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

July 27, 2026

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

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.

Chambers of Xeric Combat Rooms — 6 entries
  • Difficulty
    3 / 5
    Solo or team
    Solo or team
    Notable reward
    Raid points toward CoX uniques
  • Difficulty
    3 / 5
    Solo or team
    Solo or team
    Notable reward
    Raid points toward CoX uniques
  • Difficulty
    3 / 5
    Solo or team
    Solo or team
    Notable reward
    Raid points toward CoX uniques
  • 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
  • Difficulty
    5 / 5
    Solo or team
    Solo or team
    Notable reward
    Twisted bow, elder maul, kodai insignia, dragon claws

The Rooms

Chambers of Xeric combat rooms
  • Difficulty
    3 / 5
    Notable reward
    Raid points toward CoX uniques
  • Difficulty
    3 / 5
    Notable reward
    Raid points toward CoX uniques
  • Difficulty
    3 / 5
    Notable reward
    Raid points toward CoX uniques
  • Difficulty
    3 / 5
    Notable reward
    Raid points toward CoX uniques
  • Boss
    Tekton
    Difficulty
    4 / 5
    Notable reward
    Raid points toward CoX uniques
  • 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:

What each fight actually tests
  • Difficulty
    3 / 5
    What it tests
    Tree chop strategy
  • Difficulty
    3 / 5
    What it tests
    HP balancing
  • 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
  • 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.

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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