
This is an in-depth guide to Chambers of Xerics in OSRS. We’ll cover all the basics including gear setup, stat requirements & recommendations, how to scout raids, how to successfully complete each room as well as how to prepare for the final fight.
This guide is quite long as Chambers of Xeric is considered End Game Content and does come with a learning curve. While this is the main article, we do have some additional articles that offer a more in-depth view of certain sections of CoX. Each section will have a link to these separate articles.
What is Chambers of Xeric?
Chambers of Xeric is an end-game bossing activity in OSRS known as a Raid. Chambers of Xerics is often abbreviated as simply ‘CoX’ or ‘Raids 1’ as it was the first Raid to come to OSRS.
During a typical CoX Raid, you complete a number of randomly generated rooms, these are made out of Puzzle and Combat rooms, before taking on the final boss of the raid: The Great Olm.
The main difference CoX has from Theatre of Blood (ToB/Raids 2) is that CoX uses randomly generated rooms & forces you to make potions while ToB has a static layout made up of several demi-bosses before reaching the final boss. ToA (Raids 3), on the other hand, is a combination of both!
How to get here
The easiest way to travel to Chambers of Xeric is to use the Xeric’s Honour teleport on the Xeric Talisman. This teleports you directly in front of the Raid.
How to obtain Xeric’s Talisman

The Xeric Talisman is untradeable and has to be obtained by killing Lizardmen. Since you have to kill Lizardmen to gain Shayzien Favour anyway, you can hit two birds with one stone.
TIP: Complete the Easy Kourend & Kebos Diary to lower the droprate for the Xeric’s Talisman from 1/250 to 1/125.
How CoX Works
To ensure we get a good Raid Layout, we implement this strategy called scouting where you essentially enter and exit the raid until you find a layout that you prefer. Scouting also offers a great way to avoid harder demi-bosses & allows you to gradually learn them as you continue to learn Raids.
While inside CoX, you don’t have access to your bank. However, you do have access to a resource area where you can farm, fish, cook, and make potions.
This resource area is generally reserved for prep before the Olm fight as your pre-made inventory setup should help carry you throughout all the other rooms.
Some of the monsters you kill in the raid rooms will drop potions such as Overloads while others will drop useful herbs which can be used to make potions during the Prep phase.
You gain points for completing rooms & killing Olm while you lose points for dying. These points will later determine your drop at a unique drop.
That’s all there really is to Chambers of Xeric. As long as you meet the requirements, and come with a decent gear setup, prepared to learn and make mistakes, you will be just fine.
CoX Requirements
Here are the minimum requirements for Chambers of Xeric:
It’s possible to start raiding with these minimum requirements but 85+ combat stats are recommended.
You will also need one player in your team with 90 Herblore that can make Overload potions.
Furthermore, you will need to have the gear to bring switches in the three combat styles: Melee, Ranged & Magic.
TIP: You can quickly level up your combat by training AFK at The Nightmare Zone.
CoX Recommended Stats
Here are the recommended stats for Chambers of Xeric:
- 85+ Attack
- 85+ Strength
- 85+ Defence
- 85+ Magic
- 85+ Ranged
- 77+ Prayer with Rigour and Augury unlocked
You will also need to have the following stats in your team:
- Member with 55+ Farming
- Member with 90+ Herblore (who makes Overload+)
It’s possible to do raids with just 78+ Herblore and just make regular Overloads but your DPS will be far worse.
CoX Gear Setup
In this section of the CoX Guide, I’ll go over the complete gear setup including the minimum gear requirements, example gear setups & gear progression ladder.
Minimum Gear Required
The following weapons are considered essential for Chambers of Xeric:
- Tentacle Whip
- Toxic Blowpipe
- Trident of the Swamp
Not having access to these weapons will make raids infinitely harder, especially for a learner. Without these items, you will also have a hard time finding a team to take you with them if you don’t already have a group to go with.
