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Reason: Ability cooldowns.
Reason: Ability cooldowns.
The Muton is an alien enemy encountered in XCOM 2. It serves as the aliens' primary frontline unit.
“ | These Mutons seem a little more agile than the ones we fought in the past; it looks like they're still serving as the aliens' front line, though. | ” |
–Central upon encountering the first Muton |
Deployment[]
Mutons appear as pod leaders in late April (mid-May on Legend) and as support troops in June (mid-July on Legend).
Abilities[]
- Suppression: Fires a barrage that pins down a target, granting reaction fire on it if it moves, and imposing a -50 penalty to the target's Aim. Uses 2 ammuntion.
- Bayonet: Muton beam weapons are reinforced and mounted with bayonets so they can use them in melee combat. Bayonet attacks may disorient, stun or knock unconscious the target.
- Counterattack: Mutons have a chance to counterattack any melee attack against them, ignoring the damage of the attack and hitting them with their Bayonet.
- Bladestorm will trigger this as well.
- Alien Grenade: the Muton throws a plasma grenade, dealing damage, shredding armor and destroying cover in an area. One charge.
Behavior[]
- The Muton will take all opportunities to use the Bayonet; it deals more damage and may stun the target. Therefore, it is best to remain out of movement range of a Muton.
Notes[]
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Reason: 1. Extensively test if Muton's Execute ability ever triggers in Vanilla or WotC (see the commented-out note for more info).
Reason: 1. Extensively test if Muton's Execute ability ever triggers in Vanilla or WotC (see the commented-out note for more info).
- Mutons are programmed with an ability called Execute, where they can instantly kill any fully Stunned unit. However for unclear reasons, they will rarely ever have an opportunity to use it.
Tips[]
- Mutons are armed to the teeth, with a Plasma Rifle, Bayonet, Plasma Grenade, and the ability to suppress targets, along with good health, armor, and aim stats. They are not to be underestimated, especially in the early game.
- While Mutons have improved since their previous iteration, including their will, this stat is still abysmal, making them very vulnerable to psi attacks.
- Be wary of using melee attacks against a Muton; their Counterattack ability can hit and even stun an attacker, which can then be followed up by a second melee attack, dealing at least 12 damage
- As with all enemies with grenades, avoid clustering your units together in order to prevent the Muton from hitting multiple targets with its Plasma Grenade, a muton's grenade has a much larger radius than those thrown by your non-grenadier soldiers
- Later in the game, Mutons are typically accompanied by Berserkers; this kind of group being very dangerous at close range.
Trivia[]
- Much like the Sectoid, the Muton's original form from XCOM: Enemy Unknown has been enhanced with human DNA, creating a new unit that is smaller in raw stature, but no less tough and significantly leaner and more agile. This evolution primarily combines the standard Muton's brute strength with the cunning intellect of the human mind, making the Muton more deadly than ever.
- Like its predecessor, the Muton remains a favoured frontline unit for the aliens, and carries a variant of the original's Plasma Rifle. These weapons are equipped with bayonets, making them a dangerous foe in close combat.
See Also[]
XCOM 2 Enemies | |
---|---|
ADVENT | ADVENT Officer • ADVENT General • ADVENT MECs • ADVENT Purifier • ADVENT Priest • ADVENT Shieldbearer • ADVENT Stun Lancer • ADVENT Trooper • ADVENT Turret |
Aliens | Andromedon • Archon • Avatar • Berserker • Chryssalid • Codex • Faceless • Gatekeeper • Muton • Sectoid • Sectopod • Spectre • Viper |
Bosses | Archon King • Berserker Queen • Viper King • Julian • The Assassin • The Hunter • The Warlock |
Other | Psi Zombie • The Lost |