Learn XCOM: Enemy Within alien tactics for Thin Men, Mutons, Beserkers, and the Energy Alien. Master combat with this guide.
Thin Men: These aliens possess high movement, allowing them to close distance quickly. Soldiers equipped with jump jet boots can gain advantageous (cover (press the cover button to crouch behind walls or objects)) positions and use their mobility to engage Thin Men, but must avoid getting too close. Support soldiers can provide crucial assistance with smoke grenades (area denial that obscures vision). Heavies can destroy them with explosives, prioritizing soldiers over weapon fragments. Assaults are less effective due to the Thin Men's high movement, which prevents Assaults from catching up and risks activating additional enemy squads. It is strategically advisable to plan for a 6-soldier squad when Thin Men are expected.
Mutons: Mutons are characterized by high health and, mid-game, possess the best assault rifle and offensive grenade in XCOM: Enemy Within. They use grenades liberally and have above-average accuracy (80 on Classic/Impossible, 70 on Normal/Easy). When hit but not killed, Mutons may thump their chest, potentially intimidating soldiers with low will; the 'Lead by Example' officer training school upgrade is recommended to counter this. The introduction of MECs and their tier 2 weapons significantly reduces Muton survivability. They typically appear in groups of 3, and a 6-soldier squad is recommended. Mutons have relatively low movement speed (slightly less than average XCOM human infantry) and are vulnerable to MEC punches and Railguns. Their AI can be inconsistent, sometimes causing them to retreat even when unable to outrun MECs or failing to use (cover) effectively. Mutons can be dangerous if allowed to live, but their poor mobility (limited to approximately 6 tiles per action bar) prevents them from being a major threat if you maintain good (cover) and destroy their (cover) when necessary. Their macho attitude and slow movement are weaknesses; they often neglect (cover) due to their speed and intimidation tactics are most effective against rookies. Concentrating fire to cause casualties and destroying (cover) when it hinders you is key. You can also retreat and set up an ambush if meld is not a concern. Mutons are difficult if you lack lasers or MECs but are otherwise manageable due to their predictable AI. They possess 10 defense, in addition to (cover) bonuses.
Beserkers (with escort): Beserkers complement Mutons by acting as damage sponges and distractions, compensating for the Mutons' low speed. A Beserker deals 10 melee damage and never misses, capable of using its bull rush skill to body slam a soldier. They have 20 defense, effectively always being in half-(cover). (Overwatch) is less effective due to a 40 aim penalty. Beserkers are less intelligent than Mutons and have a quirk where being hit causes them to move towards the attacker, also using intimidation. MECs make Beserkers less of a threat; lure them close enough for a MEC's punch. Killing a Beserker typically requires 3 soldiers (without plasma weapons, Heavies, or MECs with the shoot twice skill). If a soldier is in danger, they can dash at maximum movement, as a Beserker can only move 9 tiles before losing its attack ability (though bull rush has a short range). MECs and SHIVs can outmaneuver Beserkers due to their slightly better movement. Beserkers cannot climb high ledges and must use pipes and elevators; blocking these can neutralize them, allowing focus on Mutons. While Beserkers are deadly if ignored, Mutons pose a greater threat by suppressing human soldiers and taking free shots while you deal with the Beserker.
Boss (Energy Alien): There is no alien officially named
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