Ironman recommendation: Train your slayer until you unlock Kraken (87 Slayer, unboostable) & grind out Zulrah until you get the Blowpipe before coming to Chambers of Xeric.
You will also have access to the following gear at the very least:
- Barrows Gloves
- Fighter Torso
- Berserker Ring (i)
- Amulet of Fury
- Salve Amulet (ei)
- Occult Necklace
- Fire Cape
- Imbued God Cape
- Dragon Defender
- Bandos Godsword
Plenty of these items are untradeable so you may have to do some grinding if you don’t already have them. However, the items on this list are pretty much essential to the game so you should have gotten them even if you don’t want to raid.
It’s possible to skip Barrows Gloves/Fighter Torso and come with a void setup as a learner, but generally void is not recommended.
Best-in-Slot Gear for CoX
For CoX, we prioritize melee gear while bringing Ranged & Magic switches. Each slot in this section is ranked in order starting with the Best-in-Slot option.
For example gear setups, see below.
Helm Slot
Melee:
- Torva Full Helm
- Inquisitors’ Great Helm
- Neitiznot Faceguard
- Serpentine Helm
- Helm of Neitiznot
- Void Melee
Ranged:
- Masori Mask
- Armadyl Helmet
- No helm switch
Magic:
- Ancestral Hat
- No helm switch
The helm slot prioritizes melee, you can bring ranged/magic switches such as an Ancestral Hat & Masori/Armadyl helmet once you have the funds & skills to do so.
Cape Slot
Everyone should bring a switch for the cape slot for each combat style.
Melee Switch:
- Infernal Cape
- Fire Cape
- Ardy Cloak 4
- Myth Cape
Ranged Switch:
- Ava’s Assembler
- Ava’s Accumulator
Magic Switch:
- Imbued God Cape
- God Cape (though you really should upgrade)
Amulet Slot
Melee Switch:
- Amulet of Torture
- Amulet of Fury
Ranged Switch:
- Necklace of Anguish
- Amulet of Fury
Magic Switch:
- Occult Necklace
- Amulet of Fury
The Amulet of Fury is a solid choice for learners as it has offensive bonuses for all attack styles & good defensive bonuses. Even when running a Fury, consider buying an Occult Necklace for the +10% Magic Damage as it only costs about 550k.
Ammo Slot
The Ammo slot is reserved for your Ranged Setup unless you aren’t bringing a crossbow/twisted bow.
- Dragon Arrows
- Ruby Dragon Bolts (e)
- Ruby Bolts (e)
- Rada’s Blessing 4
- God Blessing
Weapon Slot
Melee:
- Scythe of Vitur
- Dragonhunter Lance
- Osmunten’s Fang
- Ghrazi Rapier
- Abyssal Tentacle
Ranged Switch:
- Twisted Bow
- Dragonhunter Crossbow
- Zaryte Crossbow
- Armadyl Crossbow
- Toxic Blowpipe
Magic Switch:
- Tumekens’ Shadow
- Sanguinesti Staff
- Trident of the Swamp
Body Slot
Melee:
- Torva Platebody
- Inquisitors’ Hauberk
- Bandos Chestplate
- Fighter torso
- Elite void top
Ranged Switch:
- Masori Body
- Armadyl Chestplate
- Blessed body
- Elite void top
Magic Switch:
- Ancestral Robe top
- Ahrim Robe top
- Elite void top
Shield Slot
Melee:
- Avernic Defender
- Dragon Defender
Ranged Switch:
- Twisted Buckler
- Dragonfire Ward
Magic Switch:
- Book of the Dead (thralls)
- Tome of Fire
- Elidinis’ Ward (F)
- Arcane Spirit Shield
Leg Slot
Melee:
- Torva platelets
- Inquisitors’ platelets
- Bandos Tassets
- Blessed Chaps
- Elite Void Robe
Ranged Switch:
- Masori Chaps
- Armadyl Chainskirt
- Blessed Chaps
- Elite Void Robe
Magic Switch:
- Ancestral robe bottom
- Ahrim’s robe
- Elite void Robe
Gloves Slot
- Ferocious Gloves (melee only)
- Barrows Gloves (melee/ranged/magic)
- Tormented Bracelet
A tormented Bracelet switch for Magic is 100% recommend if you have the funds.
