Grotesque Guardians/Strategies

From Old School RuneScape Wiki
Jump to: navigation, search

The Grotesque Guardians are gargoyle slayer bosses that reside at the top of the Slayer Tower.

A player fights the Grotesque Guardians on the Slayer Tower's roof.

In order to access and fight them, the player must be assigned gargoyles as a Slayer task or be assigned a Grotesque Guardians boss task. Prior to this, the player must also obtain a brittle key; a 1/150 drop from regular gargoyles and marble gargoyles, which can only be obtained while assigned gargoyles as a slayer task.

Like gargoyles, players must bring a rock hammer, granite hammer, or rock thrownhammer to finish them off.

Suggested skills[edit | edit source]

  • Attack 70+
  • Strength 70+
  • Defence 70+
  • Ranged 75+
  • Hitpoints 70+
  • Prayer 44+ (74 recommended)

Attacks[edit | edit source]

Dusk is immune to magic and ranged attacks; only melee attacks will harm him. In addition, if players stand under Dusk, they will be trampled and receive 20-40 damage during the phases he is fought alone, which is indicated with white strips around Dusk accompanied with the message "You are trampled by Dusk's sheer weight." Dusk only uses melee attacks, until the final phase of the fight wherein he will begin to also use ranged attacks. Dusk's melee attacks have a max hit of 13, and 26 during the final phase.

Dawn uses ranged and melee attacks. Her ranged attack deals two hits in rapid succession, both with a max hit of 9; her melee attack hits just slightly harder. She has a special attack in which a grey ball is flung towards the player, and temporarily binds them by encasing them in stone (similar to the marble gargoyle's special attack).

Like most Slayer bosses, protection prayers reduce the accuracy and strength of their attacks.

The Grotesque Guardians are fairly weak slayer bosses; both possess 450 health and a Defence level of 100, albeit lacking any defensive bonuses meaning that it is very easy to hit them.

Special attacks that they perform are detailed in the Strategy section.

Equipment[edit | edit source]

During the fight, players will need both a ranged weapon and a melee weapon, plus a Rock hammer.pngrock hammer, Granite hammer.pnggranite hammer, or Rock thrownhammer.pngrock thrownhammer to deal the final blow. An eternal slayer ring is highly recommended for quick access to the bosses.

Recommended equipment for Melee + Ranged
SlotItem (most effective → least effective)
HeadSlayer helmet (i).pngSlayer helmet (i)Black mask (i).pngBlack mask (i)Slayer helmet.pngSlayer helmetBlack mask.pngBlack maskN/A
NeckAmulet of torture.pngAmulet of torture and Necklace of anguish.pngNecklace of anguish (switch)Amulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryN/AN/A
BackInfernal cape.pngInfernal cape and Ava's assembler.pngAva's assembler (switch)Fire cape.pngFire cape and Ava's accumulator.pngAva's accumulatorRanging cape(t).pngRanging cape(t)N/AN/A
BodyBlessed body.gifBlessed bodyKaril's leathertop.pngKaril's leathertopBlack d'hide body.pngBlack d'hide bodyN/AN/A
LegsBandos tassets.pngBandos tassets and Blessed chaps.gifBlessed chaps (optional switch. See Phase 3 strategy below)Verac's plateskirt.pngVerac's plateskirt and Karil's leatherskirt.pngKaril's leatherskirt (optional switch. See Phase 3 strategy below)Obsidian platelegs.pngObsidian platelegs and Black d'hide chaps.pngBlack d'hide chaps (optional switch. See Phase 3 strategy below)Dragon platelegs.pngDragon platelegs (or skirt)N/A
WeaponScythe of vitur.pngScythe of vitur and Toxic blowpipe.pngToxic blowpipe (switch)Ghrazi rapier.pngGhrazi rapier/Blade of saeldor.pngBlade of saeldor and Toxic blowpipe.pngToxic blowpipe (switch)Abyssal tentacle.pngAbyssal tentacle and Toxic blowpipe.pngToxic blowpipe (switch)Abyssal whip.pngAbyssal whip and Magic shortbow (i).pngMagic shortbow (i) (switch)Zamorakian hasta.pngZamorakian hasta and Magic shortbow (i).pngMagic shortbow (i) (switch)
Ammo/SpellRada's blessing 4.pngRada's blessing 4God blessing.gifGod blessing / Rada's blessing 3.pngRada's blessing 3/2Amethyst arrow 5.pngAmethyst arrows w/ Magic shortbow (i)Rune arrow 5.pngRune arrows w/ Magic shortbow (i)N/A
GlovesFerocious gloves.pngFerocious glovesBarrows gloves.pngBarrows glovesDragon gloves.pngDragon glovesRune gloves.pngRune glovesN/A
BootsPrimordial boots.pngPrimordial bootsGuardian boots.pngGuardian bootsDragon boots.pngDragon bootsBandos boots.pngBandos bootsN/A
RingBerserker ring (i).pngBerserker ring (i)Brimstone ring.pngBrimstone ringArchers ring (i).pngArchers ring (i)Warrior ring (i).pngWarrior ring (i)N/A
Special attackDragon claws.pngDragon clawsToxic blowpipe.pngToxic blowpipeSaradomin godsword.pngSaradomin godswordDragon dagger(p++).pngDragon dagger(p++)Crystal halberd.pngCrystal halberd

Inventory[edit | edit source]

Toxic blowpipe.pngArmadyl chestplate.pngAva's assembler.pngDragon claws.png
Necklace of anguish.pngArmadyl chainskirt.pngBarrows gloves.pngSuper restore(4).png
Divine super combat potion(4).pngDivine ranging potion(4).pngSuper restore(4).pngSuper restore(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngSuper restore(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngSuper restore(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngSuper restore(4).png
Rock hammer.pngSlayer ring (eternal).pngConstruct. cape.pngRune pouch.png
Nature rune.pngFire rune.png

Strategy[edit | edit source]

Note: Ranged/Magic and Melee are required for this fight, along with a rock hammer!

