Tormented Demon/Strategies
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Tormented demons can be fought within the Ancient Guthixian Temple after completing the While Guthix Sleeps quest. As with their original version from RuneScape 2, multiple combat styles and protection prayers are needed to successfully fight these demons. They count as greater demons for the purposes of a Slayer task.
They drop the tormented synapse, which is used to create powerful demonbane weaponry, and the burning claw, which can be combined in a pair to make burning claws.
Requirements
- Completion of
While Guthix Sleeps for access to the Ancient Guthixian Temple.
Recommendations
- High combat stats in at least 2 combat styles.
- Level
75 or higher
- Level
75 or higher
- Level
70 or higher
- Level
70 or higher
- Level
75 or higher
- Level
70 or higher (for Piety, 74 for Rigour, 77 for Augury)
- Level
82 or higher (Dark Demonbane and magic defence)
- Level
- Completion of
Shadow of the Storm for access to Arclight.
- Completion of
A Kingdom Divided for access to Dark Demonbane.
Transportation
The quickest way to reach the temple is by using a Guthixian temple teleport scroll, which are dropped by tormented demons at a rate of 1/12. Alternatively, players can use a games necklace to teleport to Tears of Guthix via either jewellery on the player or in a Jewellery box in the player's POH. From here, a lit sapphire lantern must be used to attract a light creature in order to descend into the chasm. Follow the chasm and climb the walls next to the centre skull, and enter the skull above to enter the central chamber of the temple.
Fight overview
Tormented demons can use protection prayers, attack using every combat style along with ground-targeted fire bombs, and possess routefinding capabilities, allowing them to move around objects and stack on top of each other. They are capable of attacking with melee if players stand underneath them, and will switch randomly to a magic or ranged attack if they cannot reach the player and were previously using melee, which makes them difficult to safe-spot.
Their first attack upon initiating combat deals ~75% less damage if the demon is attacking with magic or ranged, the player is praying Protect from Magic or Protect from Missiles, and its shield is down (i.e. the demon has not taken damage from the player's 5+ tick attack).
Every 150 health lost since its last prayer swap (roughly 25% of its max health), the demon will change its protection prayer to the last combat style it was damaged with, as well as stop attacking for 6 ticks (3.6s). Summoning a thrall with a third attack style can be used to occasionally exploit this.
Multicombat
Tormented demons are spread out in groups throughout the temple, and players can fight up to three of them should they choose to do so, which results in varying attack behaviour.
With two demons attacking, one will always use melee, and the other using magic or ranged; they will not attack simultaneously as to allow players to prayer flick their attacks. If the player moves, it may change the cadence of the attacks and make it harder to prayer flick. If a third demon attacks, it will only use fire bombs, requiring the player to move frequently.
Fire bombs
Roughly every 60 ticks (36s), the demon(s) will briefly bind the player in place, disable their run, then release two fire bombs: one targeting the tile the player stood on, and one in a 3x3 area centered on the player's location in a valid tile. Players have 2 ticks (1.2s) to move to a safe tile before they land and explode, or they will take 40+ damage. Players can Ctrl click to run if this is enabled in the in-game settings.
It is recommended to stand out in the open and not by a wall or obstacle, especially when fighting multiple demons at once, as the fireballs will only land on valid tiles. Some areas may only allow for up to three safe tiles, meaning that without use of control clicking, the player is guaranteed to be hit by one of them.
Fire bombs will still cause damage even if the demon is killed while they are airborne.
The demon will always change its combat style after this attack, and the player's run will be re-enabled. Players can determine the next attack style through the following observations:
- If it approaches the player, it will use melee.
- If it does not approach the player, it will use magic or ranged - whichever wasn't used before.
- If the demon previously used melee, you will have to guess and/or correct your protection prayer as it can be magic or ranged.
Shield
Tormented demons usually have a fire shield that reduces damage done by non-demonbane weapons/spells and non-abyssal weapons by 20%. They will drop this shield after first being attacked and after each fire bomb attack; this is indicated by an animation as if flames descend from above and then blow away. The shield remains down until they are attacked once, allowing time to switch gear. This allows you to use weapons they are weak to as early as the second hit of combat, reliably increasing DPS.