Boots Slot
- Primordial Boots
- Dragon Boots
If you can afford it, bring a Pegasian Boots switch for Ranged. Otherwise, just stick to your Primordials for all combat styles.
Ring Slot
- Lightbearer (DWH only)
- Berserker Ring (i)
- Brimstone Ring
With the arrival of Tombs of Amascut, Lightbearer has become the B-I-S ring slot. While it doesn’t offer any offensive bonuses, it doubles the rate at which your special attack charges meaning you regain those juicy DWH specs faster.
If you don’t have maxed combat stats, a Berserker Ring (i) is preferred.
Special Attack Weapon
- Lightbearer (DWH only)
- Berserker Ring (i)
- Brimstone Ring
With the arrival of Tombs of Amascut, Lightbearer has become the B-I-S ring slot. While it doesn’t offer any offensive bonuses, it doubles the rate at which your special attack charges meaning you regain those juicy DWH specs faster.
If you don’t have maxed combat stats, a Berserker Ring (i) is preferred.
Gear Examples
Minimum/Budget Gear Setup
Here’s the minimum gear setup for CoX:

- Helm of Neitiznot
- Fire Cape
- Amulet of Fury
- Ruby Dragon Bolts (e)
- Tentacle Whip
- Fighter Torso
- Dragon Defender
- Blessed Chaps
- Barrows Gloves
- Dragon Boots
- Berserker ring (i)
Ironman notes:
- Swap out Ahrims for Mystics if you haven’t completed your Barrows Grind.
- Swap out Blessed D’hide with Black D’hide if you haven’t been lucky with clues
- Swap out Dragon Crossbow for Rune Crossbow with Ruby Bolts (e)
As this is the minimum gear setup, any downgrades from here are considered unacceptable if you hope to find a team.
Medium Gear Setup
The following items are considered essential upgrades from the minimum gear setup:
- Rigour (31M)/Augury Prayer (3M)
- Serpentine Helm (2.5M)
- Lightbearer (3.5M)
- Necklace of Anguish (14M)
- Dragonhunter Lance (42M)
- Twisted Buckler (14M)
- Tormented Bracelet (10M)

Once you have the above-mentioned upgrades, you can consider upgrading the following to complete your medium gear setup:
- Dragon hunter crossbow
- Sanguinesti Staff
- Dragon Warhammer
- Dragon Pickaxe
Max Gear Setup
Here’s an example of a max gear setup at CoX.

This setup involves using Best in Slot Melee/Ranged/Magic weapons: Scythe, Twisted Bow, Shadow of Tumeken as well as best-in-slot gear: Full Torva/Full Masori (f) & Ancestral Robes.
CoX Inventory Setup
In your inventory you should have the following:
- Magic Switches: Occult, Mystic/Ahrims, Trident, Imbued God Cape
- Ranged Switches: Accumulator/Assembler, Blowpipe, Dragon Crossbow, Blessed D’hide top/black d’hide top
- 1 Anglerfish
- 1 Super Combat
- 1 Ranging potion
- 1 Stamina Potion
- Saradomin Brews
- Super Restores
- Room-specific items (depending on the raid layout)
Here’s an inventory example:
Here are the room-specific items to bring:

- Dragon Sword (for VASA)
- Pickaxe (for Guardians)
- Lockpick (for thieving room)
- Rune pouch with ice barrage (muttadiles)
- Salve Amulet (ei) (for Mystics)
How to start a CoX Raid
To start a raid, you must be the leader of a chat channel (yellow smiley faces). Other players can join your chat by typing in your name.
