Difference between revisions of "Muton (EU2012)"

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Mutons are among the most deadly alien creatures that X-COM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. They work with a pack mentality and can use their Blood Call ability to strengthen the group. In many ways the Mutons are the bane of X-COM and you would do well to exercise extreme caution wherever Muton soldiers may be present.
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{{OriginalVersion (EU2012)}}
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{{BureauVersion (EU2012)}}
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[[Image:Muton 2 (EU2012).png|300px|right|Muton]]
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Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they'll charge most of the time but they'll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM [[Soldiers (EU2012)|soldiers]]. In many ways, Mutons are the dark twin to human infantry, and are bane of XCOM: You would do well to exercise extreme caution wherever Muton soldiers may be present.
  
Muton firepower is some of the best plasma weaponry X-COM can encounter, their grenades can wreck tight-knit groups in a heartbeat and their Elite variant carries a heavy plasma that can really tear up your operatives if you are not careful. Be advised, some Mutons prefer more primal methods in order to brutalise your squad...
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These brutal beasts can destroy the often ill equipped XCOM [[Squads (EU2012)|squads]] near the beginning of the game - without Laser weapons and [[Carapace Armour (EU2012)|Carapace Armor]] you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their [[Alien Grenade (EU2012)|grenades]] any further than normal. The first month you encounter them they will be armed with [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]], but in subsequent months will upgrade to medium [[Plasma Rifle (EU2012)|Plasma Rifles]] and will appear far more frequently in tactical missions.
  
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Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.
  
== Tactical Advice ==
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<br clear="all">
Mutons are tough brutes that should ''never'' be underestimated. Keep your wits (and your snipers) about you. Your squad should never be seperated where Mutons are involved. You will notice that they are very accurate compared to your troops when you first meet them but keeping one or two snipers handy can certainly tip the balance in your favour. Never keep your soldiers clustered as most Muton variants carry grenades that can shred weakened or clustered troops.
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== Info ==
 
 
Keeping up with [[Research (EU2012)|technology]] is essential when facing Mutons. Try to research Beam Weaponry (Including [[Heavy Laser (EU2012)|Heavy Lasers]] and [[Precision Lasers (EU2012)|Precision Lasers]]) and also [[Carapace Armor (EU2012)|Carapace Armor]] as you will likely need both in order to survive attacks from Mutons. You should also research Titan Armour and at least [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] in order to properly adapt to the Muton Elite variants. Keep research going to make sure Mutons cannot overwhelm you.
 
 
 
Once you have access to Psionic powers Mutons become very useful puppets to soldiers capable of performing mind control.
 
 
 
== Muton Soldier ==
 
 
{{Unit Stat Box (EU2012)
 
{{Unit Stat Box (EU2012)
|picture=[[File:Muton (EU2012).png|thumb]]
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|picture=[[File:Muton 1 (EU2012).png|150px]]
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|appears=May<br>June (Marathon)
 
|hp=8/8/10/10
 
|hp=8/8/10/10
|aim=70
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|aim=70/70/80/80
 
|defense=10
 
|defense=10
 
|will=10
 
|will=10
 
|move=12
 
|move=12
 
}}
 
}}
The very first Muton variant you will encounter, these brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game. You can quickly adapt with Laser weapons and Carapace armour. Be warned, as time goes on these Mutons in particular will move on from Light Plasma rifles to medium Plasma Rifles and will appear far more frequently in tactical missions. Apply tactics mentioned above.
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{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
 
|+ Muton Armaments
 
|+ Muton Armaments
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%
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|- align="center"
|-
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| [[Muton Light Plasma Rifle (EU2012)|Muton Light Plasma Rifle]]|| 4-6 || 7 or 9 || 10  
| align="center" |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align="center" | 8 || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | NA || align="center" | Large || align="center" |Suppression 20%
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|- align="center"
|-
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| [[Muton Plasma Rifle (EU2012)|Muton Plasma Rifle]]|| 6-8 || 10 or 12 ||10
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5 || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |
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|- align="center"
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| [[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || NA || NA
 
|-
 
|-
 
|}
 
|}
'''Abilities:'''
 
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.
 
