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Super Mutant is a general term referring to humanoid mutants created by exposing a human to a variant of the Forced Evolutionary Virus. The resulting hulking mutants typically possess exceptional strength, endurance, resistance or immunity to disease and radiation, as well as modified intelligence. Originally introduced in Fallout as a unique mutant menace led by the Master, Super Mutants have appeared in every game since, in several varieties and playing a variety of roles.


Fallout 1 and 2

Marcus, a Super Mutant in Fallout 2
Super Mutants about to transform a human using FEV in Fallout

Super Mutants were created by way of the Forced Evolutionary Virus[1], beginning at West Tek, mutating from humans.[2] In January 7, 2077, FEV research was transferred to the Mariposa Military Base,[2] to continue under the lead of Leon Von Felden and Robert Anderson. Vats of the virus were prepared as a basis for further development and Human experimentation, with a near 100% success rate on lab animals, granting an approximately 60% increase in size and potential 200% intelligence increase.[3][4]

Fallout Tactics

Super Mutants were created by the Master 40 years ago, are generally strong but stupid, and because of their bulk they cannot wear human armor or use small weapons. They are being led by Gammorin, have attacked local settlements and will not let the Brotherhood of Steel have the technology they search for.

Fallout: Brotherhood of Steel

Attis in Brotherhood of Steel

A Super Mutant general named Attis hoped to use the research and FEV samples remaining to cure his own sterility and allow Super Mutants to breed and become the new dominant species on the planet, following in his Master's footsteps. In order to find the samples, Attis and Super Mutants|his army broke into the Vault-Tec Corporate Vault.

Attis and his Super Mutants were defeated by the cooperation of Patty and the Initiate who blew up the city of Los, concluding the Brotherhood-Attis War with Rhombus being a key figure in their defeat as well.

Fallout 3

Uncle Leo in Fallout 3

Fallout: New Vegas

Neil, a Super Mutant in New Vegas

A group of Super Mutants, led by Marcus, founded a settlement at Black Mountain using the radiation at the site as a natural deterrent to humans.[5] However, a rift gradually developed between him and Tabitha, a Nightkin officer from Unity. When Rhonda, her robot companion, broke down, her mental condition deteriorated.[6][7] She gradually began to ignore his leadership.[8] Two years later, things came to an end. With no prospects for cooperation and clashes between Nightkin and first-generation mutants becoming more and more commonplace, Marcus left Black Mountain to establish Jacobstown.[9][10]

Jacobstown became a haven for first-generation Super Mutants with a significant Nightkin population led by Davison and Keene, enticed by the research and development efforts of Doctor Henry, working on a cure for Nightkin mental illnesses caused by their Stealth Boy use. Davison's group of Nightkin eventually left Jacobstown and attacked the Bright Brotherhood in their quest to find Stealth Boys.

Black Mountain became the center of State of Utobitha, home to a very hostile group of Nightkin and second-generation Super Mutants under the command of Tabitha.[11] They harassed travelers and merchants on the I-15 for supplies and food. Although the victims reported the matter to the NCR Rangers, they were unable to divert men and resources to take care of the problem.[12] Some mutants elsewhere were subject to attack, capture and torture.[13] Some politicians even began campaigning on an anti-mutant platform to gain votes.[14][15]

Fallout 4

A Super Mutant in Fallout 4

These mutants were created by the Institute using exposure to the Forced Evolutionary Virus. They are large, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently encountered in central Boston, and can also be found in Fallon's Department Store, Fort Strong, Trinity Tower, Revere satellite array, Big John's Salvage, The Gwinnett Restaurant and several other locations throughout the Commonwealth, most of which can be identified by hanging meat bags, twisted girders protruding out of the ground, cages and gory waste piles.[16]

In Far Harbor, a group of Super Mutants have traveled to the Island and are located in the Vim! Pop factory, National Park HQ and Aldersea Day Spa. In Nuka-World, small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park. They consider themselves the superior race of the Commonwealth.[17][Pub 1][Pub 2] They express an interest in locating FEV, or "green stuff," to produce more mutants.

Super Mutant Behemoth

A Super Mutant Behemoth in Fallout 4

They attack by tossing boulders at distant enemies, and they use massive fire hydrant bats as weapons.[Pub 3]

Fallout 76

Grahm, a Super Mutant merchant in Fallout 76

The Appalachia Super Mutants were created shortly before the Great War, when the local West Tek facility contaminated the river water that ran through Huntersville with a unique strain of FEV as part of an experiment.[18]

The Super Mutants of Huntersville are similar to those of Mariposa and the Institute: they have green skin, highly developed musculature, and they are smart enough to build improvised armor from waste or scrap. Although they do not use large fortifications like the Vault 87 or the Institute strain Super Mutants, they can occasionally build small fortresses or take entire buildings. Like Vault 87 and Institute Super Mutants, Huntersville Super Mutants can develop into Behemoths, which can be seen guarding their main bases. The majority of the Super Mutants will attack the player character, but some Super Mutants like Grahm are friendly and will even trade with humans.