Once your team has joined your chat, all of you must enter the Chambers of Xeric. As the team leader, only you can start the raid. Once the raid has started, nobody will be able to join.
Make sure to give one of your teammates the rank ‘general’ so that the raid doesn’t disband if you disconnect.
Note: Players do not have to be inside your chat channel while you are scouting, but they do have to be in your chat channel and inside the chambers when you start the raid.
Scouting
Since Chambers of Xeric is a randomly generated raid, you always get a different raid layout. Sometimes you get rooms that you otherwise don’t, and sometimes you get rooms that you don’t want because you don’t have the gear or the stats/skills.
To ensure you always have a raid you can do, you can scout them.
Scouting is very easy with the Runelite Plugin ‘Chambers of Xeric’. This plugin should be installed by default in your Runelite, ensure you have it activated.
Sometimes rooms will be labeled ‘unknown’ meaning they will be a surprise. Unknown puzzle rooms are fine, but you should avoid unknown combat rooms.
How to Scout Raids
To start scouting, simply enter the raid after making your team. Your Runelite plugin will reveal which rooms are in the Raid in text-form. If you don’t like the raid, exit and try again.
Ideally, every member of your team should make their own team and scout so that you find your preferred room layout as fast as possible.
Ideal CoX Raid Layout
The Raid layout you want to look for is a 5-room raid with 3 combat rooms and 2 puzzle rooms. This is the minimal amount of rooms you can get and allows you to quickly complete them.
Best Puzzle rooms:
- Tightrope
- Crabs
Both tightrope and crabs are pretty fast so these are the preferred puzzle rooms. Ice Demon and Thieving are fine, but take more time.
Best Combat rooms:
The following combat rooms are super easy:
- Mystics
- Guardians
- Shamans
- Mutadiles
Tekton and Vasa are fine, but I would avoid raids that have both of them.
Vespula and Vanguards are generally avoided when learning raids as they have the ability to fully heal.
Chambers of Xeric Puzzle Rooms
Tightrope room
This room requires the person with the highest Agility Level to cross the rope and obtain the keystone. However, before you cross, you should kill the 2 Magers and 2 Rangers located on each side of the tightrope.
Both the Magers and Rangers can be safespotted allowing you to avoid a lot of damage.
The magers should be killed first as they have the lowest defence.
Crabs Room
This is the only puzzle room that requires you to actually use your brain as you would expect from a puzzle room. It’s a bit tedious to learn this room, but once you’ve mastered it you’ll breeze through them.
This room has 4 colored crystals in them which need to be turned white. There is also a carved sculpture that spits out an orb that will traverse the room. Your job is to use the crabs to bounce the orbs onto the crystals and turn their color to white.
Some important notes:
- Don’t run into the orb it hits hard!
- Use protect from melee to avoid damage
- Crabs retain color for only 5 seconds so hit them right before the orb will bounce
- Crabs can be stunned for 20-30 seconds using a hammer, doing this turns temporarily turns them RED
- You only need 3 crabs to complete the room (one for each combat style)
Here’s a chart with each crystal color and its corresponding attack style:
Crystal Color | Orb Color | Combat Style |
---|---|---|
Black Crystal | White Orb | None (default color) |
Yellow Crystal | Blue Orb | Mage |
Blue Crystal | Red Orb | Melee |
Purple Crystal | Green Orb | Ranged |
If you don’t have a hammer to smash crabs, one spawns at the entrance of the puzzle room.
Here’s a quick video guide to help you get familiar with this room.
Ice Demon Room
Ice Demon is a simple puzzle room featuring a boss that needs to be defeated to access the next room. However, the ice demon cannot be damaged as it is protected by the cold. To circumvent this, we need to warm up the room which is I guess what makes this a puzzle room.
To warm up the room, you need to chop sapling and toss their kindling in the 4 braziers inside the room.
