Grotesque Guardians (Echo)

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Grotesque Guardians (Echo)
DuskDawnDefinitely Not Dusk
Dusk (Echo)
Released27 November 2024 (Update)
MembersYes
Combat level656
Size6x6
ExamineThe Guardian of Dusk, he's alive!
League regionMorytania Morytania
Combat info
AttributeGolem
Max hit32 (flame cone)
21 x 2 (ranged orbs)
20 x 4 (flame wall)
32 (trample)
AggressiveYes
PoisonousNo
Attack styleSlash
Attack speed6 ticks (3.6 seconds)
Combat stats
1,080345287187262387
Aggressive stats
Monster attack bonusMonster strength bonusMonster magic strength bonusMonster ranged strength bonus
+0+0+0+0+0+0
Melee defence
+0+0+0
Magic defence
Earth elemental weakness
+040% weakness
Ranged defence
LightStandardHeavy
+0+0+0
Immunities
Poison100% resistance
Venom100% resistance
CannonsNot immune
ThrallsNot immune
BurnNot immune
Freeze0% resistance
Advanced data
Monster IDoverride7888
LinkMOID

The Echo Grotesque Guardians are an Elite difficulty variant of the Grotesque Guardians that is accessible during the Demonic Pacts League. To fight them the player must have a Morytania echo orb in their inventory when entering the Slayer Tower roof entrance in Morytania, dropped by the normal Grotesque Guardians at a rate of 1/30. A brittle key is required to permanently unlock the Slayer Tower roof entrance and access the normal Grotesque Guardians, dropped by gargoyles that require 75 Slayer to kill. Unlike the regular Grotesque Guardians, a gargoyle task is not required to attack them, although a task is required to obtain both the brittle key and the Morytania echo orb.

The unique drop of the Echo Grotesque Guardians is the Lithic sceptre, a one-handed powered staff.

Strategy

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 their 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.

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

Dusk (Echo) uses two different attacks based on his distance to the player:

  • In melee distance, he fires an avoidable cone of flames that deals 25-32 damage and cannot be mitigated with prayers.
  • When two or more tiles (halberd range) or diagonally across from Dusk, he will fire two ranged projectiles that can deal up to 21 damage each, or 12 with Protect from Missiles active.

The cone of flames is abrupt, meaning it is impossible to react to the attack. Instead, it is better to learn the timing of the attack and preemptively step aside before it happens. Circling Dusk can help with this, especially after the other enemies appear, as their projectiles can pile up if the player keeps to one side of the boss. Take care not to run under him, as you may be trampled for up to 32 damage.

The ranged orbs behave the same way Dusk's ranged orbs in phase 2 of the Grotesque Guardians fight do, with the first orb always hitting its max hit if passing the accuracy check.

Echo Dawn

When Dusk's remaining health reaches 90%, an Echo variant of Dawn will awaken. Dawn (Echo) launches 3 stone blasts, two around the player and one on their spot when she attacks 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. Dawn may also attack the player with melee if they are next to her, kicking them for up to 14 damage.

Contrary to the normal Grotesque Guardians, the stone blasts only target one tile each; to dodge them, move to any adjacent tile that does not have a shadow.

Dawn (Echo) has 450 hitpoints and can be killed or ignored. She can be attacked with melee if your attack range is 2 or greater.

Definitely Not Dusk

When Dusk reaches 60% health remaining, Definitely Not Dusk will awaken, closer in behaviour to his unempowered version. 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. The flame cone now hits three times per attack (meaning that failing to move at all will result in 3 instances of 25-34 damage each) and temporarily leaves a line of echoing flames which extends behind the player, blocking movement.

Move to the yellow tiles in order, every 4 ticks, to avoid being trapped and damaged by Dusk (Echo)'s flame walls
Tile markers
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Tile markers guide Data

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

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.

Drops

Grotesque Guardians (Echo) rolls the same drops as regular Grotesque Guardians, in addition to a roll for its unique echo item.

Item Quantity Rarity Price High Alch
Lithic sceptre.png: Grotesque Guardians (Echo) drops Lithic sceptre with rarity 1/25 in quantity 1Lithic sceptre11/25[d 1]Not sold45,000
  1. ^ In addition to having a 1/25 chance to drop, players will always receive the sceptre on their 50th Grotesque Guardians (Echo) kill if they haven't received one yet.

Past appearances

This boss has appeared in a previous temporary event:

Changes

27 November 2024–
22 January 2025
15 April 2026 –
11 June 2026

27 November 2024–
22 January 2025
15 April 2026 –
11 June 2026

27 November 2024–
22 January 2025
15 April 2026 –
11 June 2026