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CoX Combat Rooms: Ice Demon, Shamans, Mystics and Guardians

How to clear the CoX combat rooms: a pickaxe for Guardians, kindling and fire spells for the Ice Demon, plus mystic and shaman counts by party size.

Bils Services TeamUpdated 13 Oct 20266 min read30 views0 comments
Chambers of Xeric Combat Rooms — Bils Services OSRS guide

The short version

30-second read
  • Set your pickaxe to crush for Guardians. Only pickaxe damage counts, scaling with Mining and pickaxe level, though a crystal pickaxe hits like a dragon one.
  • Flinch the Guardians instead of tanking them. Attack, step two tiles away and repeat, since they melee and sometimes stomp a 3x3 area for heavy damage.
  • Points decide your purple chance. Every 8,676 points adds 1%, up to 65.7% for one roll, and every room feeds the same team total.
  • A death costs 40% of your personal points. Slow and alive beats fast and dead, so take unfamiliar rooms carefully.
01

Overview: Chambers of Xeric Combat Rooms

Chambers of Xeric has eight combat rooms: Tekton, Vasa Nistirio, Vespula, Muttadiles, Vanguards, Guardians, Lizardman Shamans and Skeletal Mystics. The Ice Demon is listed with the puzzle rooms on the wiki, but you still have to kill it. Guardians, Shamans, Mystics and the Ice Demon are the rooms that stall learner teams, because each one needs a specific item, spell or prayer.

The raid picks its rooms for you, so you need an answer for all of them. Every room feeds the same team points total, and points are what roll a purple: 1% per 8,676 points, up to 65.7% for one roll.

Table 1The four rooms learners get stuck on4 rows
RoomBringKey mechanic
GuardiansYour best pickaxe (crystal, dragon or rune), set to crushOnly pickaxe damage counts; everything else hits 0
Ice DemonAn axe for kindling, runes for fire spellsLight four braziers to free it; fire spells deal 250% damage
Lizardman ShamansCrossbow, ballista or Twisted bow, sanfew serum2 to 5 shamans by party size; poison splats and spawns
Skeletal MysticsRanged weapon, salve amulet(ei)3 to 12 mystics by party size; Protect from Magic
022 min

Ice Demon, Shamans, Mystics and Guardians

Guardians: pickaxe only

Two guardians block the room, and only pickaxe damage counts against them. Damage rises with your Mining level and the pickaxe's own level, though a crystal pickaxe is capped to hit the same as a dragon pickaxe. Set the pickaxe to its crush option before you start.

They attack with melee and sometimes stomp for heavy damage in a 3x3 area. Flinch them: attack, step two tiles away, and repeat. Their stats regenerate at 1 every 8 ticks instead of the usual 1 per 100, so a defence drain wears off quickly. Their hitpoints scale with party size.

Ice Demon: kindling, braziers, fire spells

The demon starts frozen behind an ice storm with four braziers around it. Chop kindling from the trees in the corridor before the room and use it to light the braziers. Your Woodcutting level sets the most kindling per swing (level divided by 12), so 96 Woodcutting gives 1 to 8. Icefiends, one per player up to four, knock charges off lit braziers, so keep feeding them.

Once it is free, all damage except fire spells and demonbane weapons is cut by 67%, and fire spells deal 250% damage. It throws a snow boulder and Ice Burst, both 3x3 attacks. Pray Protect from Missiles so it only throws the snow boulder, which is slower and easier to see than Ice Burst, then step a few tiles away from where it lands.

Lizardman Shamans: poison and spawns

Party size sets the count: 2 shamans for 1 to 4 players, 3 for 5 to 9, 4 for 10 to 14 and 5 for 15 or more. Their poison blob hits harder than the shamans outside the raid, and they jump around and leave spawns, so keep your distance. A crossbow, ballista or Twisted bow lets you fight from range, and the wiki recommends a sanfew serum for this room.

Skeletal Mystics: ranged and Protect from Magic

You face 3 mystics with 1 or 2 players, one more for every three extra players, up to 12 at 27 or more. Kill them with ranged. They are undead, so a salve amulet(ei) helps both ranged and magic. Protect from Magic cuts their accuracy and damage by roughly half, but a mystic that can reach you while you pray against magic switches to melee, so stay out of their reach.