Ice demon is a simply room where you have to chop kindling
Some important notes:
- Drop your potions (NOT GEAR!!) in the Ice Demon room before picking up the axe/tinderbox to clear your inventory
- The blue/green bar above the ice demon indicates how much the ice demon has thawed
- Pick up your potions BEFORE the ice demon is fully unthawed
- Always pray for missiles during the fight to force him to use snowball attack
- Run in a 3×3 square while attacking to prevent damage from snowball attack
- The further you are from the ice demon, the more time you have to dodge the snowball attack
Here’s a quick video guide to help you get familiar with this room.
Thieving Room
The Thieving Room is a room full of chests and a Corrupted Scavenger blocking our way. To clear this room, open the chests and feed the Corrupted Scavenger with the Cavern Grub found in the chests. Once asleep, you are done with the room.
During team encounters, players should start feeding the Scavenger once they have half an inventory of Cavern Grub collected. Once fed, continue collecting more grub to feed the scavenger until he falls asleep.
For Solo CoX, you need 30 grub to put him to sleep. Teams need a random larger amount.
Some important notes:
- Bringing a lockpick speeds up this room
- You can re-open chests to get more grub
- 3 chests contain poison, don’t open these again
- One random chest contains Psykk Bats which gives you extra points
- If the scavenger doesn’t eat for a full minute, it starts healing
Chambers of Xeric Combat Rooms
Skeletal Mystics Room
Mystics room is pretty straightforward. The room contains 3 or more Skeletal Mystics who have to be killed one by one. Since they are undead, the Salve Amulet (ei) is best in slot here.
Focus on one mystic at a time, pray mage, and use ranged to kill them.
Guardians Room
The Guardians Room is a room with two statues blocking the way. These can only be damaged with a pickaxe. Crystal/Dragon Pickaxe is best-in-slot but a Rune pickaxe also works for ironmen.
The Guardians attack with melee and also a missile attack. You can avoid damage by running 2 tiles away as soon as hit the guardians (a strategy known as flinching).
Lizardmen Shamans Room
This room contains 2 or more shamans depending on your raid size. These Lizardmen Shamans are identical to the ones you can farm to obtain the Dragon Warhammer so if you have killed them before, you already know the strategy.
Protect from Missiles and use Ranged to attack them. Keep moving to dodge the poison spits.
Important notes:
- Poison spit can deal up to 40 damage
- To avoid poison spit, move away as soon as the shaman attacks you
- Long-range weapons (twisted bow/crossbow/bowfa) make safe spotting possible
- Blowpipe works but you have to avoid poison spits at all costs
- Sanfew Serum is highly recommended for this room (unless you have a Serp helm)
Muttadiles Room
The Muttadile room contains a baby and mother muttadile as well as a meat tree.
Once the baby is killed, the mother will come out from the water.
Muttadiles can heal from the meat tree. You can prevent the muttadile from healing by chopping down the meat tree or by freezing them using Zamorak Godsword or Ancient Magicks.
Chopping down the meat tree is a solid strategy as it allows you to clear this room without having to deal with the muttadiles healing after you miss a freeze (which does happen). Since no axe spawns, you do need an axe in your inventory for this strategy (or use the one from the ice demon room if you had it).
Notes:
- Run to the corner as soon as the baby muttadile dies to avoid a melee attack from the mother which can one-hit you
- Chop down the meat tree BEFORE the mother spawns if you plan to use this strategy
- Use Protect from Missiles while in the room
- Use Protect from Melee if the baby is within melee distance
- The big muttadile can be safespotted
Vasa Nistirio Room
The Vasa Room consists out of Vasa Nistirio and 4 crystals. This demi-boss requires the use of two combat styles: ranged and melee. With the former requiring a STAB weapon. You’ll be using Ranged to kill the boss, and use a Melee Switch with STAB weapon to damage the crystals inside the room.
