Akkha OSRS Guide: Memory Blast, Shadows and Style Swaps

Akkha prays against the style he attacks with, so hit him with another. Shadows at 80/60/40/20%, Memory Blast, orbs and his final stand explained.
Overview
Akkha is the boss at the end of the Path of Het in Tombs of Amascut. He attacks with melee, ranged and magic, and always prays against the style he is currently using, so you protect against his style and hit him with one of your other two. At 80%, 60%, 40% and 20% HP he turns immune and four shadows appear in the corners; kill one and pull him into its quadrant to damage him again.
On top of that he has three special attacks. Memory Blast lights the four floor quadrants in a sequence you have to follow, Trailing Orbs drops orbs behind you as you walk, and Detonate (group only) punishes players sharing a row or column. When his HP hits zero he restores 20% and makes a final stand you can only melee.
| Detail | Value |
|---|---|
| Type | Tombs of Amascut path boss (Path of Het) |
| Location | Tombs of Amascut, Jaltevas Pyramid in the Necropolis |
| Hard requirement | Beneath Cursed Sands (ToA access) |
| Combat level | 337 |
| Hitpoints | 400 before raid level and team scaling |
| Max hit | 55 |
| Recommended styles | Two of magic, ranged and melee; Tumeken's shadow is the strongest weapon here |
| Solo or team | Solo or team; scales with raid size |
| Defining mechanics | Style rotation, shadows, Memory Blast, Trailing Orbs, final stand |
- Detail
- Type
- Value
- Tombs of Amascut path boss (Path of Het)
- Detail
- Location
- Value
- Tombs of Amascut, Jaltevas Pyramid in the Necropolis
- Detail
- Hard requirement
- Value
- Beneath Cursed Sands (ToA access)
- Detail
- Combat level
- Value
- 337
- Detail
- Hitpoints
- Value
- 400 before raid level and team scaling
- Detail
- Max hit
- Value
- 55
- Detail
- Recommended styles
- Value
- Two of magic, ranged and melee; Tumeken's shadow is the strongest weapon here
- Detail
- Solo or team
- Value
- Solo or team; scales with raid size
- Detail
- Defining mechanics
- Value
- Style rotation, shadows, Memory Blast, Trailing Orbs, final stand
Requirements and Access
Akkha has no requirement of his own beyond raid access. The real variable is which invocations your team has turned on.
| Requirement | Detail |
|---|---|
| Beneath Cursed Sands | The quest that unlocks Tombs of Amascut. |
| Two usable combat styles | Akkha prays against whatever style he is attacking with, so a one-style setup stalls every time he switches. |
| 43+ Prayer | Protection prayers. Rigour needs 74 and Augury needs 77, both large upgrades here. |
| A good pickaxe (optional) | The Path of Het room is a seal you mine. Statues lend a bronze pickaxe, but a better one you store in them deals more damage to the seal. |
| Raid level awareness | Invocations directly scale Akkha's damage and health. |
| Understanding of ToA deaths | Each death costs 20% of your reward points rather than ending the raid. |
- Requirement
- Beneath Cursed Sands
- Detail
- The quest that unlocks Tombs of Amascut.
- Requirement
- Two usable combat styles
- Detail
- Akkha prays against whatever style he is attacking with, so a one-style setup stalls every time he switches.
- Requirement
- 43+ Prayer
- Detail
- Protection prayers. Rigour needs 74 and Augury needs 77, both large upgrades here.
- Requirement
- A good pickaxe (optional)
- Detail
- The Path of Het room is a seal you mine. Statues lend a bronze pickaxe, but a better one you store in them deals more damage to the seal.
- Requirement
- Raid level awareness
- Detail
- Invocations directly scale Akkha's damage and health.
- Requirement
- Understanding of ToA deaths
- Detail
- Each death costs 20% of your reward points rather than ending the raid.
If you have not run Tombs of Amascut before, read the Tombs of Amascut guide first. Invocation choice affects Akkha more than your gear does.
Getting There
Akkha sits at the end of the Path of Het inside Tombs of Amascut.
- Complete Beneath Cursed Sands and travel to the Necropolis (fairy ring AKP is one of the quickest routes).
