Mutant PNA and You: A Quick Guide – Closers

Mutant PNA and You: A Quick Guide – Closers 1 -
Mutant PNA and You: A Quick Guide – Closers 1 -

A somewhat in-depth guide to the latest PNA system that makes running raids and dungeons even easier than before!

A Quick Intro and Terms

Mutant PNA is a relatively new system in Closers, providing a significant damage boost to specific enemies as you invest in it.
Like the PNA systems before it, this is something that you can pa*sively level up as you’re playing regularly. Whether you simply level it to max, or invest money and materials into levelling the pa*sives it unlocks, the benefits are well worth it to make your dungeon runs smoother!
In this guide, I’ll go over how to unlock and level Mutant PNA, what benefits each strain will give you, where you will encounter the different enemy types and more.

Quick Terminology


  • Physical/Psi/Hybrid – The three damage types a character can fall under.
  • ABC – Shorthand for Aerial, Back, Chase. These are the conditional damage types you can trigger when attacking an enemy depending on your character’s positioning. Some characters can trigger these automatically when using skills, which plays a part in deciding which pa*sives you’ll select for your PNA.
  • Strains – Here, I’m using it to describe one of the 9 damage types you can select and level up using the Mutant PNA system.
  • Mutant Pa*sives – The pa*sives unlocked at level 5, 10, 15 and 20 of each strain. Only one strain is active during a dungeon, so upgrading these pa*sives for one tree won’t have any effect on another.
  • Reconstruction – A feature of Mutant PNA where you can increase the bonus given to you by the Mutant Pa*sives.
  • Penetration – A stat that allows part of your damage to go through enemy defences.


Unlocking Mutant PNA

First, to unlock Mutant PNA, you must reach level 88 and complete the green quest [Doctor’s Crisis]. The quest is located in Planar Gate, begin it by speaking to Bona. It’s a relatively straightforward scenario and as soon as you’ve completed the quest chain and listened to Bona’s explanation, you can now access the Mutant tab in your PNA menu (J key).
Please note you need to unlock Mutant PNA for each of your characters, and the progress you make on one character doesn’t carry over to any others. You can only start earning experience for Mutant strains once your PNA Level is 80.
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Mutant PNA Interface

At first glance, this UI is a whole lot of clutter. Let’s break it down quickly.
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These are the 9 damage types you can choose to level. I’ll refer to them as ‘Strains’ from now on. By clicking the cog wheel in the upper right, you can click on the ON/OFF button that appears over the icons to quickly activate or deactivate which Strains will automatically apply upon entering a dungeon. For reasons I’ll get into shortly, I recommend just leaving Auto Apply off to begin with.
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The stars here are purely vanity, showing how much you have ‘restructured’ your Mutant Pa*sives.
The Mutation Level for each Strain starts at 1, and maxes out at 20.
The main stat increases by 5% each time you level the Strain. This means just by reaching level 20, you get a flat 100% damage to each enemy type without any further investment, it makes quite a bit of difference in dungeons!
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And these are your Mutant Pa*sives! Each row unlocks at level 5, 10, 15 and 20 respectively, and you can select one pa*sive from up to 3 that it provides you. I’ll elaborate on these in a further section, but each Strain has it’s own unique pa*sives to choose from and these pa*sives can be further enhanced by Restructuring them.
Reset Mutation simply allows you to pick your Mutant pa*sives again.

Enemy Types and Where They’re Encountered

ANGELICRed Death (Mock Battle), Mephisto, Area 12 Raids
DEEPSEAOcean King Asmodeus Raid
DRAGONISHAncient Dragon History Site/Dragon’s Execution Ground Bosses, Hecatoncheir (Mock Battle)
HUMANIrina, Wolfgang, Misook, Untouchable, Jina Grace, Omega Knight
INSECTANFly King Beelzebub Raid
INFERNAL (Locked)Tindalos, Nitocris (Purification Ops)
IRREGULAR (Locked)David, Hoffmann, Yod (Purification Ops), Various Mobs (Dolls, Monuments, Shadow Charas)
MACHINERYMorax, Gremory Bosses, Machine King Belphegor Raid
WILD (Locked)Alraune, Vitus, Halphas

Currently, 3 of the 9 Strains (Infernal, Irregular and Wild) are locked and we can’t level them. The enemies of these types are fairly rare or insignificant at the moment, presumably more will be added in a future update and the strains will be unlocked along with them.

Which should I level first?

What you choose to level first simply depends on what content you will be running most and what stage of the game you are in.

