Melee

Vanguard (Melee)
Vanguard (Melee)
Availability Everyone
Examine
Its a Vanguard.
Combat level N/A
Hitpoints 180
Aggressive Yes
Poisonous No
Max hit 22
Weakness Magic
Attack styles
Melee
Combat stats
Attack Strength Defence Magic Ranged
150 150 160 150 150
Aggressive stats
Stab Slash Crush Magic Ranged
+0 +0 +0 +0 +0
Defensive stats
Stab Slash Crush Magic Ranged
+150 +150 +150 +20 +400
Other bonuses Immunities
Monster's strength bonus Monster's ranged strength bonus Monster's attack bonus Poison Venom
+10 +0 +20 Immune Immune
Attack speed

Ranged

Vanguard (Ranged)
Vanguard (Ranged)
Availability Everyone
Examine
Its a Vanguard.
Combat level N/A
Hitpoints 180
Aggressive Yes
Poisonous No
Max hit 22
Weakness Melee
Attack styles
Ranged
Combat stats
Attack Strength Defence Magic Ranged
150 150 160 150 150
Aggressive stats
Stab Slash Crush Magic Ranged
+0 +0 +0 +0 +40
Defensive stats
Stab Slash Crush Magic Ranged
+55 +60 +100 +400 +300
Other bonuses Immunities
Monster's strength bonus Monster's ranged strength bonus Monster's attack bonus Poison Venom
+0 +25 +0 Immune Immune
Attack speed

Magic

Vanguard (Magic)
Vanguard (Magic)
Availability Everyone
Examine
Its a Vanguard.
Combat level N/A
Hitpoints 180
Aggressive Yes
Poisonous No
Max hit 22
Weakness Ranged
Attack styles
Magic
Combat stats
Attack Strength Defence Magic Ranged
150 150 160 150 150
Aggressive stats
Stab Slash Crush Magic Ranged
+0 +0 +0 +40 +0
Defensive stats
Stab Slash Crush Magic Ranged
+315 +340 +400 +110 +50
Other bonuses Immunities
Monster's strength bonus Monster's ranged strength bonus Monster's attack bonus Poison Venom
+0 +0 +0 Immune Immune
Attack speed

Vanguard

The Vanguard are a trio of Xeric's former commanders encountered in the Chambers of Xeric.

Each Vanguard is weak to a specific attack style, following the combat triangle:

Fight overview

The three Vanguards originally spawn underground. When a player gets near one of the holes, all three will burst from the ground.

All Vanguards attack three times with each attack; however, the magic and ranged Vanguards use AoE attacks (one always hitting the player while two are launched elsewhere). The melee Vanguard simply attacks the player three times for every attack it performs. Protection prayers will not nullify their damage, but they will reduce it.

To harm the Vanguards, damage must be spread equally to all three Vanguards. If just one of the Vanguard is heavily damaged while the others have much higher health (a difference of 40% in groups of four or less, and 33.3% in groups of five or more), the Vanguards will immediately shuffle and restore their health to full. As a warning indicator, a swirling mass of energy will appear around the Vanguards, which brightens in colour the closer they are to a forced heal.

To stop this from occurring, the Vanguards' health must be within similar range of the other Vanguards by the time they shuffle positions. Stomp damage is applied to players under them when they shuffle; this damage will not occur when they attack players. When the Vanguards shuffle, they will lose aggression over any players; standing in the corners will typically only cause one of them to attack.

As uncontrolled high damage is detrimental, weapons with low damage per hit such as toxic blowpipe are highly recommended. It may also be worthwhile to not activate damage boosting prayers and unequip gear that increases damage if there is a risk of dealing too much damage. Knowing the maximum hit for each weapon used is helpful.

It should be noted that the ranged Vanguard is static, and will be unable to attack players that are under it. The melee and magic Vanguards will attempt to move out if the player is under them. The melee Vanguard often does not attack players next to the walls or edges as it cannot go too far from its spawn point, and it will back away if it is attacked from these spots until the attacker is in its range. Vanguards can be damaged during shuffles, although only applicable if the hit lands before they do so. If the attack ends up dealing fatal damage when they shuffle, they will instead restore one health.

It is not recommended to use the dragon warhammer special on the Vanguards as their Defence resets after they return to their shell. Dragon claws or toxic blowpipe special attacks may be more useful, provided that they are used with caution as to not damage them over the threshold, although their fairly high defence bonuses (especially for the melee and magic Vanguards) may make this unfeasible.

Location

Vanguard is located inside the Chambers of Xeric.

Drops

The Vanguard's combat style determines which potion is dropped from the first table. The full drop table can be found on the official Wiki Drops Page. This page will automatically update if any changes are made.

Gear Setup

Your gear and inventory will depend on the exact setup that you take into the Chambers of Xeric. Use your best Melee, Ranged, and Magic gear here.

Do Not use high damaging weapons here, as you will likely reset the vanguards. Use lower max hit, fast weapons like the Toxic Blowpipe, Custom whips, and Blitz spells. Remove damage boosting gear as necessary to limit damage on certain hits.

Melee

Max Melee

Torva Full Helm

Completionist Cape (chaos)

Amulet of Torture

Tentacle of Chaos

Torva Platebody

Avernic Defender

Torva Platelegs

Ferocious Gloves

Steadfast Boots

'perfect ring'

Med-Level Melee

Serpentine Helmet

Max Cape

Salve Amulet (e)

Tentacle of Chaos

Bandos Chestplate

Avernic Defender

Bandos Tassets

Brawling Gloves (melee)

Primordial Boots

Berserker Ring (i)

Welfare Melee

Helm of Neitiznot

Fire Cape

Amulet of Fury

Chaotic Rapier

Fighter Torso

Dragon Defender

Torags Platelegs

Barrows Gloves

Dragon Boots

Berserker Ring

Ranged

Max Ranged

Pernix Cowl

Completionist Cape (chaos)

Amulet of Ranging

Serpentine Blowpipe

Pernix Body

Pernix Chaps

Barrows Gloves

Pegasian Boots

'perfect ring'

Med-Level Ranged

Pernix Cowl

Max Cape

Salve Amulet (e)

Toxic Blowpipe

Pernix Body

Pernix Chaps

Barrows Gloves

Glaiven Boots

Archers' ring (i)

Welfare Ranged

Armadyl Helmet

Max Cape

Amulet of Ranging

Dragonstone Bolts (e)500

Armadyl Crossbow

Armadyl Chestplate

Elysian Spirit Shield

Armadyl Chainskirt

Barrows Gloves

Ranger Boots

Archers Ring

Magic

Max Magic

Virtus Mask

Completionist Cape (souls)

Occult Necklace

Sanguinesti Staff

Virtus Robe Top

Arcane Spirit Shield

Virtus Robe Legs

Tormented Bracelet

Eternal Boots

'perfect ring'

Med-Level Magic

Ahrim's Hood

Max Cape

Arcane Stream Necklace

Trident of the Swamp

Ahrim's Robetop

Mages Book

Ahrim's Robeskirt

Brawling Gloves (magic)

Ragefire Boots

Seers' Ring (i)

Welfare Magic

Infinity Hat

God Cape

Amulet of Fury

Master Wand

Infinity Top

Malediction Ward

Infinity Bottoms

Infinity Gloves

Infinity Boots

Seers' Ring