For the player's one attack while their shield is down, all damage dealt by specific weapons is increased by , where is the weapon's attack speed. The attack speed for this one attack is also set to 4 ticks (2.4s); if multiple demons are attacking, the attack speed decreases by one tick per additional demon that is fighting the player, allowing back-to-back powerful hits if timed correctly. These benefits only apply to:
- Melee weapons set to the crush attack style (this works even if the attack rolls against Slash or Stab defence, for example while using a godsword's special attack)
- Heavy ranged weapons (crossbows and ballistae)
- Spells (not from a powered staff).
As such, heavy ranged weapons with a Rapid style should be set to Accurate instead.
It is also possible to benefit from a weapon's slow attack speed by manually casting a spell with it equipped. This is particularly effective with the Dark bow or the Ogre bow set to Accurate.
If the player mistakenly uses a weapon matching the protection prayer of the monster while the shield is down, the attack speed and damage bonus will still apply, but be divided by 3 and rounded down. For example, a 7 tick weapon (+33) will always hit 11 on prayer.
| Standard attack speed | Damage bonus | Speed vs 1 demon | Speed vs 2 demons | Speed vs 3 demons | Example Weapons |
|---|---|---|---|---|---|
| 7 (4.2s) | +33 | 4 (2.4s) | 3 (1.8s) | 2 (1.2s) | |
| 6 (3.6s) | +20 | 4 (2.4s) | 3 (1.8s) | 2 (1.2s) | |
| 5 (3s) | +9 | 4 (2.4s) | 3 (1.8s) | 2 (1.2s) | |
| 4 or faster | +0 | 4 (2.4s) | 4 (2.4s) | 4 (2.4s) |
Defencelessness
Roughly 30 ticks (18s) after the start of the fight, the demon will become defenceless, giving the player 100% accuracy when attacking it; this is indicated by the flames on the demon's back being extinguished. This increased accuracy will last until the player's first hit after the fire bomb attack. After the fire bomb attack, the player's accuracy will return to normal until 30 ticks pass again and the demon becomes defenceless once again. The 100% accuracy bonus makes it a good time to use a spec weapon as soon as the demon becomes defenceless.
These frequent periods of defenselessness can also make it worthwhile to bring extra damage boosting gear to increase max hit. Alternatively a fast weapon can be used, such as a toxic blowpipe, though it is still inferior to demonbane weaponry.
Equipment
Like demonic gorillas, players will have to use multiple combat styles to be able to attack the demons off prayer. Unlike demonic gorillas, tormented demons remain on one style for 150 hitpoints instead of 70, meaning players will have to switch less often and can bring more gear switches if they prefer. However, the player will continue attacking when the demon changes prayers. Switches can be reduced when not much damage is gained to save inventory space.
The demons' unique accuracy mechanic encourages bringing different ranged weapons for the high and low accuracy phases, such as the toxic blowpipe and bow of Faerdhinen respectively. There is usually little benefit in switching into armour that only provides accuracy bonuses during the high accuracy phase, for example this can make the toxic blowpipe viable in full melee strength boosting gear reducing switches. The shield mechanic promotes bringing a strong, slow Crush (melee) or Heavy (ranged) weapon for when the shield is down. Ranged weapons brought for this purpose should be set to Accurate to increase their maximum hit and damage scaling, as the decrease in weapon speed is ignored.
Note: All weapons that are not classified as abyssal or demonbane deal 20% reduced damage against tormented demons.
With no additional gear switches, the heavy ballista (on accurate) and Dharok's greataxe (on crush) are the strongest weapons for hits when the shield is down. Dharok's greataxe becomes even more powerful when used with the full Dharok's armour set, which multiplies damage after it is rolled (and after the 33 bonus damage is added) based on the number of hitpoints the player is missing. Similarly, using a tzhaar-ket-om with a berserker necklace multiplies damage by 1.2 after the bonus damage has been added, making it more effective than a Dharok's greataxe on its own.
The Saradomin godsword and the eldritch nightmare staff are solid options to extend trips with their special attacks if no other weapon is being used. These are best used during the shieldless state, where the accuracy is guaranteed. The godsword's special should not be used as a melee punish, as the flat damage does not restore the player's health or prayer.
