|Released||5 January 2017 (Update)|
|Examine||Formerly a member of Xeric's elite tactical unit.|
The Vanguard are a trio of Xeric's former commanders encountered in the Chambers of Xeric.
Each Vanguard is weak to a specific attack attack style, following the combat triangle:
- The range Vanguard is weak to Melee attacks and can be identified by the rocks gathered beneath its tentacles.
- The melee Vanguard is weak to Magic attacks and can be identified by the tentacles raised up in front of it.
- The mage Vanguard is weak to Ranged attacks and can be identified by lack of tentacles.
Upon defeat of all three Vanguards, the vanguard judgement will appear on the ground, giving the player some insight as to how the Vanguard came to be.
Mechanics[edit | edit source]
The three Vanguards originally spawn underground. When a player gets near one of the holes, all three will burst from the ground.
All Vanguards attack three times with each attack; however, the magic and ranged Vanguards use AoE attacks (one always hitting the player while two are launched elsewhere). The melee Vanguard simply attacks the player three times for every attack it performs. Protection prayers will not nullify their damage, but they will reduce it.
To harm the Vanguards, damage must be spread equally to all three Vanguards. If just one of the Vanguard is heavily damaged while the others have much higher health (at least 34% or higher), all the Vanguards will heal themselves back to full health upon shuffling. To stop this from occurring, the Vanguards' health must be within 33% of the other Vanguards by the time they shuffle positions. Stomp damage is applied to players under them when they shuffle; this damage will not occur when they attack players. When the Vanguards shuffle, they will lose aggression over any players; standing in the corners will typically only cause one of them to attack.
As uncontrolled high damage is detrimental, weapons with low damage per hit such as toxic blowpipe are highly recommended. It may also be worthwhile to not activate damage boosting prayers and unequip gear that increases damage if there is a risk of dealing too much damage, as well as not using overloads. Conversely, Saradomin brews and Xeric's aid can be used to control damage. Knowing the maximum hit for each weapon used is helpful.
It should be noted that the ranged Vanguard is static, and will be unable to attack players that are under it. The melee and magic Vanguards will attempt to move out if the player is under them. The melee Vanguard often does not attack players next to the walls or edges as it cannot go too far from its spawn point, and it will back away if it is attacked from these spots until the attacker is in its range. In addition to this, Vanguards take no damage if they start shuffling, even if a damaging attack was headed their way. They will also slowly regenerate health passively.
Drops[edit | edit source]
100%[edit | edit source]
|Vanguard judgement||1||Always||Not sold||0|
|Elder (+)||1||Always[A 1]||Not sold||N/A|
|Twisted (+)||1||Always[A 1]||Not sold||N/A|
|Kodai (+)||1||Always[A 1]||Not sold||N/A|
Other[edit | edit source]
|Prayer enhance (+)||0–1||Varies[A 2]||Not sold||N/A|
|Xeric's aid (+)||1–3||Varies[A 2]||Not sold||N/A|
|Revitalisation (+)||0–2||Varies[A 2]||Not sold||N/A|
|Overload (+)||0–1||Varies[A 2]||Not sold||N/A|
- The Vanguard's combat style determines which potion is dropped.
- A random mixture of potions is given. Quantity depends on party size.
References[edit | edit source]
- DISCLAIMER: The stats displayed on this page can vary based on the player with the highest combat level. The stats shown are scaled for a player with maxed combat stats.