Grotesque Guardians Best in Slot Gear & Strategy Guide

Grotesque Guardians Strategy Guide

Requirements - 75 Slayer, 1 x Brittle Key

The Grotesque Guardians is a Gargoyle slayer boss found within the Canifis Slayer Tower.

The gargoyle boss can only be fought while on a slayer task for Gargoyles or a boss task for Grotesque Guardians. They are named Dusk and Dawn, and are considered a mid-level slayer boss with a slayer requirement of 75 and an item requirement of 1 Brittle Key. The Brittle Key is dropped by regular gargoyles only while on a gargoyle slayer task, at a drop rate of 1 in 150. You only need a single Brittle Key to unlock access to the Grotesque Guardians permanently.

Combined, the guardians will only count as a single kill on your slayer task, however unlocking the reward Double Trouble at a cost of 500 slayer points will make them count as two kills on your task.

The most common tactic to use at the gargoyle boss is to combine both melee and ranged gear in order to take advantage of the individual weaknesses of both Dusk and Dawn. Like regular gargoyles, the final blow must be dealt with a rock hammer to finish them off.

The Gargoyle boss fight takes place in an instance meaning you can only fight the boss alone and that your items will be safe on death, recoverable at a cost of 50k.

Notable Drops
Granite Ring - OSRS item icon
Granite Gloves - OSRS item icon
Black Tourmaline Core - OSRS item icon
Jar of Stone - OSRS item icon

Grotesque Guardians - Ranged and Melee Guide

Because you must fight both Grotesque Guardians at once, it’s necessary to use both melee and ranged to take advantage of their respective weaknesses.

Phase 1

Start off the fight using the protect from missiles prayer and use range to attack Dawn down to 55% health.

Phase 2

You should now switch to using the protect from melee prayer and start attacking Dusk with melee. Upon landing the first blow, you should immediately retreat at least 3 squares to avoid his AoE explosive attack. You can now continue to attack Dusk while avoiding the falling debris until Dusk also reaches 55% health.

Phase 3

You will now be under attack from both Dusk and Dawn at once. Switch back to your range gear and use the protection from missiles prayer whilst attacking Dusk. She will occasionally fire out three healing orbs, which you must click on and absorb the energy from these orbs as soon as possible in order to avoid Dawn absorbing health from these orbs. You must now finish off Dawn with your Rockhammer.

Phase 4

Once Dawn is dead you can now switch to your melee gear and use the protect from melee prayer. Focus now on finishing off Dusk. He will occasionally use a special attack where he teleports the player inside a 3 x 3 square surrounded by fire. You must escape this square through the open gap in the wall before you are hit and take massive damage. Finish off Dusk with your Rockhammer and you’re done.

Grotesque Guardians Video Guide

Recommended Setup

Setup Bonuses

Equipment bonuses for this recommended setup.

Attack bonus

Stab: 0 Slash: 0 Crush: 0 Magic: 0 Ranged: 0

Defence bonus

Stab: 0 Slash: 0 Crush: 0 Magic: 0 Ranged: 0

Other bonuses

Melee strength: 0 Ranged strength: 0 Magic damage: 0 Prayer: 0

Inventory

View your recomended inventory below.

Toxic blowpipe (empty) - OSRS item icon
Necklace of anguish - OSRS item icon
Super combat potion(4) - OSRS item icon
Ranging potion(4) - OSRS item icon
Saradomin godsword - OSRS item icon
Anglerfish - OSRS item icon
Super restore(4) - OSRS item icon
Super restore(4) - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Super restore(4) - OSRS item icon
Super restore(4) - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Super restore(4) - OSRS item icon
Super restore(4) - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Saradomin brew(4) - OSRS item icon
Saradomin brew(4) - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Anglerfish - OSRS item icon
Rock hammer - OSRS item icon
Teleport to house (tablet) - OSRS item icon

Equipment / Inventory Notes:  

The Saradomin Godsword is a good special attack weapon as it will help extend the length of your trips by providing health and prayer restoration, but you can swap it out for any other decent special attack weapon of your choice, or simply use the special attack of the Blowpipe.

Grotesque Guardians Guide

The Grotesque Guardians are a pair of gargoyle Slayer bosses, Dusk and Dawn, found on the roof of the Slayer Tower in Morytania. They were released on 26 October 2017 and are fought in a solo instance against both halves of one duo, where killing both only counts as a single kill because Dusk absorbs Dawn's essence at the end.

Like all gargoyles, they can only be killed while you are assigned gargoyles or the Guardians themselves as a Slayer task, which makes them part of the wider Slayer grind rather than a free-to-fight boss. Each kill rewards 1,350 Slayer experience before any Morytania Diary bonuses, and because the experience is so high relative to their health, they are a popular pick for players pushing toward an untrimmed Slayer cape.

