Grotesque Guardians/Strategies

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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)

Mechanics[edit | edit source]

Attack Styles[edit | edit source]

  • During phases 1-3, Dusk performs a simple melee attack consisting of a swipe with his left arm, dealing up to 15 damage if not protected against. This attack is crush-based, but rolls on the player's slash defence.
  • Dawn performs a simple ranged and melee attack:
    • The ranged attack deals two separate hits, both with a max hit of 9 if not protected against.
    • The melee attack consists of a simple kick that deals up to 15 damage if not protected against.

Damage Immunity[edit | edit source]

  • Dusk's intact stone wing protects him from all types of damage during phases 1 and 3. In phases 2 and 4, he can only be harmed with melee attacks.
  • As Dawn is flying above the ground, she can only be harmed with ranged or magic attacks.

Lightning Strike[edit | edit source]

  • During the transition to phase 3, Dawn and Dusk will stand on the left and right side of the rooftop and discharge electrical bolts onto the ground.
  • This is indicated with blue circles for Dawn, and orange for Dusk.
  • The vortices have a 3x3 AoE (1 tile from center), dealing anywhere from 5-10 damage per tick regardless if the player is directly on or adjacent to one. There is a one-second warning frame indicated with a vortex of the respective colour before the player starts taking damage. One of these vortices will always target the player's position when the mechanic initiates.
  • The vortices spawn anywhere on the rooftop. They do not stack on each other, and up to three circles may be in close proximity to each other (as in being in range to be damaged by all three).

Trample[edit | edit source]

  • This mechanic is unique to Dusk only.
  • This mechanic is active only during phases 2 and 4. Standing underneath Dusk may prompt him to trample the player for 30-40 damage.

Stone Ball[edit | edit source]

  • This mechanic is unique to Dawn only.
  • Dawn will fire a stone ball around the player's position.
  • The ball has a 3x3 AoE (1 tile from center).
  • If struck by the ball, the player will become encased in stone, similar to the marble gargoyle's special attack, which essentially acts as a stun for 5 seconds and deals up to 15 damage.

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 fury or Amulet of blood fury.pngAmulet of blood 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)
ShieldAvernic defender.pngAvernic defender (with 1h weapon)Dragon defender.pngDragon defender (with 1h weapon)Dragonfire shield.pngDragonfire shield (with 1h weapon)N/AN/A
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
GlovesBarrows gloves.pngBarrows glovesFerocious gloves.pngFerocious 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
Anglerfish.pngAnglerfish.pngSuper restore(4).pngSuper restore(4).png
Anglerfish.pngAnglerfish.pngSuper restore(4).pngSuper restore(4).png
Anglerfish.pngAnglerfish.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, it is recommended to range her.

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. She can still take additional damage as she ascends, but this is hard capped at 50% and she will not fall below this threshold from a larger hit. Dusk will remain on the field and attack the player, this time without covering himself.

Phase 2[edit | edit source]

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

Dusk will attack once after Dawn flies off before performing his explosive shockwave 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 (1 tile from center); 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.

When Dusk reaches 55% of his life points, Dawn will descend, while Dusk will quickly fly over to his position to the west. The two guardians will then perform a lightning strike attack. Stand in a spot clear of any vortices. Although some vortices have a slight delay when appearing, they all expire as soon as the pair become attackable.

Phase 3[edit | edit source]

As in phase 1, Dusk will cover himself with his wing once more, so you must focus on Dawn.

She will start the phase off by launching three energy spheres across the rooftop in an attempt to heal herself. There are three growth stages for these spheres; small (deployed), medium and then large, advancing to the next stage after a few seconds. The player can absorb these spheres at any time, dealing 2, 10 and 20 damage respectively when absorbed. If the player doesn't absorb the spheres after they grow large, Dawn will absorb them, restoring 90 health for each orb she absorbed.

Players with 90+ Ranged, a blowpipe, and rune darts or better can equip their ranging legs and 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. As darts can be rather costly, players wishing to conserve some money may swap to rune or dragon darts for this phase while using adamant darts for phase 1.

Once Dawn reaches less than 10 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. Occasionally a sphere may reach Dawn and heal her, but she will still die if the player smashed her before the restoration kicks in. This typically depends on the ticks of the orb and the hammer itself; if the player tries to smash Dawn just slightly after the restoration kicks in, she will survive the attempt.

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; he does not obtain any additional bonuses. Dusk will also begin to use Ranged attacks during this phase, copying Dawn's attack style of two hits per ranged attack. 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 less than 10 health, use the rock hammer on him to finish him off (unless you have unlocked the Gargoyle smasher ability).

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. In this case, simply running into the missing fire tile will prevent Dusk from damaging the player and healing himself. When he first uses this attack, he is invulnerable, but he can still be attacked in subsequent drag attacks. The player can automatically path themselves out of the enclosure when moving to attack Dusk if the exit tile is not obscured.

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.