These weapons pair well with Death Charge at the cost of not being able to alch drops unless an explorer's ring 4 is brought. If using thralls, use the thrall on the combat style the player is not using, as this allows the thrall to have full uptime on attacking for its duration unless it causes a prayer swap. A Lightbearer can be brought in addition should the player still struggle with supplies, though this is not recommended if the player is using Arclight or Emberlight as they benefit greatly from strength bonus.
Melee is the strongest style against the demons, especially considering the accessibility of Arclight for most accounts. Due to non-reduced damage and 100% accuracy for a large portion of the fight, Abyssal weaponry outperforms weapons like the inquisitor's mace and Osmumten's fang.
| Slot | Item (most effective → least effective) | |||
|---|---|---|---|---|
| Granite maul > Rune 2h sword | Saradomin godsword (Special attack) | |||
The scorching bow and the twisted bow are the best ranged options. Ranged typically performs worse than melee or magic setups, but requires less switches and is cheaper to use than magic. Twisted bow and toxic blowpipe do considerable damage during the 100% accuracy phase. Elite Void ranged will outperform Masori armour when off-task in most setups. Notably, the toxic blowpipe benefits more from the accuracy and damage from Masori compared to Void, and the twisted bow performs marginally worse in Void.
| Slot | Item (most effective → least effective) | ||
|---|---|---|---|
| Rune crossbow | |||
Demonbane spells with a purging staff are the 2nd most powerful setup behind the Emberlight. Without a scorching or twisted bow, demonbane spells can outperform similar range setups but have additional rune cost and require occasionally applying Mark of Darkness.
Inventory Setups
Max Melee/Mage
Equipment
- Equipment with high strength bonus for Melee, and magic damage for Mage
- Melee and mage weapons, such as Emberlight and Purging staff
- Punish weapons, such as Dharok's greataxe and/or Heavy ballista (with dragon javelins)
Inventory
- 1-2 Divine super combat potions
- 6-8 Super restores
- 4-6 Manta rays or other high healing food
- Burning claws or other special attack weapon
- Guthixian temple teleports and a teleport for banking such as Teleport to house tablets
- Divine rune pouch and Book of the dead with runes for Mark of Darkness, Dark Demonbane, Demonic Offering, Death Charge, and Thralls
Max Melee/Range
Equipment
- Melee and ranged equipment
- Melee and ranged weapon, such as Emberlight and Scorching bow
- Punish weapons, such as Dharok's greataxe and/or Heavy ballista (with dragon javelins)
Inventory
- 1-2 Divine super combat potions
- 6-8 Super restores
- 4-6 Manta rays or other high healing food
- Burning claws or other special attack weapon
- Guthixian temple teleports and a teleport for banking such as Teleport to house tablets
- Divine rune pouch, Book of the dead and runes for Death Charge, Demonic Offering, and Thralls
Budget Melee/Mage
Equipment
- Melee and magic equipment, optionally with blue moon armour as a hybrid armour set
- Arclight and Blue moon spear, or other melee weapon and staff able to autocast Arceuus spells
- Punish weapon such as Dragon 2h sword
Inventory
- 1-2 Super combat potions
- 4-6 Prayer potions or Super restores
- 10-12 Sharks or other high healing food
- Dragon dagger or other special attack weapon
- Guthixian temple teleports and a teleport for banking such as Teleport to house tablets
- Rune pouch, Book of the dead, and runes for Mark of Darkness, Dark Demonbane, Demonic Offering, Death Charge, and Thralls
Budget Melee/Range
Equipment
Ranged and melee armour, optionally with Eclipse armour as a hybrid set
- Arclight with Dragon defender and Eclipse atlatl, or other melee and ranged weapon
- Punish weapon such as Dragon 2h sword
Inventory
- 1-2 Super combat potions and Ranging potions
- 4-6 Prayer potions or Super restores
- 10-12 Sharks or other high healing food
- Dragon dagger or other special attack weapon
- Guthixian temple teleports and a teleport for banking such as Teleport to house tablets
- Rune pouch, Book of the dead, and runes for Demonic Offering, Death Charge, and Thralls
| Signature drops |
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| Other | |||||||