This is a hybrid fight: Dawn must be attacked with Ranged, Magic or a halberd while she is airborne, and Dusk is immune to Magic and Ranged so he must be meleed. Both Guardians have near non-existent Defence, so the challenge comes from the mechanics and prayer-switching rather than from out-tanking high Defence.

Overview — what they are and why fight them

The Grotesque Guardians, nicknamed GG or GGS, are two animated gargoyle statues that sit on the Slayer Tower rooftop. According to the in-game lore they were brought to life during the God Wars by the Bandosian general Snaarldor, and they have remained on the roof ever since.

Players fight them for three main reasons. First, the Slayer experience is excellent: 1,350 Slayer experience per kill, rising to as much as 1,485 with the elite Morytania Diary completed. Because their total health is low for the experience given, you typically earn more Slayer experience than Hitpoints experience per kill, which is why they are a favourite for untrimmed Slayer cape progress. Second, they drop several desirable uniques. Third, they are a manageable solo boss with very low Defence, so good gear translates directly into fast kills.

The combat levels are listed as 248 for Dusk and 228 for Dawn, with Dusk rising to 328 once he absorbs Dawn in the final phase. They are members-only and can only be fought on a Slayer or boss task.

Requirements & where to fight

You fight the Guardians on the roof of the Slayer Tower, whose rooftop entrance is on the second floor next to the gargoyle area. To reach them for the first time you must:

  • Have level 75 Slayer and be assigned a gargoyle (or Grotesque Guardians) task.
  • Complete the Priest in Peril quest to access Morytania.
  • Obtain a brittle key from gargoyles while on a gargoyle Slayer task — the key drops at a rate of 1/150 — and use it to unlock the rooftop gate. Once unlocked, the gate stays open permanently and you can no longer obtain brittle keys.
  • Bring a rock hammer, granite hammer or rock thrownhammer to deliver the finishing blow, exactly as with normal gargoyles.

Even with the gate unlocked, you cannot proceed up the stairs without an active gargoyle or Guardian task — the game stops you with dialogue. To get to the tower quickly, a slayer ring teleports to the main entrance, the fairy ring code CKS lands just south, and Salve Graveyard Teleport or Kharyrll Teleport drop you nearby. An eternal slayer ring is highly recommended for fast banking. The Strategies guide also notes that with 81 Agility you can use the Ivy shortcut outside the tower entrance to return to the roof quickly after a death, avoiding aberrant spectres on the way.

Recommended stats & gear

Recommended stats from the Wiki strategy are 75+ Attack, 75+ Strength, 70+ Defence, 75+ Ranged, 75+ Hitpoints, and 70+ Prayer for Piety (74+ for Rigour). The Guardians have abysmal Defence, so almost any setup of the right style works — better gear simply shortens kills.

This is fundamentally a hybrid fight, so plan around two damage types. Dawn is airborne and can only be hit with Ranged, Magic or a halberd, while Dusk must be hit with melee because he is immune to Magic and Ranged. Since the 25 June 2025 update, Dawn has a 70% elemental weakness to earth spells and Dusk a 40% earth weakness (though Dusk stays immune to Magic, so his earth weakness only matters for golembane-style hits, not magic), which makes Earth Surge a strong option against the airborne Dawn for players bringing Magic. The common meta is still Ranged-for-Dawn plus melee-for-Dusk, or a melee-only approach using a halberd that can reach Dawn.

  • Ranged for Dawn: a fast, accurate ranged weapon family is ideal. The Wiki highlights bows with multi-target or fast hit profiles to stack damage on Dawn quickly. Pair with high-tier ranged armour and a slayer helmet.
  • Melee for Dusk: any strong melee weapon works given his low Defence, with multi-hit weapons especially good because Dusk has -1 flat armour. A slayer helmet (i) plus your best strength gear is the core.
  • Melee-only: requires a halberd fast enough to attack Dawn — the Wiki specifies that only the fastest halberds keep up, as other halberds hit too slow.

Rather than memorise an exact best-in-slot list, plug your levels and budget into our Boss Gear Finder above to get an exact loadout for both the melee and ranged halves of the fight. You can also compare ranged gear and melee gear tiers there.

Inventory & supplies

Because both Guardians have incredibly low Defence, you heal very efficiently, so the Wiki recommends bringing a form of sustain over raw food where possible. Core inventory items the strategy lists include:

  • Your ranged switches (for the Dawn phases) if not going melee-only.
  • Super restores — the strategy suggests super restores over prayer potions so you can also drink Saradomin brews. A max-gear list runs around 9 super restores.
  • Food or Saradomin brews — roughly 5 to 7 pieces depending on your gear.
  • A Divine super combat potion and a Divine ranging potion to boost both styles.
  • A rock hammer (unless you carry a granite hammer as your weapon) to finish each Guardian.
  • A slayer ring for teleporting, and a divine rune pouch with runes for Death Charge and thralls — the Wiki notes four thralls per fight gives permanent uptime since Dawn is immune to melee and Dusk to Magic and Ranged.