  • If you are currently gearing up at the endgame, then Deepsea (Asmodeus) and Human (Busan, Centum City) are the way to go. These will make your regular runs a bit easier.
  • Dragonish and Machinery are also good quality of life as you will be running Tiamat and Gremory dungeons often. Machinery will also become more relevant soon with the addition of the Machine King Belphegor raid.
  • Angelic enemies will become relevant in the next story chapter, however with no ETA of when that’s coming out, it’s usefulness is limited to better scores in Mock Battle.
  • Insectan is probably the least important of the bunch, as you can get gear that outs*rips the combat power requirements of the Beelzebub Raid. If you’re still needing to run Beelzebub or you’re running Legion Program then it’s not a bad choice though.


How to Level Mutant PNA

To acquire PNA EXP for mutant PNA, you must first activate a strain. Only one strain can be activated at any time, but you can switch between what strain is active in base area.
Mutant PNA and You: A Quick Guide - Closers - How to Level Mutant PNA - 8168D5C94
If you have Auto Apply active on any of them, entering a dungeon with a specific enemy type will automatically activate the relevant strain, with only that strain gaining the PNA Experience from the dungeon.
This is why, if you’re aiming to level a specific strain, you should keep Auto Apply off, as it means your EXP will be scattered among different strains. The EXP needed for later levels is quite absurd as well, so don’t feel as though you need to rush through levelling each of them and burn yourself out.
If you are looking to farm PNA EXP, there are a ton of locations to choose from, including;

  • Planar Gate Dungeons
  • Gremory Dungeons
  • Purification Ops
  • Dream Theatre/Dream Theatre Reverse
  • Ancient Dragon Historic Site
  • Raid Bosses (Irina/David, Wolfgang/Hoffmann, Misook/Untouchable, Jina/Omega Knight)


How to Restructure Mutant Pa*sives

Any pa*sive you choose from levelling a Mutant strain can now be further enhanced by clicking Restructure Mutation and selecting the pa*sive you want to enhance.
Every pa*sive starts at 1% quality and can be increased to 100% strength, 1% at a time.
At certain quality levels (20%, 50%, etc) you will obtain extra stats on top of the main stat the pa*sive boosts. Restructuring costs no money itself, but producing the material to level it up does.
You can halve the amount of materials consumed in Restructuring by using a Perfect PNA Evolution Kit.
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Mutant PNA and You: A Quick Guide - Closers - How to Restructure Mutant Passives - A8F6B2054

Material Conversion and Overload

There are two ways to obtain the material used to restructure your pa*sives:

  • Clear Gremory’s Science Facility to receive it as a drop.
  • Convert your existing PNA materials into the new capsules by clicking ‘Convert Material’ in the top right of the Mutant UI.

Mutant PNA and You: A Quick Guide - Closers - Material Conversion and Overload - 2F8CDC629


You can convert your old PNA materials into the new one. You can adjust the ratio however you like based on how much of the old materials you have.


Every 15 materials you make via Conversion, the Overload level will increase, which increases the amount you need to consume to create the restructuring material, as well as the money required.
Overload level automatically resets to Level 1 each day, or you can reset it manually using the Mutation Overload Stabiliseritem.

Overload Lv.1100 Total Materials
Overload Lv.2300 Total Materials
Overload Lv.3500 Total Materials
Overload Lv.41000 Total Materials


The Strains and Their Pa*sives

Here’s the big stat section. You can skip to the next section for a TL;DR.
Each strain shares the same pa*sive options for Level 5 and 20, though Level 5’s pa*sive has different reconstruction bonuses depending on the strain. To check the bonuses, simply hover over the pa*sive.
Level 5: Phase Impression
Damage to [Enemy Type] 10.10% (20% at MAX)
Reconstruction Bonus is unique to the strain.
Level 20-1: Power Boost
Raw Physical/Psi Power 101.00 (200 at MAX)
Reconstruction Bonus: Air Damage +10% / Back Damage +10% / Chase Damage +15% (33/66/100%)
Level 20-2: Type Boost
Damage to [Enemy Type] 50.50% (100% at MAX)
Reconstruction Bonus: Damage to Enemy Type +10% / +20% (50/100%)