They possess superhuman strength, allowing them to inflict serious damage with melee weapons. Super Mutants are carnivorous and hunt all kinds of creatures and animals, including humans, Scorched and large predators, to devour them or stock their meat to build up reserves. Many bags of meat are strewn about in the fortifications of Super Mutants or carried in their inventory. Despite the nature of FEV and its origins as the Pan-Immunity Virion Project, Huntersville Super Mutant Behemoths are susceptible to the Scorched Plague.

A Super Mutant attack was mounted on Fort Atlas,[19] and demonstrating threatening attributes to the recently-arrived Brotherhood First Expeditionary Force,[20] who were unfamiliar with them before their arrival.[21]

Fallout Shelter and Fallout Shelter Online

Super Mutants also appear in Fallout Shelter.[22]

Behind the scenes

  • Spelling variations exist including Super Mutants, Super-mutant, Supermutant and Mutants. Some mutants encountered near Mariposa Military Base in Fallout 2 are called "super duper mutants."



Fallout and Fallout 2

Fallout Tactics

Fallout: Brotherhood of Steel

Fallout 3

Fallout: New Vegas

Fallout 4

Fallout 76

Fallout Shelter Online

Cancelled games

Van Buren

Fallout d20

Project V13


  1. The Vault Dweller: "{120}{}{How does the Virus work?}"
    ZAX: "{157}{}{My research into the Forced Evolution Virus, or FEV, indicates that it is a shifting-absorptive virus. It copies DNA patterns much like RNA, storing these patterns in exons.}"
    "{158}{}{These exons, combined with the FEV, are re-injected into the host cells in typical viral infectious fashion. This causes the host cells to 'regenerate' their DNA.}"
    The Vault Dweller: "{159}{}{How do you catch FEV?}"
    ZAX: "{162}{}{FEV is not 'caught', per se. It is not air-transmittable. Typically, infection is through injection, or direct physical contact with an FEV sample.}"
    The Vault Dweller: "{164}{}{Why isn't FEV affected by radiation?}"
    ZAX: "{166}{}{The FEV is a megavirus, with a protein sheath reinforced by ionized hydrogen. It is therefore capable of absorbing neutrons without becoming radioactive.}"
    The Vault Dweller: "{168}{}{If the FEV re-infects the host with its assimilated viral patterns, how does it make a 'better specimen'?}"
    ZAX: "{169}{}{The FEV is pre-programmed with introns of corrected DNA appropriate to the proper type of species. It therefore attempts to correct the DNA of the individual.}"
    "{170}{}{However, as the FEV is partially reliant upon the DNA of the individual, and also includes portions of its own recursive code, the effects can be unpredictable.}"
    "{171}{}{When inoculated into an individual with significant genetic damage, such as through radiation, it will cause the body's systems to suffer massive overhauling, leading to organ failure and death.}"
    "{172}{}{In a genetically viable individual, it re-writes portions of DNA, causing accelerated mutation, usually leading to recursive growth due to the FEV's own patterns.}"
    "{173}{}{This recursive growth leads to an increase in muscle and brain mass, but is often accompanied by disfigurement and damage to existing neural patterns, causing loss of memory.}"
    The Vault Dweller: "{174}{}{What potential long-term side effects exist?}"
    ZAX: "{178}{}{As the FEV causes constant regenerative update to DNA, it would effectively render the subject largely immortal, as cell death would be offset by augmented growth.}"
    "{179}{}{Additionally, as the gametes of the reproductive system consist of 'half-cells' using split DNA, they could be perceived as 'damage' by FEV, which would 'repair' them, rendering the subject sterile.}"
    "{180}{}{However, as my laboratory facilities are damaged beyond repair, this is conjectural. I cannot offer physical proof. You will have to, in human terms, 'take my word for it.'}"
    The Vault Dweller: "{181}{}{Could FEV mutation be corrected with a counter-virus?}"
    ZAX: "{184}{}{No. FEV does not retain unaltered original copies of the subject's DNA. Only a virus which re-infected the subject with original DNA could reverse the effects. Additionally, there is no known way to remove the FEV itself.}"
  2. 2.0 2.1 FEV Experiment Disk
  3. FEV research
  4. Vree's autopsy report
  5. Black Mountain terminals; Log 676
  6. Black Mountain terminals; Marcus made me type this
  7. Black Mountain terminals; It's a radio station!
  8. Black Mountain terminals; On the air!
  9. Black Mountain terminals; The elite!
  10. Courier: "What makes this a "dangerous place?""
    Neil: "You must've heard her radio broadcasts? Though why a human would follow her invitation here is beyond me... unless you didn't listen very closely. The voice on the radio belongs to Tabitha, the "supreme commander" of Black Mountain - or, as she calls it, the "State of Utobitha." She took control of this place almost two years ago. The Super Mutants here do whatever she says - and she says humans are to be killed on sight."
    (Neil (Fallout: New Vegas)/Dialogue)
  11. Black Mountain terminals; Alone at last!