- Set your invocations, then enter the raid and choose the Path of Het.
- Clear the mirror puzzle: reflect the caster statue's beam onto the shielded statue, then mine Het's Seal during the 15-tick window before it shields again.
The wiki's suggested learning order puts Akkha third, after Zebak and Kephri, and many players rate him the hardest path boss to solo. Learn him once you are comfortable switching styles under pressure.
Recommended Stats
Akkha scales with raid level rather than being a fixed stat check. These are levels where the fight is comfortable at moderate invocations.
| Stat | Comfortable | Why |
|---|---|---|
| Ranged | 80+ | One of your two main styles for most setups. |
| Magic | 80+ | Tumeken's shadow is the best weapon in the fight, and his magic defence is only +10. |
| Hitpoints | 80+ | Higher raid levels increase his damage substantially. |
| Prayer | 77 | Rigour (74) and Augury (77) shorten the fight and reduce total damage taken. |
| Attack / Strength | 80+ | Melee is the only way to damage him in the final stand. |
- Stat
- Ranged
- Comfortable
- 80+
- Why
- One of your two main styles for most setups.
- Stat
- Magic
- Comfortable
- 80+
- Why
- Tumeken's shadow is the best weapon in the fight, and his magic defence is only +10.
- Stat
- Hitpoints
- Comfortable
- 80+
- Why
- Higher raid levels increase his damage substantially.
- Stat
- Prayer
- Comfortable
- 77
- Why
- Rigour (74) and Augury (77) shorten the fight and reduce total damage taken.
- Stat
- Attack / Strength
- Comfortable
- 80+
- Why
- Melee is the only way to damage him in the final stand.
Gear Setups: Budget, Mid and Best in Slot
Akkha is a switching fight. You want your two best styles rather than one very strong style, because he only protects against one style at a time and that style changes during the kill.
| Slot | Budget | Mid | Best in slot |
|---|---|---|---|
| Ranged weapon | Rune crossbow | Toxic blowpipe / Dragon hunter crossbow | Twisted bow / Zaryte crossbow |
| Magic weapon | Trident of the seas | Trident of the swamp | Sanguinesti staff / Tumeken's shadow |
| Melee weapon | Dragon scimitar | Abyssal whip / Osmumten's fang | Osmumten's fang |
| Head | Helm of neitiznot | Armadyl helmet | Masori mask (f) |
| Body | Black d'hide body | Karil's leathertop | Masori body (f) |
| Legs | Black d'hide chaps | Armadyl chainskirt | Masori chaps (f) |
| Cape | Ava's accumulator | Ava's assembler | Ava's assembler |
| Amulet | Amulet of fury | Necklace of anguish | Necklace of anguish / Occult necklace |
| Ring | Archers ring | Archers ring (i) | Lightbearer |
| Gloves | Barrows gloves | Barrows gloves | Zaryte vambraces |
| Boots | Ranger boots | Pegasian boots | Pegasian boots |
- Slot
- Ranged weapon
- Budget
- Rune crossbow
- Mid
- Toxic blowpipe / Dragon hunter crossbow
- Best in slot
- Twisted bow / Zaryte crossbow
- Slot
- Magic weapon
- Budget
- Trident of the seas
- Mid
- Trident of the swamp
- Best in slot
- Sanguinesti staff / Tumeken's shadow
- Slot
- Melee weapon
- Budget
- Dragon scimitar
- Mid
- Abyssal whip / Osmumten's fang
- Best in slot
- Osmumten's fang
- Slot
- Head
- Budget
- Helm of neitiznot
- Mid
- Armadyl helmet
- Best in slot
- Masori mask (f)
- Slot
- Body
- Budget
- Black d'hide body
- Mid
- Karil's leathertop
- Best in slot
- Masori body (f)
- Slot
- Legs
- Budget
- Black d'hide chaps
- Mid
- Armadyl chainskirt
- Best in slot
- Masori chaps (f)
- Slot
- Cape
- Budget
- Ava's accumulator
- Mid
- Ava's assembler
- Best in slot
- Ava's assembler
- Slot
- Amulet
- Budget
- Amulet of fury
- Mid
- Necklace of anguish
- Best in slot
- Necklace of anguish / Occult necklace
- Slot
- Ring
- Budget
- Archers ring
- Mid
- Archers ring (i)
- Best in slot
- Lightbearer
- Slot
- Gloves
- Budget
- Barrows gloves
- Mid
- Barrows gloves
- Best in slot
- Zaryte vambraces
- Slot
- Boots
- Budget
- Ranger boots
- Mid
- Pegasian boots
- Best in slot
- Pegasian boots
Akkha's shadows have only 30 Defence and a 60% weakness to wind spells, so a blowpipe or Tumeken's shadow deletes them quickly. The lightbearer pulls its weight across the whole raid, since special attacks get used in every room.