* '''Blood Call''': Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.
 
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.
 
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.
 
* They carry light rifles on first month they appear, and rifles after that month.
 
 
 
== Muton Berserker ==
 
{{Unit Stat Box (EU2012)
 
|picture=[[File:Muton Berserker (EU2012).jpg|thumb]]
 
|hp=20/20/20/25
 
|aim=Melee
 
|defense=20
 
|will=80
 
|move=17
 
}}
 
  
A hulking monstrosity, Muton Berserkers are Mutons who are consumed by a constant seething rage and hatred for all things human. They are given very tough armour in order to survive focus fire that usually comes their way.
 
 
Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest soldiers to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurance for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour (Titan armour is enough to barely survive their blades) or Chitin Plating in order to survive surprise attacks from these titanic terrors.
 
 
These guys should be your priority in a firefight with Mutons but the final decisions are up to you. Their distinctive Bloodlust ability is a double edged sword, and "managing" it is essential to beating them. On the one hand, attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range.
 
 
Note that Berserkers are actually incredibly resistant to psionic attacks. Do not expect much success when trying to flay their minds.
 
 
'''Mister Angry Red Suit is no longer a lie!'''
 
 
{| class="wikitable" width="70%"  
 
{| class="wikitable" width="70%"  
|+ Berserker Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
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|+ Muton Abilities
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|-
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! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| align="center" |Muton Blade|| align="center" | 10 || align="center" | 33 || align="center" | 125 || align="center" | 2 || align="center" | NA || align="center" | Small || align="center" | No reaction shot
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|- align="center"  
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| [[File:HEAVY SUPPRESSION.png|24px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''
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|- align="center"  
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| [[File:ALIEN_BLOODCALL.png|24px]]<br>'''Blood Call''' || ''Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown.''<br>Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.
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|- align="center"  
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| [[File:ALIEN_INTIMIDATE.png|24px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.''<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.
 
|-
 
|-
 
|}
 
|}
'''Abilities:'''
 
* '''Bull Rush''': Charges through cover and causes damage to any units within a small radius.
 
* '''Blood Lust''': Allows the Berserker to charge an enemy that wounds it.
 
* '''Hardened''': Hardened units receive extra protection against critical hits (-60% chance to score a critical hit.)
 
* '''Intimidate''': Reacts unpredictably when wounded, provoking panic in enemies.
 
  
== Muton Elite ==
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'''Notes'''
{{Unit Stat Box (EU2012)
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* They carry Light Plasma Rifles on first month they appear (May on vanilla, June on Marathon), and Plasma Rifles after that month (June on vanilla, August on Marathon).
|picture=(no picture available)
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**The exception being that Mutons in [[Slingshot_DLC_(EU2012)|Slingshot]] will always have Plasma Rifles.
|hp=14/14/14/18
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*If killed during a successful mission a [[Muton Corpse (EU2012)|Muton Corpse]] will be recovered.
|aim=80
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** Researching Muton corpses will unlock the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.
|defense=20
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*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Muton (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research all Plasma weaponry.
|will=20
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** Capturing a Muton will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.
|move=12
 
}}
 
 
 
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton.
 
 
 
They use devastating heavy plasma rifles and carry grenades like regular Mutons. They also have a special ability that reduces the accuracy of any shots fired at them. It pays to have a sniper nearby to provide accurate fire upon them. Having a heavy nearby can also tear them up. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle.
 
 
 
Note that Elites are not actually any more resistant to psionic attaks than normal Muton troopers, so feel free to add their strength to your own through mind control.
 
