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OSRS League 5 - Echo Grotesque Guardians Guide

To enter this encounter, you'll need a rare Morytania echo orb, dropped by the regular Grotesque Guardians. Inside, you'll face the fearsome Echo Grotesque Guardians, even more brutal than their normal counterparts. Their grotesque forms and devastating attacks will put your skills to the ultimate test. But the rewards are worth the risk. Among the treasures you can find are the gloves of the damned, a unique item that amplifies the power of Barrows sets and doubles the effects of an amulet of the damned.

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Attacks

Upon starting the fight, the player will immediately face an Echo variant of Dusk. Dusk (Echo) remains in the central tile of the rooftop for the entirety of the fight. At specific points in the fight, an Echo variant of Dawn, as well as Definitely Not Dusk, will join the fight.

- Each of the gargoyles has its own health pool and may be killed to reduce the complexity of the fight.

- However, killing Dusk will finish the fight regardless of the other two gargoyles' health, and as such can be focused for a quicker but more difficult encounter.

Note: Unlike normal Dusk, the Echo variant can be damaged by ranged or magic attacks, allowing players to use whichever combat style they please. A rock hammer is not needed to kill any of the Echo variant Grotesque Guardians.

Phase 1

1- Echo Dusk: uses two different attacks based on his distance to the player:

Echo Dusk

- Melee: He fires an avoidable cone of flames that deals 25-32 damage and cannot be mitigated with prayers. This cone of flames is abrupt, making it impossible to react in time. Instead, learn the timing of the attack and preemptively step aside. Circling Dusk can help with this, especially after the other enemies appear, as their projectiles can pile up if the player stays on one side. Take care not to run under him, as you may be trampled for up to 32 damage.

- Two or more tiles away: He fires a pair of unavoidable ranged orbs that deal 21 damage each, but can be reduced to 10 with Protect from Missiles. These orbs behave similarly to Dusk's ranged orbs in phase 2 of the Grotesque Guardians fight, with the first orb always hitting its max hit if passing the accuracy check.

2- Echo Dawn: When Dusk's remaining health reaches 90%, an Echo variant of Dawn will awaken.

Echo Dawn

- Dawn (Echo) launches 3 stone blasts around the player's location every 12 ticks, which will freeze the player for 4 ticks and deal up to 12 damage unless using Protect from Missiles, which reduces the damage to 1.

- To dodge these blasts, move to any adjacent tile that does not have a shadow.

- Dawn (Echo) has 450 hitpoints and can be killed or ignored. She cannot be attacked with melee.

3- Definitely Not Dusk: When Dusk reaches 60% health remaining, Definitely Not Dusk will awaken.

Definitely Not Dusk

- Definitely Not Dusk drops debris from the ceiling every 12 ticks, which will stun the player for 12 ticks and deal 10-17 damage.

- His and Dawn's attacks may or may not be fired on the same tick, depending on when Dusk's health was reduced to 300.

- Similar to Dawn (Echo)'s stone blasts, Definitely Not Dusk's debris attacks only target one tile each; step to any unshadowed tile to avoid them.

- Definitely Not Dusk has 450 hitpoints and can be killed or ignored. He has no special mechanics when attacked at melee distance.

Phase 2

Once Dusk (Echo) is down to 30% health remaining, he will slam the player against the bell on the north side of the roof and perform a charging animation, indicating the phase transition. During this phase, Dusk attacks using the same flame cone and ranged orbs as he did during Phase 1 at the same cadence, as well as additional flame walls that can entrap the player. Getting hit by a flame wall can damage the player 3 or 4 times for over 20 damage each.

If Dawn (Echo) and/or Definitely Not Dusk are still alive, they will now fire their attacks every 6 ticks.

Avoiding Flame Walls:

- Dusk's flame walls can be avoided by moving several tiles away depending on his distance to the player.

- If the player is in melee range, they will also need to dodge the cone flame attack, so it may be simplest to move to the four corners around the boss every 4 ticks.

- If fighting beyond melee distance, the player should move 2 or 3 tiles away every 4 ticks, staying at the edge of the arena and moving along the walls and diagonally at the corners.

- The player should always move in the same direction, whether clockwise or anti-clockwise. If movements are mistimed or the player changes their direction, they may become trapped within Dusk's flames for several seconds, which will easily result in getting multi-hit by a third flame wall (especially if the other enemies are alive, as dodging them becomes harder).

- Killing Dawn and/or Definitely Not Dusk is not necessary and significantly prolongs the fight. However, doing so will reduce the complexity of Phase 2. If the two are not killed during Phase 1, the same movement strategy applies, but the player will need to avoid pathing through shadowed tiles every 4 ticks.