Inventory and Supplies
Raid inventories are a shared budget across every room, so what you bring to Akkha has to survive the rest of the raid too.
- Saradomin brews and super restores as your sustain.
- Your style switches: at minimum a ranged and a magic option.
- Ranging and magic potions, or divine variants.
- A melee weapon for the final stand, where he prays magic and ranged at once.
- Run energy matters here. Smelling salts from the Helpful Spirit restore 25% run energy every 15 seconds for 8 minutes, on top of the combat boost.
Your HP, prayer, run energy and special attack refill after every path boss, but consumables do not. If Akkha comes early in your order, you still have two more paths and the Wardens ahead of you.
Mechanics You Have to Respect
Akkha runs a style rotation that dictates both his prayer and yours, a shadow phase every 20% of his health, and a special attack every seventh attack. Your protection prayers only block part of his damage: about 80-90% of his ranged and magic and about 75% of his melee.
| Mechanic | What it does | Correct response |
|---|---|---|
| Style rotation | After six auto-attacks and a special he switches style, always in the order melee, ranged, magic. He prays against the style he is using. | Pray his current style and attack with one of your other two. Keeping him in melee as long as possible delays the next switch. |
| Shadows | At 80%, 60%, 40% and 20% HP he turns immune and four shadows spawn in the corners. Each shadow charges an attack on its quadrant. | Kill one shadow at a time, then lure Akkha into that quadrant. A shadow killed before its bar fills cancels its quadrant attack. |
| Memory Blast | Akkha vanishes and the quadrant markers (fire NW, skull NE, lightning SE, ice SW) glow in order. The other three quadrants get blasted each step. | Watch the order, then move to each lit quadrant with four ticks between bursts. The next marker is always adjacent, never diagonal. |
| Trailing Orbs | Orbs spawn behind you as you move and explode when stepped on. | Stand still, or walk without stepping back over an orb. |
| Detonate | Group only. Every player is marked and explodes in a plus shape. | Avoid sharing a row or column with a teammate, or stack everyone on one tile. |
| Quadrant effects | Specials taken in a quadrant add its element: fire burns for 5 a hit, skull drains combat stats by 3, lightning disables protection prayers, ice slows your attack speed by a tick. | Corners: fire NW, skull NE, lightning SE, ice SW. |
| Final stand | At 0 HP he heals 20%, prays magic and ranged together, merges into a corner shadow and fires white orbs capped at 25 damage. | Switch to melee, path around the orbs, and land three successful hits (plus one per extra player) to make him move corners. |
- Mechanic
- Style rotation
- What it does
- After six auto-attacks and a special he switches style, always in the order melee, ranged, magic. He prays against the style he is using.
- Correct response
- Pray his current style and attack with one of your other two. Keeping him in melee as long as possible delays the next switch.
- Mechanic
- Shadows
- What it does
- At 80%, 60%, 40% and 20% HP he turns immune and four shadows spawn in the corners. Each shadow charges an attack on its quadrant.
- Correct response
- Kill one shadow at a time, then lure Akkha into that quadrant. A shadow killed before its bar fills cancels its quadrant attack.
- Mechanic
- Memory Blast
- What it does
- Akkha vanishes and the quadrant markers (fire NW, skull NE, lightning SE, ice SW) glow in order. The other three quadrants get blasted each step.
- Correct response
- Watch the order, then move to each lit quadrant with four ticks between bursts. The next marker is always adjacent, never diagonal.