Notes:
- Use a STAB weapon to damage the crystal and make sure your combat style is also set to STAB. Budget setups include Abyssal Dagger or Dragon Sword.
- Move towards the next crystal as you are attacking Vasa
- Don’t ever stand underneath Vasa
Tekton Room
Tekton is a melee-based demi-boss with high defence that only attacks in the direction he is facing. Because of this, you can run circles around him to prevent most damage.
Tekton has two phases indicated by his aura:
- Orange Aura: lower hits and lower defence
- Red Aura: higher hits and higher defence
Special attacks should always be used during the Orange Aura to prevent splashing.
When first entering the room, Tekton will be working on his anvil. One person will have to go in and lure Tekton as far away from this anvil as possible.
The main strategy to beat Tekton involves syncing up with your teammates while moving counter-clockwise in between hits. This method has one flaw: after 10 or more attacks Tekton will return to his anvil if he doesn’t spot anyone.
When he moves back to the anvil, make sure you don’t get caught underneath him or you will take massive damage. Once he is back at the anvil, he will start healing himself and missiles will start flying around the room. These missiles can be avoided by moving two tiles away continuously. All players should be spread out during this phase.
Since Tekton has high-defence, you absolutely have to start off with Dragon Warhammer or Bandos Godsword specs. If your team doesn’t have these available for whatever reason, definitely consider skipping Tekton.
Notes:
- Use Protect from Melee
- 1 Person should lure Tekton as far away from the anvil as possible
- Sync with your teammates and move counter-clockwise around Tekton
- Continuously move 2 tiles when Tekton is at anvil
- Don’t ever stand underneath Tekton
Here’s a strategy to beat Tekton.
Vanguards Room
This room contains 3 Vanguards: a melee vanguard, a ranged vanguard, and a magic vanguard. These vanguard have a healing mechanic that triggers whenever one of them has 33.3% less health than the other two. When this happens, ALL vanguards heal to full hp.
For this reason, it’s important to keep all Vanguards at around the same HP. Meaning your team will have to split up and attack individual vanguards using an attack style they are weak towards (chart below).
Melee Vanguard | USE MAGIC (e.g. Trident of the Swamp) |
Magic Vanguard | USE RANGED (e.g. Blowpipe) |
Magic Vanguard | USE MELEE (e.g. Tentacle Whip) |
Teams with more than 3 players can assign a chaperone whose sole task is to even out the damage between the vanguards.
Notes:
- Avoid Vanguards as a learner
- Use the correct attack style
Here’s a guide on how to easily clear the Vanguards room.
Vespula Room
This room contains Vespula, 4 lux grubs, and an Abyssal Portal. The goal is to destroy the Abyssal Portal. The most common strategy for this room is the Redemption strategy which focuses on damaging the Abyssal Portal while running in and out with Redemption prayers. This strategy takes practice and requires a minimum of 90 Hitpoints.
Vespula room should be avoided by all learners until they have mastered all the other rooms.
Notes:
- Avoid Vespula raids as a learner
- Sanfew Potion or Serp Helm is a must to avoid poison
- Redemption method is best but requires 90 hitpoints
Below is a quick guide on how to do the Redemption method which is the best strategy to beat the Vespula room.
Preparation for Olm
Potion Making Phase
Before we face The Great Olm, we’re going to need to make some potions.
Here’s a chart with each potion and its ingredients:
Revitilisation potion (Super Restore) | Buchu | Stinkhorn Mushroom |
Xeric’s Aid (Saradomin Brew) | Buchu | Endarkened Juice |
Prayer Enhance | Buchu | Cicely |
Elder Potion (Super Combat) | Golpar | Stinkhorn |
Kodai Potion (Magic) | Golpar | Endarkened Juice |
Twisted Potion (Ranged) | Golpar | Cicely |
Overload | Buchu | Elder Potion, Kodai Potion, Twisted Potion + Noxifer |
Secondaries (Stinkhorn, Endarkened Juice & Cicely) can be gained by fighting Scavengers which should spawn somewhere in your raid.