A useful detail from the drop notes: Saradomin brews are not dropped together with the combat potions, so if you drink brews you will need to top your combat stats back up. The Prayer drain from constant overhead prayer switching is significant, which is why restores are emphasised.

Fight mechanics — phase by phase

The fight is started by ringing the Cloister Bell on the north side of the roof, which triggers an awakening cutscene. After five kills the bell gains a Quick-start option to skip the cutscene. The fight has four phases: phases 1 and 3 are against Dawn, phases 2 and 4 are against Dusk.

Standard attacks. During the first three phases, Dusk uses a slash melee attack that hits up to 15, reduced by about 80% under Protect from Melee. Dawn uses a ranged attack that lands as two separate hits, each with a max of 9, and if you stand in melee range she may kick for up to 15.

Phase 1 (Dawn). Dusk is immune to all damage, so attack Dawn with Ranged, Magic or a halberd. Pray Protect from Missiles against her ranged attacks. She may launch a Stone Ball with a 3x3 area of effect that encases you in stone, acting as a 10-tick (6-second) stun and dealing up to 15 damage — move out of its shadow. Dawn flies up at around 55% health, starting phase 2.

Phase 2 (Dusk). Dusk becomes attackable and must be meleed (his armour blocks Magic and Ranged, and burn damage does nothing to him). After attacking once he charges a blinding attack, shown by his missing wing glowing — step one tile away to dodge it or take damage in the high 20s and get knocked back. Meanwhile Dawn rains a rockfall of 9-10 debris pieces with 3x3 AoE: edges hit up to 22, and a direct hit knocks you out, stunning you for 10 ticks. Never stand directly under Dusk, as he can trample you for up to 40 damage. Dusk reaching about 55% health begins phase 3.

Phase 3 (lightning, then Dawn). The pair charge a lightning attack that deals 5-10 damage per tick to anyone on or next to the vortices, one of which always targets your current tile — there is a one-second warning, so move to a clear spot. Afterward Dawn becomes attackable and launches three energy spheres that grow in charge stages; if she absorbs a fully-charged sphere it heals her 90 Hitpoints each, so absorb them yourself (which is penalty-free) unless your DPS is high enough to finish her first. Use the rock hammer once she drops below 10 health.

Phase 4 (empowered Dusk). Dusk absorbs Dawn's essence: his Attack rises to 300, his Strength, Magic and Ranged to 250, Defence to 150, and he gains one flat armour and grows to a 6x6 monster. He immediately uses a prison attack, dragging you somewhere in the arena and trapping you in a 3x3 cell of blue flames with one tile missing as the safe exit — fail to escape within 5 ticks and take up to 65 damage that also heals Dusk. He now uses both melee (up to 26) and a twin-hit ranged attack (up to 15 per orb, ~30 total). Prayer cuts his melee by about 80% and ranged by about 55%. The Wiki's simplest rule is to pray against the style of his previous attack, since his switches are otherwise hard to predict. Smash him with the hammer below 10 health to finish the kill.

Strategy & kill rotation

A clean kill follows the four phases in order with disciplined prayer switching. Start the fight from the left-most tile next to the bell, which off-ticks the Guardians and minimises incoming damage.

  • Phase 1: begin on Protect from Missiles, then switch to Protect from Melee when Dawn's attack animation starts and back to Missiles right after Dusk's animation starts. A simpler low-effort line is to stay on Protect from Melee next to Dawn so she favours her kick. Burn Dawn to ~55% to push her up.
  • Phase 2: melee Dusk, attacking a few times with a 4- or 5-tick weapon, then back off one tile before his blinding attack lands and return once his wings cover his face. Keep moving out of Dawn's rockfall shadows and never stand under Dusk. Drive Dusk to ~55%.
  • Phase 3: dodge the lightning vortices, then decide on the orbs. Players with 90+ Ranged or 90+ melee can "orb skip" — kill Dawn before she absorbs any spheres. The Wiki notes a fast ranged weapon gives roughly a 75-85% orb-skip chance depending on the bow used; otherwise absorb the spheres yourself and pray correctly while finishing her, standing one tile west of the eastern wall to pray against both her styles.
  • Phase 4: escape the prison to the missing fire tile, then trade with Dusk while praying against his last-used style. If he prisons you against a wall with no exit, simply run onto the missing fire tile to avoid the damage. Hammer him below 10 health.

