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For versions in other XCOM games, see Muton (XCOM: Enemy Unknown) and Muton (XCOM 2).
For the stronger variant of this enemy, see Elite Muton.

The Muton is an enemy in The Bureau: XCOM Declassified.

Description[]

Mutons are massive creatures with huge orange/black armor of varying levels depending on the Muton's rank. It is an extremely dangerous opponent with even a single Muton capable of taking down an unprepared team, even with advanced weaponry. Mutons aren't enslaved by the Zudjari, but are instead mercenaries. 

Mutons posses varying levels of ablative armor that must be destroyed in order to deal any form of substantial damage. Mutons that enter melee range are capable of performing a deadly Pound ability that can one-shot most agents.

Mutons follow their distinctive series trait of being ape-like giants with hairless, pinkish skin, green eyes, and a breathing apparatus.

They are not cloned, like the ones in XCOM: Enemy Unknown, and as such, have a larger degree of free will and intelligence.

Appearance[]

Mutons appear quite early into the campaign, both in the base game and the Hangar 6: R&D scenario. Agent William Carter encounters the first Muton in the second mission en route to retrieving Dr. Alan Weir, and Nico DaSilva has to fight one near the end of the First Test.

Tips & Tactics[]

  • It's best to always keep one's distance and use any means necessary to flank them and juggle them between team members so that they never get too close to any one. For this, skills like Hologram, Mine, Taunt and Drone can be put to good use.
  • It is often not necessary to take off all the armor of a Muton, just the place the player wants to hit him, namely the head. A few well-placed sniper shots will do the trick.
    • Despite dealing heavy damage, the Recon Class' Critical Shot won't work as well against Mutons due to the agents will always aim for the enemy's center of mass (i.e. his chest), where the armor is thickest.
  • If all else fails, Lifting and ordering the entire team to hose a Muton down is also a viable tactic.
  • Regular Mutons are really slow and never sprint, they are also a very large target. This means that skills like Rocket Turret, Plasma Field and Air Strike can make short work of them.

Autopsy Report[]

The Autopsy Report for the Muton may be found in one of the rooms on the upper level of the lab after the university mission: the one containing 4 tanks of some glowing, orange substance. It is on a table beside an unused terminal near one of the scientists.

Autopsy Report: Muton.

Weighing over a quarter-ton, these walking tanks are either the product of extreme physical mutations or countless generations of eugenic breeding. Dubbed "Mutons," these devastating enemies are heavily armored and equipped with scatter lasers. Agents are advised to keep their distance and focus fire on a single target to penetrate the creature's defenses.

Mutons' impressive physiology is further augmented by an array of implants, but these do not include the same neural relays found in Outsiders. With neither the hierarchical communication of the Outsiders nor the coerced submission of the Sectoids, it appears that Mutons are engaged as mercenaries in the enemy's forces. But without an understanding of their payment or motivations, humanity has little chance of being able to employ these powerful forces or sway their loyalty.

Gallery[]

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