, damage reduction, an instant panic-button perk called Valiance that negates a lethal hit and knocks down nearby enemies – Raheir is the reason I can run glass cannon builds without needing therapy. His backstory about choosing good despite a life full of suffering just adds a layer of wholesome that Sanctuary desperately needs. If you only ever use one mercenary, make it this guy.
Subo – The Bounty Hunter Who Sees Everything
Subo is the introvert’s dream mercenary: he hangs back, peppers enemies with arrows, and barely gets in your way. His real superpower, though, is the Seeker perk that reveals every single enemy and material node on the minimap. I cannot overstate how much this changes the game. Gone are the days of squinting at the screen for a random herb or missing that elite pack around the corner. Subo’s ranged AoE is solid, the buffs are nice, but honestly I keep him around because I’m lazy and he makes exploration feel like having wallhacks. Plus, he’s Raheir’s buddy from way back, so the two of them together give off major buddy-cop energy.
Varyana – The Berserker Crone With Boundary Issues
I wanted to love Varyana. Her story is fascinating – a former cannibal who left her tribe when things got too dark, now channeling her bloodlust into being a butcher by trade. In combat she’s a whirlwind of death that stacks Massacre buffs the more you kill, ramping up movement speed and making you feel like a blender on legs. However. That one ability where she grips an enemy and yanks it right out of your carefully placed AoE? Infuriating. I have watched her yoink a treasure goblin into terrain and bug it out more times than I care to count. She’s best for barbarians and melee rogues who are already all up in the thick of things and don’t mind sharing kills. Just be prepared to occasionally yell “LET HIM GO” at your monitor.
Aldkin – The Cursed Child That Makes Everything Morally Gray

Aldkin is the one mercenary where Blizzard really asked, “What if we gave you incredible firepower but made you feel like the worst person in the world?” This poor half-demon kid was the victim of horrific rituals performed on his mother, and now he fights by turning into an absolute nightmare creature that melts screens of demons. His AoE damage is staggering, he makes enemies vulnerable like nobody’s business, and his voice lines sound like a lost child asking you to read him a bedtime story after burning a Hellborne to ash. The curse attached to his Mercenary Perk is a small price to pay for his power, but I still have to mentally prepare myself every time I bring him along. Roleplayers, proceed with caution; min-maxers, you just found your new best friend.
In the end, the Pale Hand mercenaries are more than just stat sticks – they’re weird, tragic, hilarious, and surprisingly deep. Whether you’re swaddling yourself in Raheir’s protective aura, using Subo’s minimap vision to efficiently vacuum up resources, tolerating Varyana’s aggressive personal space invasion, or wrestling with your conscience every time Aldkin asks if he did a good job, this system has become a permanent part of my Diablo 4 loop. I don’t even remember what solo play felt like, and frankly, I don’t want to.