{| class="wikitable" width="70%"
 
|+ Weapons Used
 
|-
 
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities
 
|- style="vertical-align:top;"
 
| align="center" |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align="center" | 10  || align="center" | 10 || align="center" | 125 || align="center" | 27 || align="center" | 200 || align="center" | 27 || align="center" | Large || align="center" |Suppression 35%
 
|-
 
| align="center" |[[Alien Grenade (EU2012)|Alien Grenade]]|| align="center" | 5  || align="center" | 0 || align="center" | Any || align="center" | 250 || align="center" | 17 || align="center" | 240 || align="center" | Small || align="center" |
 
|-
 
 
 
|}
 
'''Abilities:'''
 
* '''Suppression''': Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.
 
* '''Bombard''': Throw or launch grenades over exceptionally long distances.
 
* Enemy Defense: -20% Hit
 
  
== Notes ==
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==Trivia==
*Mutons are back, but Silacoids and Celatids, their terror units of the original, are nowhere to be found.
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* When completing the Plasma Rifle research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia [[Muton]] graphic.
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* Not to be confused with [[Mutton]].
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<br>
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{{Aliens (EU2012)}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Aliens (EU2012)]]
 
[[Category: Aliens (EU2012)]]

Latest revision as of 17:10, 9 November 2017

For the original UFO: Enemy Unknown (1994) version, see Muton
For the version that appears in The Bureau, see Muton (Bureau)


Muton

Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they'll charge most of the time but they'll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways, Mutons are the dark twin to human infantry, and are bane of XCOM: You would do well to exercise extreme caution wherever Muton soldiers may be present.

These brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game - without Laser weapons and Carapace Armor you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their grenades any further than normal. The first month you encounter them they will be armed with Light Plasma Rifles, but in subsequent months will upgrade to medium Plasma Rifles and will appear far more frequently in tactical missions.

Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.


Info

Muton 1 (EU2012).png
1st Appearance May
June (Marathon)
HP 8/8/10/10
Aim 70/70/80/80
Defense 10
Will 10
Movement 12
Easy/Normal/Classic/Impossible


Muton Armaments
Weapon Base Damage Critical Damage Critical Chance
Muton Light Plasma Rifle 4-6 7 or 9 10
Muton Plasma Rifle 6-8 10 or 12 10
Alien Grenade 5 NA NA
Muton Abilities
Ability Description
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.
ALIEN BLOODCALL.png
Blood Call
Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown.
Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.
ALIEN INTIMIDATE.png
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies.
Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.

Notes

  • They carry Light Plasma Rifles on first month they appear (May on vanilla, June on Marathon), and Plasma Rifles after that month (June on vanilla, August on Marathon).
    • The exception being that Mutons in Slingshot will always have Plasma Rifles.
  • If killed during a successful mission a Muton Corpse will be recovered.
  • If captured during a mission and interrogated afterwards they will provide a reduction in the time required to research all Plasma weaponry.
    • Capturing a Muton will also recover intact its Light Plasma Rifle or Plasma Rifle, which can be used later by your troops after it's researched, as well as its Alien Grenade, which can be used immediately without any research required.

Trivia

  • When completing the Plasma Rifle research, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.
  • Not to be confused with Mutton.


Head red 2.png XCOM: Enemy Unknown (2012): Aliens
Aliens:SectoidFloaterThin ManOutsiderMutonChryssalidZombieSectoid CommanderCyberdiscHeavy FloaterBerserkerSectopodDroneMuton EliteEtherealUber Ethereal (*Spoilers*)Mechtoid (EW DLC)Seeker (EW DLC)
Alien Corpses:Sectoid CorpseFloater CorpseThin Man CorpseMuton CorpseChryssalid CorpseDrone WreckCyberdisc WreckSectoid Commander CorpseHeavy Floater CorpseBerserker CorpseMuton Elite CorpseSectopod WreckEthereal CorpseSeeker Wreck (EW DLC)Mechtoid Core (EW DLC)
Data:Overview of AliensAlien StatsAlien ObjectivesAlien Deployment