  12. Fallout: New Vegas loading screens: "Travelers along the Long 15 have complained to NCR rangers that caravans have been harassed and attacked by fearsome Super Mutants living in the irradiated ruins of Black Mountain."
  13. Courier: "Do you know anything about that Super mutant walking around town?"
    Klamath Bob: "Oh, heh. Yeah, that's Mean Sonofabitch. I know the name sounds bad, but he likes it. He's one nasty old coot. Far as I can tell, he's one of them original Super Mutants, what came from the Boneyard. Wandered about after that "Master" fellow died. Eventually got caught somewhere around the Hub, back in NCR. Boy, they sure treated him mean down there. Cut him up so bad he can't talk no more. I tried to buy him, just so they'd stop hurting him, but they didn't want any of it."
  14. Mercenary note
  15. Courier: "Who are you doing this for?
    Norton: "Won't name names, but some important folks in the NCR are sick of muties attacking their Brahmin herds. They want them gone from NCR territory. Maybe this group had something to do with attacking Brahmin, maybe not. Doesn't matter. We're getting paid to make them go away."
    (Norton's dialogue)
  16. The Prydwen terminal entries; Scribe Neriah's terminal, Entry 0769-CM22
  17. Fallout 4 loading screens: "Super Mutants are stronger and more resilient than humans, and consider themselves the Commonwealth's superior race."
  18. Fallout 76 loading screens: "The first Super Mutants in Appalachia were created right before the Great War, when West Tek poisoned the drinking water of Huntersville with the FEV Virus, in a sinister, secret experiment gone horribly wrong."
  19. Daniel Shin: "Eliminate any Super Mutant you encounter. It remains unclear what's causing them to multiply, so we can't take any risks. Besides that, they are an abomination to humankind, and a threat to civilians across Appalachia. They cannot be allowed to live. Be ready for new orders at a moment's notice. As soon as we put together a more targeted plan for dealing with them, we'll need you at the forefront."
  20. Vault Dweller: "What do you think of the Super Mutants that attacked?"
    Odessa Valdez: "They're unsettling. They can use human weapons, mount an organized offensive, and they targeted us for an attack. I get the feeling we haven't seen the last of them."
  21. Vault Dweller: "Why are the Super Mutants such a big concern?"
    Daniel Shin: "One: they're an unknown. I understand these creatures have been sighted around Appalachia for some time now, but this is the Brotherhood's first time dealing with them. We need more information before we can count this threat as controlled. Two: they targeted us directly. The blow they dealt to this base is unacceptable. We must determine their motives, if any, and take appropriate steps to ensure this never happens again. Three: they're an abomination. We've seen all kinds of mutants, but these are... uncannily human. It's an affront to nature to simply let them be."
  22. Possible Wasteland quotes: "Explorer's journal. New entry. Super Mutants are asexual. Before transformation, some were women."
  1. Fallout 4 Vault Dweller's Survival Guide Standard Super Mutants, p. 44: "Super Mutant armor is fairly crude, but Super Mutants are inherently durable. Even the least powerful Super Mutants have natural damage, energy, and poison resistance, and these values increase significantly in high-ranking Super Mutants. Specifics vary based on equipped armor, but Super Mutants tend to prioritize damage resistance. Melee weapons and fragmentation grenades are popular among Super Mutants. For ranged combat, they tend to favor pipe rifles, assault rifles, and laser rifles. When it comes to heavy guns, miniguns, and missile launchers are fairly common. Due to sensitive ears and a keen sense of smell, Super Mutants have relatively high Perception and a considerable amount of health. In most cases, it's best to target a Super Mutant's arms. This compromises their accuracy and improves your chances of surviving the encounter."
  2. Fallout 4 Vault Dweller's Survival Guide Super mutants, p. 44: "Super Mutants are massive, muscle-bound creatures with a natural immunity to radiation damage and an inherent hatred of humans. Most Super Mutants carry fairly crude gear, but they do have their share of powerful weapons, and many Super Mutant groups use trained Mutant Hounds to chase down trespassers. Super Mutants aren't particularly intelligent, but their physical strength and natural aggression have allowed them to establish a significant presence throughout the Commonwealth. Super Mutants can be found in Fallon's Department Store, Fort Strong, and many other locations—most of which can be identified by the human remains and hanging meat bags scattered around the area."
  3. Fallout 4 Vault Dweller's Survival Guide Super Mutant Behemoths, p. 45: "Behemoths are by far the most powerful Super Mutants, but they're incredibly dumb—even by Super Mutant standards. They attack by tossing boulders at distant enemies, and they use massive fire hydrant bats to smash anything foolish enough to approach them. Your best option is to stay back and attack with a Fat Man and a few Mini Nukes. If you're determined to find a Behemoth, check the area to the east of Sunshine Tidings Co-op."