OSRS Chambers of Xeric Combat Rooms Guide: Ice Demon, Shamans, Mystics & Guardians

CoX combat rooms hub for Ice Demon, Shamans, Mystics, Guardians, and points habits.
Overview: Chambers of Xeric Combat Rooms
Chambers of Xeric builds each raid from a random selection of rooms, so 6 combat encounters in our index can appear in front of you and you do not get to choose which. That is the defining feature of the raid — you have to be competent at all of them rather than good at one.
Every room shares the same access requirement and feeds the same points total, which is why the reward column below looks similar across rows. The points, not the individual room, are what produce a purple.
| Boss | Difficulty | Solo or team | Notable reward |
|---|---|---|---|
| Muttadiles | 3 / 5 | Solo or team | Raid points toward CoX uniques |
| Vanguards | 3 / 5 | Solo or team | Raid points toward CoX uniques |
| Vasa Nistirio | 3 / 5 | Solo or team | Raid points toward CoX uniques |
| Vespula | 3 / 5 | Solo or team | Raid points toward CoX uniques |
| Tekton | 4 / 5 | Solo or team | Raid points toward CoX uniques |
| Great Olm | 5 / 5 | Solo or team | Twisted bow, elder maul, kodai insignia, dragon claws |
- Boss
- Muttadiles
- Difficulty
- 3 / 5
- Solo or team
- Solo or team
- Notable reward
- Raid points toward CoX uniques
- Boss
- Vanguards
- Difficulty
- 3 / 5
- Solo or team
- Solo or team
- Notable reward
- Raid points toward CoX uniques
- Boss
- Vasa Nistirio
- Difficulty
- 3 / 5
- Solo or team
- Solo or team
- Notable reward
- Raid points toward CoX uniques
- Boss
- Vespula
- Difficulty
- 3 / 5
- Solo or team
- Solo or team
- Notable reward
- Raid points toward CoX uniques
- Boss
- Tekton
- Difficulty
- 4 / 5
- Solo or team
- Solo or team
- Notable reward
- Raid points toward CoX uniques
- Boss
- Great Olm
- Difficulty
- 5 / 5
- Solo or team
- Solo or team
- Notable reward
- Twisted bow, elder maul, kodai insignia, dragon claws
The Rooms
| Boss | Difficulty | Notable reward |
|---|---|---|
| Muttadiles | 3 / 5 | Raid points toward CoX uniques |
| Vanguards | 3 / 5 | Raid points toward CoX uniques |
| Vasa Nistirio | 3 / 5 | Raid points toward CoX uniques |
| Vespula | 3 / 5 | Raid points toward CoX uniques |
| Tekton | 4 / 5 | Raid points toward CoX uniques |
| Great Olm | 5 / 5 | Twisted bow, elder maul, kodai insignia, dragon claws |
- Boss
- Muttadiles
- Difficulty
- 3 / 5
- Notable reward
- Raid points toward CoX uniques
- Boss
- Vanguards
- Difficulty
- 3 / 5
- Notable reward
- Raid points toward CoX uniques
- Boss
- Vasa Nistirio
- Difficulty
- 3 / 5
- Notable reward
- Raid points toward CoX uniques
- Boss
- Vespula
- Difficulty
- 3 / 5
- Notable reward
- Raid points toward CoX uniques
- Boss
- Tekton
- Difficulty
- 4 / 5
- Notable reward
- Raid points toward CoX uniques
- Boss
- Great Olm
- Difficulty
- 5 / 5
- Notable reward
- Twisted bow, elder maul, kodai insignia, dragon claws
Points come from damage dealt and are lost to deaths, so a room you clear slowly costs less than a room you clear fast and die in. Learn the rooms you are worst at rather than optimising the ones you already like.
What Each Room Tests
The combat rooms do not test the same thing, which is why gear that carries you through one can leave you stuck on another. Each fight's defining demand:
| Fight | Difficulty | What it tests |
|---|---|---|
| Muttadiles | 3 / 5 | Tree chop strategy |
| Vanguards | 3 / 5 | HP balancing |
| Vasa Nistirio | 3 / 5 | Crystal walking |
| Vespula | 3 / 5 | Portal priority |
| Tekton | 4 / 5 | Anvil phase movement |
| Great Olm | 5 / 5 | Head and hand phases |
- Fight
- Muttadiles
- Difficulty
- 3 / 5
- What it tests
- Tree chop strategy
- Fight
- Vanguards
- Difficulty
- 3 / 5
- What it tests
- HP balancing
- Fight
- Vasa Nistirio
- Difficulty
- 3 / 5
- What it tests
- Crystal walking
- Fight
- Vespula
- Difficulty
- 3 / 5
- What it tests
- Portal priority
- Fight
- Tekton
- Difficulty
- 4 / 5
- What it tests
- Anvil phase movement
- Fight
- Great Olm
- Difficulty
- 5 / 5
- What it tests
- Head and hand phases
Muttadiles — Tree chop strategy
Muttadiles is rated 3 out of 5 and normally fought solo or team. Access needs Chambers of Xeric, and the drop worth going for is Raid points toward CoX uniques.
- Tree management is the room
- Big muttadile punish greed
- Bring axe + combat plan
- Keep learner teams patient
Vanguards — HP balancing
Vanguards is rated 3 out of 5 and normally fought solo or team. Access needs Chambers of Xeric, and the drop worth going for is Raid points toward CoX uniques.
- Balance HP or wipe
- Prepare three styles
- Call percentages
- Practice outside of purple-or-bust runs
Vasa Nistirio — Crystal walking
Vasa Nistirio is rated 3 out of 5 and normally fought solo or team. Access needs Chambers of Xeric, and the drop worth going for is Raid points toward CoX uniques.
- Crystals dictate movement
- Bring the style your scale uses
- Failed walks cost points
- Learner callouts help
Vespula — Portal priority
Vespula is rated 3 out of 5 and normally fought solo or team. Access needs Chambers of Xeric, and the drop worth going for is Raid points toward CoX uniques.
- Portals are the room
- Abandon ego DPS if portals die
- Bring appropriate gear
- Deaths hurt points hard
Tekton — Anvil phase movement
Tekton is rated 4 out of 5 and normally fought solo or team. Access needs Chambers of Xeric, and the drop worth going for is Raid points toward CoX uniques.
- Anvil phase is the wipe risk
- Melee hammer setups common
- Do not stand in wrong tiles
- Points matter in CoX EV
Great Olm — Head and hand phases
Great Olm is rated 5 out of 5 and normally fought solo or team. Access needs Chambers of Xeric, and the drop worth going for is Twisted bow, elder maul, kodai insignia, dragon claws.
- Olm is the CoX final exam
- Hands before head greed
- Roles keep learners alive
- Practice in learner teams
Where This Fits
The full raid, including the non-combat rooms and the points system, is covered in the Chambers of Xeric guide. The final fight has its own page: Great Olm.
FAQ
Which Chambers of Xeric room is hardest?
By our rating, the difficulty 5 entries above. Room difficulty also depends on team size, since some scale harder than others.
Do I get to pick my rooms?
No. The raid is generated for you, which is why all-round competence beats specialising.
Related Guides
Bottom Line
6 entries, difficulty 3 to 5.
Start at Muttadiles. The ceiling here is Great Olm.
If you want one thing to go and do after reading this, it is Chambers of Xeric — 6 of the entries here need it, so it unlocks more of this page than any other single requirement.
Each row links to its own guide for mechanics and drops.
Generated from the boss index in src/lib/osrs-bosses.ts (97 entries). Game content changes with updates; verify current details on the Old School RuneScape Wiki.
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