A crystal halberd or Dragon claws special attack is excellent for ending the Dawn phases quickly and helping skip orbs. With strong gear, two-minute kills are achievable, and the strategy notes you can downgrade several BiS pieces and still hit that pace.

Notable drops

Every kill drops granite dust as a guaranteed reward, and you roll the standard loot table twice per kill, so effective rates are roughly double the per-roll numbers. The marquee uniques are:

  • Black tourmaline core — the headline unique, used to make the ring of suffering recoil-and-restore upgrade; drops at 1/1000 per roll.
  • Granite hammer — a fast, hard-hitting one-handed melee weapon with a special attack; drops at 1/750 per roll.
  • Granite ring — a melee ring that boosts crush bonuses, with an in-combat "clench" effect; drops at 1/500 per roll.
  • Noon — the boss pet (the counterpart to Midnight); a single roll of 1/3000.
  • Jar of stone — the collector's jar, a single roll at 1/5000.

The full drop table, including supply and resource drops, is shown above. You can check live prices for any of these on our GE price tracker.

Common mistakes

  • Attacking the wrong target. Dusk is immune to Magic and Ranged and Dawn is immune to non-halberd melee — hitting the immune Guardian wastes the whole phase. Match your style to the active target.
  • Standing under Dusk. This lets him trample you for up to 40 damage in phases 2 and 4, and also exposes you to his blinding knockback. Keep a tile of space.
  • Ignoring rockfall and Stone Ball shadows. Both have a 3x3 AoE; a direct hit stuns you for 6 seconds and edges still hit hard. Always move out of the looming shadow.
  • Letting Dawn absorb energy spheres. Each fully-charged sphere heals her 90 Hitpoints, dragging out phase 3. Absorb them yourself unless you can out-DPS and orb skip.
  • Mistiming the blinding attack. Running back to Dusk just as he expands his wings gets you hit; wait until his wings cover his face before returning.
  • Forgetting the hammer. You cannot finish either Guardian without a rock hammer, granite hammer or rock thrownhammer — leaving it in the bank ends the trip.

Notable Grotesque Guardians drops & rates

Granite ring drop Granite ring 1/500 · unique
Granite hammer drop Granite hammer 1/750 · unique
Black tourmaline core drop Black tourmaline core 1/1,000 · unique
Jar of stone drop Jar of stone 1/5,000 · tertiary
Noon drop Noon 1/3,000 · pet

Drop rates from our drift-checked database; live Grand Exchange values are on the GE Price Tracker.

Grotesque Guardians Guide — FAQ

What are the requirements to fight the Grotesque Guardians?

You need level 75 Slayer, completion of Priest in Peril to access Morytania, and a brittle key from gargoyles (dropped at 1/150 while on a gargoyle task) to unlock the Slayer Tower rooftop. You can only fight them while assigned gargoyles or the Guardians themselves as a Slayer or boss task, and you must bring a rock hammer, granite hammer or rock thrownhammer.

How much health do Dusk and Dawn have?

According to the Wiki's update history, Dusk and Dawn each have their Hitpoints set to 450 (decreased from 600 in the 12 July 2018 update). The Wiki's trivia section separately refers to a combined HP total of 950 for the fight. Either way, their Defence is near non-existent, so the difficulty is in the mechanics, not their durability.

Should I use Ranged or melee?

Both — it is a hybrid fight. Dawn is airborne and must be hit with Ranged, Magic or a halberd, while Dusk is immune to Magic and Ranged and must be meleed. Since the 25 June 2025 update Dawn has a 70% earth-spell weakness, so Earth Surge is a viable Magic option against her, but the common setups are still Ranged-for-Dawn plus melee-for-Dusk, or a melee-only approach using a fast halberd that can reach Dawn. Use the Boss Gear Finder above for an exact loadout.

What prayers do I need?

Use Protect from Missiles against Dawn's ranged attacks and Protect from Melee against Dusk's slash. Protect from Melee reduces Dusk's melee by about 80%. In the empowered phase 4, Dusk uses both styles, and the simplest rule is to pray against the style of his previous attack. Constant switching drains Prayer fast, so bring plenty of super restores.

What are the best drops?

The headline uniques are the Black tourmaline core (1/1000 per roll), the Granite hammer (1/750 per roll) and the Granite ring (1/500 per roll), plus the pet Noon (1/3000) and the Jar of stone (1/5000). Every kill also drops granite dust, and you roll the loot table twice per kill.

How do I escape Dusk's prison attack in phase 4?

When Dusk traps you in the 3x3 ring of blue flames, look for the one missing flame tile — that is your safe exit. Run to it within 5 ticks or you take up to 65 damage that also heals Dusk. If he prisons you against a wall with no room to exit, simply step onto the missing fire tile to avoid the damage entirely.

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