If you get unlucky and need seeds, you ran rake the farm patch for seeds.
During the prep, you (or the herblorist on your team) will make 1 overload & 1 prayer enhance for each player, and enough Xeric’s Aid & Revitilisation Potions to fill the rest of your inventory + 1 extra Xeric’s Aid/Revitilisation for prepotting.
Prepotting
Before we go into Olm’s room, we’re going to prepot. This means we’ll take a sip of our Overload, and drink 3 doses of Xeric’s Aid & 1 Dose of Revitalisation.
The strategy for this is to drop 1 Xeric’s Aid and 1 Revitalization on the floor before filling your inventory back up. Then sip your overload, brew up, sip your restore, and drop your used Brew/restore for a fresh one from the floor.
Once that’s done, equip your BGS/DWH and enter Olm’s room.
The Great Olm (Final Boss)
The Great Olm is the final boss you fight in Chambers of Xeric. This boss has four different phases, 2 different standard attacks, and a bunch of special attacks that you will have to learn.
This might seem daunting at first but it’s really not that bad if you take your time to study the phases and learn the special attacks before starting your first learner raid.
If you go into your first raid prepared, I guarantee you will get Olm down after just a couple of attempts. Everyone dies during their first couple of Olm fights so don’t be discouraged when you die. It happens.
Make note of your mistakes and make sure you always know why you died when you do. Knowing why you died is key to mastering Olm. If you don’t know why you died, then
Not knowing why you died means there are mechanics that don’t make sense to you so you should master them. I’d suggest you come back to this article to study the special attacks and phases and try again. Don’t just hop in for another raid and keep making the same mistakes. Learn from them.
If you really can’t figure out why you keep dying, ask your team for tips or record yourself and pay attention to your mistakes.
Overview of all phases
At the start of the fight (phase 1) Olm will spawn on a random side of the room. Olm consists of 3 parts: his right claw, his head, and his left claw. During the first three phases, you only focus on Olm’s Claws and only during the final phase (also known as the head phase) do you attack the head.
His right hand (which is your left btw) is weak to Magic and his left hand (your right) is weak to Melee.
Phases 1-2 are basically identical where one person will focus on the mage hand, one person will focus on the melee hand and the remaining players (known as runners) will attack both hands as they run in front of Olm’s head.
In between each phase, AoE crystals will fall down from the ceiling. These can be avoided by moving around whenever a shadow is cast underneath your character. Though keep in mind that they are AoE and cover a 3×3 area.
Phase 3 is similar to phases 1-2 with the only difference being that both hands need to go down at the same time (you have about 10 seconds) otherwise they will heal each other. You know you are in this phase when his head starts glowing.
During the final phase, also known as the head phase, AoE crystals will continuously fall down from the ceiling. At this point you use ranged to finish of Olm. Once defeated, you are done and can claim your first raid reward! Glgl.
Olm Mechanics
One of the first mechanics you should know about Olm is that he is constantly turning his head to scan for players to attack. If you aren’t in his FOV, you will not be attacked.
This is the reason we use runners when fighting Olm. Runners force Olm to continuously move his head. When done correctly, runners won’t take damage from Olm and the two players camping the melee/mage hand will only get attacked whenever Olm is looking in their direction.
Olm’s Attack Sequence
Olm has a fixed attack sequence. It goes as follows:
- Basic Attack
- Empty Event
- Basic Attack
- Crystals
- Basic Attack
- Lighting
- Basic Attack
- Empty Event
- Basic Attack
- Portals
- Repeat
Basic Attacks are made up of his basic Ranged & Magic Attacks but can also be replaced with phase-specific attacks.
During the head phase, Olm doesn’t use any of his special attacks but AoE crystals will fall from the ceiling and he still uses all of his Basic Attacks (all phase-specific attacks + the basic Ranged/Magic Attack).
