Muton (LWOTC)

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Mutonxcom2.jpg

The Muton are the alien's main frontline unit that carries brutish strength.

"The Mutons are the alien's main frontline unit and their main troopers that carry great physical strength in many areas. As a main frontline trooper unit, they are capable of performing Suppression, pinning down our soldiers and rendering them incapapble of acting effectively. They also carry plasma grenades and their strength allows them to throw them at incredible range. Utilizing their strength, they have a Bayonet attached to their rifle that allows them to strike against our soldiers and potentially disabling them. They are also capable of performing counterattacks against our own soldier's melee attacks making it unwise to do so.

As they improve, they carry greater strength and fearlessness which allows them to Bayonet Charge to dash to our soldiers directly to strike at them. They are also now capable of performing War Crys which empowers their allies and even more so for their fellow Mutons.

Muton (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 8 1 80 0 33 10 0 12 55 9
Veteran 9 1 80 10 33 10 0 14 60 9
Commander 10 1 80 10 40 10 0 14 60 9
Legend 11 1 80 10 40 10 0 14 60 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Rifle 5 - 7 3 3 -
Plasma Grenade 3 - 8 - 1 Range: 12
Radius: 4
Shred: 2
Env Dmg: 10
Bayonet 4 - 8 3 - -
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 1 1 2 2 3 4 4 3 2 1 1 1 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 1 3 6 9 12 12 12 12 12 12 12 12 12
Abilities and Tactical Upgrades
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
Bayonet
* This ability can inflict disorient, stun or unconscious
Strike at a target in melee range with a chance to inflict a negative mental effect. 3-turn cooldown
Counterattack
* Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target * Gain +66 dodge against melee attacks
You may parry melee attacks and counterattack
UIPerk grenade aliengrenade.png
Throw Grenade
Throw a grenade at the target area.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

20% chance of applying after completion
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Muton Centurion (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 12 2 75 0 33 10 0 12 80 9
Veteran 13 2 80 10 33 10 0 13 85 9
Commander 14 2 80 10 40 15 0 13 85 9
Legend 15 2 80 10 40 15 0 13 90 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Rifle 5 - 8 3 3 Pierce: 1 (On Rookie: 0)
Plasma Grenade 4 - 7 - 1 Range: 15
Radius: 4
Shred: 2
Pierce: 1 (On Rookie: 0)
Env Dmg: 15
Bayonet 5 - 10 3 - Pierce: 1 (On Rookie: 0)
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 1 2 4 6 6 6 6 6 5 5 5 5
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 1 2 4 6 8 10 12 12 12 12
Abilities and Tactical Upgrades
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
Bayonet
* This ability can inflict disorient, stun or unconscious
Strike at a target in melee range with a chance to inflict a negative mental effect. 3-turn cooldown
Counterattack
* Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target * Gain +66 dodge against melee attacks
You may parry melee attacks and counterattack
UIPerk grenade aliengrenade.png
Throw Grenade
Throw a grenade at the target area.
Beastmaster
* You are immune to damage from any berserkers but not immune to their ability to inflict a negative mental effect
Become immune to taking any damage from berserkers.
War Cry
* This ability costs 1-action, is non-turn ending, has a 6-turn cooldown and affects all units within 13-tiles. * This ability grants 10 aim, 10 will and 2 mobility. The bonus is doubled for all mutons. The effect lasts 2-turns.
Shout a war cry granting all allies within range bonus aim, will and mobility. 6-turn cooldown
Flashbang Resistance
* This does not allow the unit to resist sting grenade's effect * Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Have a chance to resist the effects of flashbangs.
Bayonet Charge
* This ability has a 3-turn cooldown and shares cooldown with Bayonet * Using this ability inflicts a 10 defense penalty to self * This ability can inflict disorient, stun or unconscious
Dash to a target within movement range and deliver a melee attack with a chance to inflict a negative mental effect. 3-turn cooldown.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion

Muton Elite (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 18 3 75 0 33 15 0 12 100 10
Veteran 24 3 80 10 33 15 0 13 105 10
Commander 25 3 85 10 40 15 0 13 105 10
Legend 27 3 85 10 40 20 0 13 110 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Elite Plasma Cannon 6 - 10 4 6 Pierce: 2 (On Rookie: 1)
Plasma Grenade 6 - 7 - 1 Range: 16
Radius: 4
Shred: 2
Pierce: 2 (On Rookie: 1)
Env Dmg: 20
Bayonet 5 - 10 3 - Pierce: 2 (On Rookie: 1)
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 3 4 5 6 7
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 3 5 6 8
Abilities and Tactical Upgrades
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
Bayonet
* This ability can inflict disorient, stun or unconscious
Strike at a target in melee range with a chance to inflict a negative mental effect. 3-turn cooldown
Counterattack
* Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target * Gain +66 dodge against melee attacks
You may parry melee attacks and counterattack
UIPerk grenade aliengrenade.png
Throw Grenade
Throw a grenade at the target area.
Beastmaster
* You are immune to damage from any berserkers but not immune to their ability to inflict a negative mental effect
Become immune to taking any damage from berserkers.
War Cry
* This ability costs 1-action, is non-turn ending, has a 6-turn cooldown and affects all units within 13-tiles. * This ability grants 10 aim, 10 will and 2 mobility. The bonus is doubled for all mutons. The effect lasts 2-turns.
Shout a war cry granting all allies within range bonus aim, will and mobility. 6-turn cooldown
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Flashbang Resistance
* This does not allow the unit to resist sting grenade's effect * Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Have a chance to resist the effects of flashbangs.
Bayonet Charge
* This ability has a 3-turn cooldown and shares cooldown with Bayonet * Using this ability inflicts a 10 defense penalty to self * This ability can inflict disorient, stun or unconscious
Dash to a target within movement range and deliver a melee attack with a chance to inflict a negative mental effect. 3-turn cooldown.
Personal Shield
* This ability costs 1-action, is non-turn ending and has a 5-turn cooldown.
Generate a shield granting 5 shield HP that lasts 5-turns. 5-turn cooldown.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.

16% chance of applying after completion
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed attacks have an additional roll to become a graze.

25% chance of applying after completion
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion

Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. Unlike most other units though, Mutons are much more fearless and will decide to stay out of cover if they deem it to be more dangerous to move. THis can be taken advantage of to force them to remain out of cover but it isn't always beneficial.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them.
  • Mutons are extremely likely to melee if they have an opportunity to. This can be manipulated to melee a soldier with Combatives to effectively waste their turn but also receive a counterattack.
  • Muton's counterattack grants them bonus dodge against melee attacks which makes it a poor option against them. If you need to melee attack them, it is best to disable them in some way like disorienting to prevent the use of it or to have high crit to mitigate the chances as much as possible.
  • War Cry is a very powerful ability granting all allies bonus stats. It is best to disable the muton in order to prevent this or to disable their allies to prevent from utilizing these bonuses.