Learn effective strategies for defeating Mutons and Beserkers in XCOM: Enemy Unknown. Discover their weaknesses, optimal squad compositions, and tactical approaches to overcome these challenging alien threats.
This section provides tactical advice for dealing with specific alien types in XCOM: Enemy Unknown, focusing on Thin Men, Mutons, and Beserkers, as well as a general 'boss' unit encountered at UFO crash sites.
Thin Men: These enemies have high movement, making them difficult for Assault classes to engage directly. Utilize soldiers with jump jet boots for advantageous positioning and higher movement to close the distance for kills. Support classes are crucial for deploying smoke grenades to protect your squad. Heavies can effectively destroy Thin Men with explosives. A 6-man squad is recommended when Thin Men appear.
Mutons: Mutons possess high health and, mid-game, gain access to the best assault rifle and offensive grenades, which they use frequently. They have above-average accuracy (80 on Classic/Impossible, 70 on Normal/Easy). When hit but not killed, Mutons may perform a 'chest thump,' intimidating soldiers with low Will. The 'Lead by Example' Officer Training School upgrade is highly recommended. With the introduction of MECs and their Tier 2 weapons, Mutons become less of a threat. They typically appear in groups of 3, so a full 6-man squad is advised. Mutons have relatively low movement speed (around 6 tiles per action bar) and can be vulnerable to MEC punches and Railguns. Their AI can sometimes be suboptimal, leading them to retreat without using cover or to not use cover at all. Their poor mobility is their main weakness. Concentrate fire to eliminate them quickly, destroy their cover, and exploit their tendency to not use cover effectively due to their slow speed. If meld is not a concern or is already collected, you can kite them and set up ambushes. Mutons are difficult if you lack lasers or MECs but are otherwise manageable due to their predictable behavior and lower mobility. They have 10 defense, plus cover bonuses.
Beserkers (with escort): Beserkers are effective complements to Mutons, acting as damage sponges and distractions due to their low speed. They deal 10 melee damage and can use 'Bull Rush' to body slam soldiers. Beserkers have 20 defense, effectively always being in half-cover. Overwatch is less effective due to a 40 aim penalty. Their primary weakness is their low intelligence and a quirk where they move towards the unit that hits them. MECs can easily counter Beserkers; lure them into MEC punching range. Killing a Beserker typically requires 3 soldiers unless using plasma weapons, Heavies, or MECs with their 'shoot twice' skill. If a soldier is in danger, they can dash to safety, as Beserkers have limited movement before losing their attack capability (though beware of Bull Rush). MECs and SHIVs can outmaneuver Beserkers. Beserkers cannot climb high ledges and must use pipes or elevators; blocking these can neutralize them. While Beserkers are deadly if ignored, Mutons are often more dangerous due to their ability to suppress human soldiers while you deal with the Beserker.
Boss (Energy Alien): There is no alien officially named 'Boss,' but this refers to a unique unit found at UFO crash landing sites. There is typically one boss unit per site, sometimes with an escort or duplicated if the game has progressed. The first boss encountered is an 'energy alien' that materializes. This unit carries the Light Plasma Rifle and has 5 HP on Classic/Impossible (3 HP on Normal/Easy). Alone, it is relatively weak and can be defeated with rifles and rockets. Its primary danger lies in its 80 base aim, which, combined with a +10 aim bonus, makes it formidable if allowed to live.
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