- Mechanic
- Trailing Orbs
- What it does
- Orbs spawn behind you as you move and explode when stepped on.
- Correct response
- Stand still, or walk without stepping back over an orb.
- Mechanic
- Detonate
- What it does
- Group only. Every player is marked and explodes in a plus shape.
- Correct response
- Avoid sharing a row or column with a teammate, or stack everyone on one tile.
- Mechanic
- Quadrant effects
- What it does
- Specials taken in a quadrant add its element: fire burns for 5 a hit, skull drains combat stats by 3, lightning disables protection prayers, ice slows your attack speed by a tick.
- Correct response
- Corners: fire NW, skull NE, lightning SE, ice SW.
- Mechanic
- Final stand
- What it does
- At 0 HP he heals 20%, prays magic and ranged together, merges into a corner shadow and fires white orbs capped at 25 damage.
- Correct response
- Switch to melee, path around the orbs, and land three successful hits (plus one per extra player) to make him move corners.
Attack counts and special timings were last changed in June 2025, so verify current behaviour on the OSRS Wiki Akkha page.
Phase-by-Phase Strategy
Akkha is best learned in two passes: first learn to survive the style rotation, then learn to do the shadows and Memory Blast quickly.
- Enter with your best non-melee weapon ready. He starts in melee, so Protect from Melee first.
- Keep him in melee as long as you can by staying out of his reach between your attacks. Advanced players run circles in a quadrant (the butterfly method), because he cannot hit diagonally.
- When he switches to ranged, pray Protect from Missiles and attack with magic or melee. When he switches to magic, pray Protect from Magic and attack with ranged or melee.
- At 80% HP, kill one shadow, stand in its quadrant, and get him back on you there. Repeat at 60%, 40% and 20%; each threshold fully restores any damaged shadows.
- On Memory Blast, stand still and watch the full sequence before moving. Walk to each quadrant as it comes up.
- On Trailing Orbs, stop moving until the message says they have stopped, or move only onto fresh tiles.
- When he restores 20% for the final stand, switch to melee, ignore Protect from Magic at raid level 300+ when solo, and path around the white orbs to reach him.
Learners should run low invocations for their first several Akkha kills. The mechanics are identical at low raid level, just survivable.
Solo Versus Team
Akkha scales with raid size. In a team, one player tanks by standing closest to him after each special, since he targets the nearest player and breaks ties by highest defence bonus. The rest spread out for Detonate and work on shadows.
Solo Akkha is entirely reasonable at low invocations. Detonate never happens solo, which leaves Memory Blast and Trailing Orbs as the specials to learn.
The rest of the raid's rooms and bosses are covered in the Tombs of Amascut guide, and the other path bosses each have their own guide.
Common Mistakes and What Actually Kills You
Akkha deaths are almost always a switching failure or an invocation choice made for reward rather than survival.
- Attacking with the style he is currently praying against, so your damage drops to zero after a switch.
- Moving before the Memory Blast sequence has finished showing.
- Splitting damage across several shadows, so none of them die before their quadrant attack charges.
- Walking back over your own trail during Trailing Orbs.
- Bringing only ranged and magic, then having no way to damage him in the final stand.
- Running high invocations while still learning the style rotation.
- Spending all supplies at Akkha and arriving at the Wardens empty.
Drops Worth Knowing
Akkha has no loot table of his own. He always drops Het's capture (if it is not in your bank), and the top damage dealer gets eldritch ashes, one of the four boss items used for the ancient key after the Into the Tombs miniquest. The real reward is the points he feeds into the raid's unique roll.
| Drop | Why it matters |
|---|---|
| Raid points | Your points determine your chance at a ToA unique at the end of the raid. |
| Tumeken's shadow | The raid's headline magic weapon, rolled from the raid table. |
| Masori armour | Best-in-slot ranged armour, rolled from the raid table. |
| Osmumten's fang | A strong stab weapon, particularly good against high-defence targets. |
| Lightbearer | Doubles special attack regeneration; excellent across all PvM. |
| Elidinis' ward | A magic shield upgrade path. |
- Drop
- Raid points
- Why it matters
- Your points determine your chance at a ToA unique at the end of the raid.