Phase 1[edit | edit source]

Upon ringing the bell, a cutscene ensues where the guardians awaken and face the player. Dusk will be unattackable as he uses his wing to defend himself from all sources of combat, so the player must attack Dawn first. Dawn is airborne, so the player must attack her with ranged or magic, as melee cannot reach her. As she is more resistant to magic, ranging her is recommended.

To minimise damage, players should use ranged armour while using Protect from Melee, standing next to Dawn. This will cause her to occasionally attack with melee. You can also stand under Dusk during this phase and pray Range, ignoring much of Dawn's damage while completely negating Dusk's damage since he lacks a trample attack during this phase.

When Dawn reaches 55% of her life points, she will fly up, and Dusk will begin to attack the player.

Phase 2[edit | edit source]

The player fails to evade Dusk's explosive attack, and gets knocked back.

After attacking Dusk 3 times, immediately run away from him once his wing glows as his third attack will be an explosive attack. Simply move one space away from Dusk when he performs this attack; the knockback animation will only occur if you're right next to or under him. The frame in which you get hit by this attack is relatively short; when Dusk's wings cover his face, it is safe to return back and attack him; if you run back to him just as he expands his wings, you will be hit by the attack. Throughout this phase, Dawn will send debris down into the arena (9-10 debris at 3-4 various speeds). These debris have a 3x3 AoE; if struck, players will be dealt up to 22 damage, and stunned for several seconds (along with a message stating "You have been knocked out!"). Shadows will indicate where these rocks will fall. Avoid walking under Dusk during this phase as doing so will result in 30-40 stomp damage.

The lightning AoE attack at the end of phase 2.

Reduce Dusk's health to 55%, and Dawn will fly down. They will then stand on the eastern and western sides and perform a lightning special attack that has an AoE of 3x3, rapidly dealing up to 5-10 damage per tick. After this attack is over, players must attack Dawn.

Phase 3[edit | edit source]

Like in phase 1, Dusk uses his wing to protect him from attacks, so you must focus on Dawn. Occasionally, she will throw out three energy spheres. These spheres don't have much energy, but the longer they linger on the field, the larger they grow. There are three stages to this; low, medium, high (warning). Absorbing the sphere when its energy is low deals 2 damage; at medium, it deals 10, and at high, 20. If not absorbed each sphere will return to Dawn and heal her for 90 health per sphere; players do not take any damage from this.

Players with 90+ Ranged, a Blowpipe, and rune darts or better can equip their ranging legs and reliably outdamage Dawn before the orbs heal her around 75% of the time. This allows you to save on prayer/food supplies as well as decreases the time it takes to kill them. Players without *all* of the aforementioned recommended items should instead absorb the spheres to avoid a prolonged fight. If frozen during this phase, absorb the spheres regardless of equipment unless you are very low on food. If you are wanting to save on the cost of Rune Darts, you can bring Adamant Darts and load/unload your blowpipe during one of their lightning special attack phases. This unloading/loading trick makes Dragon Darts feasible for even faster average kills/hr at a greater cost.

Once Dawn reaches 0 health, use the rock hammer on her (unless you have unlocked the Gargoyle smasher ability using slayer reward points). Dusk will absorb her essence, and initiate the final phase of the fight. Spheres automatically despawn when Dawn is killed. If a sphere reaches Dawn just as she is killed, it will not heal her (as she is already in her death animation).

Like in phase 1, stand next to Dawn and use Protect from Melee.

Phase 4[edit | edit source]

A player failing to escape Dusk's special attack.

Upon shattering Dawn, Dusk will immediately absorb what is left of her essence, empowering himself in the process, increasing his combat level from 246 to 328, with his Attack level increasing by 100, Strength, Magic and Ranged by 110, and Defence by 50. Dusk will also begin to use Ranged attacks during this phase, copying Dawn's attack style. His melee hit has a max hit of 26, while his ranged attacks have a max hit of 15. Prayer reduces the strength of Dusk's melee attack by roughly 65%, and ranged by roughly 55%. Dusk has a 1/6 chance to switch attack styles if the player is not praying correctly. If the player is praying correctly, he has a 1/3 chance to switch attack styles. This means that the player should always switch prayers to match Dusk's last attack. Doing so will yield correct prayer coverage for 72% of attacks.

Dusk uses a new special attack, where he drags the player somewhere in the arena and traps them in a barrier of blue flames. One of the flames is missing, so use that to escape immediately after he drags you. If you fail to get out of the enclosed area in time, the fires will deal up to 50+ damage, and Dusk will heal himself for the same damage he dealt to you. When Dusk reaches 0 health, use the rock hammer on him to finish him off (unless you have unlocked the Gargoyle smasher ability using slayer reward points).

Like phase 2, Dusk's passive stomp effect returns into action.

Warning: Sometimes, Dusk may drag the player to the edges, then create a barrier where the exit cannot be used because there is no space to escape. Quickly run into the exit of the barrier to avoid damage. Note that the first time Dusk performs this attack, he is in an invulnerable state; after this first time, he can be attacked when he performs this attack. Be sure not to attack him until the special attack is over, or you may run back into the enclosed area.

Bugs: It is possible for Dusk's second phase special attack to happen as/shortly after Dusk is killed with a rock hammer, the player can still take damage from the special attack after Dusk dies. Additionally, if the player is inside the barrier and Dusk is at low enough health to be smashed with the Gargoyle smasher ability, the player will path directly to Dusk instead of trying to exit the barrier first.