032 min

The Boss Rooms

The other five combat rooms are full boss fights, and each has its own guide. The Great Olm is not a random room: it is always the final fight on the third floor.

Table 2What each boss room tests6 rows
FightWhat it tests
MuttadilesTree chop strategy
VanguardsHP balancing across three enemies
Vasa NistirioCrystal siphon and teleport
VespulaPortal priority
TektonAnvil phase movement
Great OlmHead and hand phases

Muttadiles: tree chop strategy

  • Kill the small one first; the large one stays in the water until it dies
  • Both eat from the meat tree at about 50% HP, up to three times; chop it with any axe, and team Woodcutting sets its health
  • Stay out of the large one's melee range; its stomp hits everyone next to it
  • Both can be damaged while frozen

Vanguards: HP balancing

  • Keep their HP within 40% of each other (33.3% with five or more players) or all three heal to full
  • Prepare three styles: the melee one is weak to magic, the ranged one to melee, the mage one to ranged
  • A low-hitting weapon such as a toxic blowpipe keeps the damage even
  • Skip defence-drain specs; they restore drained stats when they retreat into their shells

Vasa Nistirio: crystal siphon and teleport

  • He is invulnerable while siphoning a glowing crystal; disable the crystal in time to cancel the heal
  • Use stab on crystals, which are immune to ranged and resist crush and slash
  • On his teleport, players sent to the walls can run next to him to split the damage, and runners with Protect from Magic on take none

Vespula: portal priority

  • Get Vespula to 20% so she lands, then destroy the abyssal portal to end the room
  • Hitting the portal while she is flying enrages her
  • Feed the lux grubs medivaemia blossoms so they never hatch into soldiers that heal her
  • A death costs 40% of your personal points

Tekton: anvil phase movement

  • He is immune to ranged and takes 80% less magic damage, so this is a melee room
  • The first dragon warhammer or elder maul spec to reach him always hits; a missed one still drains 5% of his Defence
  • He hits the area in front of him and to his right at once, and turns at random with several attackers, so attack from the same side
  • At the anvil he heals and lava sparks land in 3x3 areas; move off them, then expect a short enraged phase with a higher max hit

Great Olm: head and hand phases

  • Olm has at least four phases and gains another for every 8 players in the raid
  • Disable both hands to end a phase; in the second-last phase they must go down within a time limit or Olm recovers to full health
  • Melee the left hand, use magic on the right hand and ranged on the head; each takes 66% less damage from other styles
  • The head heals any damage outside the final phase, so save head damage for the end
04

Where This Fits

The full raid, including the puzzle rooms, resource rooms and the points system, is covered in the Chambers of Xeric guide. The final fight has its own page: Great Olm.

05

FAQ

Which Chambers of Xeric room is hardest?

The Great Olm is the hardest fight and it ends every raid. Among the random rooms, Guardians and the Ice Demon cause the most stalls for learners, because a missing pickaxe or missing fire runes leaves the team with no good way through.

Is the Ice Demon a combat room?

The wiki groups it with the puzzle rooms, because you have to free it with kindling and four braziers first. Once it is free it is a normal fight, and fire spells are the best way to kill it.

Do I get to pick my rooms?

No. The raid is generated for you, which is why all-round competence beats specialising. Challenge Mode is the exception: every combat and puzzle room appears in it.

Is this the player-owned house combat room?

No. The POH Combat room is a Construction room built at level 32 for 25,000 coins. It holds a boxing ring (32), fencing ring (41) or combat ring (51), and players can fight there without losing items. This page covers the combat rooms inside Chambers of Xeric.

Still stuck on a mechanic? Ask the team on our Discord, it is free.

06 · Bottom line

Bottom Line

Bring a pickaxe, fire runes and a ranged weapon to every raid and these four rooms stop being walls. A death anywhere costs 40% of your personal points, so slow and alive beats fast and dead.

If you want CoX completions while you are still learning the rooms, our CoX raids service is hand-played by our PvM team.

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