- Drop
- Tumeken's shadow
- Why it matters
- The raid's headline magic weapon, rolled from the raid table.
- Drop
- Masori armour
- Why it matters
- Best-in-slot ranged armour, rolled from the raid table.
- Drop
- Osmumten's fang
- Why it matters
- A strong stab weapon, particularly good against high-defence targets.
- Drop
- Lightbearer
- Why it matters
- Doubles special attack regeneration; excellent across all PvM.
- Drop
- Elidinis' ward
- Why it matters
- A magic shield upgrade path.
Combat Achievements and Perfect Akkha
Perfect Akkha is a Master tier task. You need a group of two or more, every Akkha invocation enabled, and a normal-mode raid (raid level 150+). Nobody may take damage from his attacks off-prayer, his specials (orbs, Memory Blast, Detonate), shadow timers or final-stand orbs, and nobody may attack him with the style he is protecting against.
The wiki notes that a melee thrall in the final stand fails the task, so leave thralls off. With Double Trouble on, he can use two specials at once; one player handles Memory Blast in the middle while the others use the staircase method along the edges.
The four Akkha invocations are Double Trouble (two specials at once), Keep Back (ranged and magic attacks also hit adjacent players with melee), Stay Vigilant (a special every 6 attacks instead of 7, and his style and prayer swaps come at random instead of on a fixed count) and Feeling Special? (two ticks between Memory Blast steps and an extra orb in front of you).
Ironman Notes
Masori armour and Osmumten's fang only come from ToA, so an iron has to raid for them. Akkha is where you find out whether your magic and ranged setups are good enough for the raid.
ToA is supply-hungry, so brews and restores are the real constraint. Build a Herblore and Farming base before treating ToA as a grind rather than an occasional run.
Masori and Osmumten's fang are major upgrades an iron can only earn here, which makes low-invocation solo runs a good use of time.
FAQ
How does Akkha's prayer work?
He prays against the same style he is attacking with. In melee form he has Protect from Melee up, so you pray melee and hit him with ranged or magic. When he switches to ranged or magic, his prayer switches with him.
How does Memory Blast work?
Akkha disappears and the four quadrant markers light up one at a time. Stand in each lit quadrant in that order; you get four ticks to move between bursts, and the next quadrant is always adjacent to the last.
When do Akkha's shadows spawn?
At 80% HP, then the shadows are restored at 60%, 40% and 20%. He is immune until you kill a shadow and bring him into that quadrant.
Is Akkha a good first ToA boss?
Usually not. The common learning order is Zebak, Kephri, Akkha, Ba-Ba, and Akkha is often called the hardest path boss to solo. Learn him once style switching feels automatic.
What is the best weapon for Akkha?
Tumeken's shadow, by a long way. Below that, pair a blowpipe or Bow of Faerdhinen with a powered staff, and bring a melee weapon such as Osmumten's fang for the final stand.
What is Perfect Akkha?
A Master Combat Achievement: kill Akkha in a group of two or more with every Akkha invocation on, without anyone taking avoidable damage or attacking into his prayer.
Does Akkha drop anything himself?
Only Het's capture and, for the top damage dealer, eldritch ashes. Uniques come from the raid chest at the end.
Related Guides
- Tombs of Amascut guide: the parent raid, invocations and reward mechanics.
- Zebak guide: the Path of Crondis boss and the usual first path.
- Kephri guide: the Path of Scabaras boss.
- Ba-Ba guide: the Path of Apmeken boss.
- Wardens guide: the raid's final fight.
- Which raid to learn first: CoX vs ToB vs ToA.
Bottom Line
Akkha is a prayer check stacked on a memory test. Pray his style, hit him with another, work one shadow at a time, and follow the Memory Blast lights in order.
Learn him at low invocations, where every mechanic is present but survivable, and raise raid level only once your switches are automatic.
If ToA uniques are the goal and learning the raid is the blocker, our ToA raid service runs it hand-done at the raid level you need.
Mechanics and drop rates change with updates. Verify current details on the Old School RuneScape Wiki.
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