Angelic Pa*sives

Level 10: Judgement Angel Physical/Psi/Hybrid
Physical/Psi Option – Crit Damage +15.30%, -50% Crit Rate (45% Crit Damage At MAX)
Hybrid Option – Physical and Psi Crit Damage +12.20%, -40% Physical and Psi Crit Rate (36% Crit Damage at MAX)
Reconstruction Bonus: Respective Crit Rate +10% / +10% (50/100%)
Level 15: Great Blessing / Great Grace
Flat HP, HP Regen / Flat MP, MP Regen
Reconstruction Bonus: 15% Skill Cost Reduction, Flat HP/MP+ (50/100%)

Deepsea Pa*sives

Level 10: Submarine Steam Air/Back/Chase
ABC Crit Damage +10.30%, -50% ABC Defense Penetration (40% Crit Damage at MAX)
Reconstruction Bonus: ABC Penetration +10% / +10% (50/100%)
Level 15: Deep Sea Blessing: Physical/Psi/Hybrid
Physical/Psi Option – Total Physical or Psi Power +1.04% (5% at MAX)
Hybrid Option – Total Physical and Psi Power +0.83% (4% at MAX)
Reconstruction Bonus: Respective Total Damage +2% / +3% (50/100%)


Level 10: Dragonic Breath Air/Back/Chase
ABC Crit Damage +10.30%, -50% Crit Rate (40% Crit Damage At MAX)
Reconstruction Bonus: Respective Crit Rate +10% / +10% (50/100%)
Level 15:Dragon Scale/Dragon Horn
Flat HP/MP
Reconstruction Bonus: Flat HP/MP, Total HP/MP +5% (50/100%)


Level 10: Mercy Physical/Psi/Hybrid
Physical/Psi Option – Total Physical/Psi Power +1.03%, -50% Defense Penetration (4% Power At MAX)
Hybrid Option – Physical and Psi Power +0.82%, -40% Physical and Psi Defense Penetration (4% Power at MAX)
Reconstruction Bonus: Respective Penetration Rate +10% / +10% (50/100%)
Level 15: Evolved Macrophages HP/MP/Phase Force
Flat HP/MP/Phase Force Charge Speed
This row of pa*sives has an extra buff that applies in battle, giving 1% HP, MP or Phase Force regen per second depending on which you choose.


Level 10: Gnawing Colony Physical/Psi/Hybrid
Physical/Psi Option – Total Physical/Psi Power +1.02%, (3% Power At MAX)
Hybrid Option – Physical and Psi Power +0.82% (2.40% Power at MAX)
Reconstruction Bonus: No Bonus
Level 15: Exoskeleton/Brain Evolution
Total HP/MP 1.04% (5% at MAX)
Reconstruction Bonus: Total HP/MP +2% / +3% (50/100%)


Level 10: Improved Body Reaction/Overload
Attack Speed +1.04% (5% at MAX)
Overload: Attack Speed +2.08% (10% at MAX), Skill Cooldown/Cost Reduction -50%
Reconstruction Bonus (For Overload Only): Skill Cooldown Reduction +10% / Cost Reduction +10% (50/100%)
Level 15: Elecromagnetic Field Alpha/Beta
Skill Cost/Cooldown Reduction +10.10% (20% at MAX)
Reconstruction Bonus: Cooldown/Cost Reduction 10% / 10% (50/100%)


TL;DR on Picking Strain Pa*sives

Long story short, choosing which pa*sive to take per tree is fairly simple and you can pick whichever will make your runs comfortable, or help you to round out your stats.

  • In general, for level 20 pa*sives it’s preferable to go for the extra Enemy Type damage.
  • When choosing Air, Back or Chase, I usually just pick whichever conditional the character I’m playing can easily proc with their skills.
  • HP, MP, Phase Power Charge boosts can just be used depending on what you’re comfortable with. I usually prefer HP, however MP is handy if you don’t like spamming potions as frequently and phase power charge can be used to spam your awakening for more MP as well.
  • Be wary of the pa*sives which come with debuffs such as Crit Rate -50%, take them if you can offset the loss of stats without too much trouble. Using Crit Rate as our example, losing that 50% from one area might not be as bad if you have high ABC crit rate to make up for what you lose.
    Since you can reset your pa*sives at any time, don’t be afraid to switch them around if something isn’t working for you.


Final Notes

Thanks for reading all the way to the end! I hope that this was in some way helpful or informative, and if there are any extra questions or suggestions you have I’ll do my best to answer them.
Happy hunting, Closers!
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Written by Slapspeed

This is all we can share for Mutant PNA and You: A Quick Guide – Closers for today. I hope you enjoy the guide! If you have anything to add to this guide or we forget something please let us know via comment! We check each comment! Don’t forget to check for MORE!

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