Note: Olm attacks on a 4-tick cycle, just like a whip or Dragon Hunter Lance.
Olm’s Attacks
Auto Attacks
Olm has two Auto Attacks: Magic & Ranged. These are easily identifiable. If you see a green flame, pray Magic, if you see a Green dot, pray Ranged.

Prayer Orbs
Every now and then, Olm may shoot spheres (also known as Prayer Orbs) in your direction. When this happens, your prayer will be switched off. You have to respond by turning on the correct prayer to prevent taking a ton of damage.
- Purple Prayer Orb: Protect from Magic
- Red Prayer Orb: Protect from Melee
- Green Prayer Orb: Protect from Missiles

Falling Crystals
In between each phase, crystals will fall from the sky. These crystals are AoE and can deal damage in a 3×3 range. You can see where crystals are falling by the shadow they cast on the floor. The key is too keep moving until Olm spawns.
Falling Crystals also occur during the final phase of the Olm Battle, also known as the head phase.
Phase-Specific Attacks
Phase-specific attacks replace a basic attack on his attack cycle. These are not to be confused with special attacks.
Acid Spray | Olm covers the room in Acid. | Avoid or you will take damage per tick and get poisoned |
Acid Trail | Olm covers one player in poison | Turn off run and walk around the room until the trail runs off (stay away from your teammates!) |
Fire Wall | Olm traps one player in a wall of fire | Douse the fire (or ask a teammate who brought water/ice spells) |
Burn with me | Olm shoots a green fireball at you causing you to take damage and stat decreases | AVOID TEAMMATES as it will spread to them as well |
Falling Crystals | Olm targets one player with falling crystals indicated by a red aura | Move away to avoid damage |
Crystal Bombs | Olm shoots Crystal Bombs around the room | Make sure you are 4 tiles removed to avoid damage |
Special Attacks
Crystals | A crystal grows underneath you | Move one tile away |
Portals | A while portal glows around you | Meet at Melee Thumb |
Lighting | Olm throws lighting paths across the room that turn your prayer off | Avoid them. If you get hit, turn your prayer back on. |
Healing | Melee hand has infinity symbol | Seize attacking the melee hand to avoid healing |
CoX Rewards
At the end of the raid, players can loot the Ancient Chest. A white light shines from the chest by default which changes to purple if you hit a unique drop.
Don’t leave the raid before looting the chest otherwise, you will lose its contents!
According to the Wiki, you get a 1% chance of obtaining a Unique Reward for every 8,675 points you get during Chambers of Xeric.
So if your team averages 60,000 points per raid, you have a combined chance of 7% to obtain a unique drop.
Or if you average 20,000 points per raid, you have a 2.3% chance of obtaining a unique drop.
Here are some of the unique rewards from CoX & their droprate.
Unique Drops | Droprate | Price |
---|---|---|
Arcane Prayer Scroll | 1/3.45 | 3M |
Dexterous Prayer Scroll | 1/3.45 | 32M |
Twisted Buckler | 1/17.25 | 14M |
Dragon Hunter Crossbow | 1/17.25 | 69M |
Dinh’s Bulwark | 1/23 | 13M |
Dragon Claws | 1/23 | 91M |
Ancestral Hat | 1/23 | 40M |
Ancestral Robe Top | 1/23 | 169M |
Ancestral Robe Bottoms | 1/23 | 138M |
Elder Maul | 1/34.5 | 10M |
Kodai Insignia (to make Kodai Wand) | 1/34.5 | 74M |
Twisted Bow | 1/34.5 | 1.4B |
How to Find Raiding Partners
The easiest way to find a team for raids, is to join the WeDoRaids discord channel.
These guys have done a fantastic job at making a Raiding Community within OSRS. Not only can you find teams here, you can also join learner Raids, ask questions, and get tons of valuable advice.
Here’s an invite to the WeDoRaids Discord.