Muttadile Best in Slot Gear & Strategy Guide

Muttadile Strategy Guide

Muttadile Guide

The Muttadiles are bosses encountered inside the Chambers of Xeric (CoX). A Muttadile is a dog-like creature that has horribly mutated into a giant crocodilian beast. The original muttadile was pregnant when Xeric transformed it, so its offspring was warped too — which is why you fight two of them, a smaller one and a larger one, now acting as guardians of the chambers.

This is a Chambers of Xeric encounter room, not a standalone boss you can teleport to — you meet the Muttadiles as one of the possible combat rooms while running the raid. The room is built around a single twist, a meat tree the bosses heal from, so the fight is as much about denying that heal as it is about raw damage. Both beasts are aggressive and members-only, and because raid stats scale to the team there is no fixed combat level for them.

If you are still building the combat stats that carry you through a raid, our Ranged guide and Attack guide are good groundwork before you set foot in the chambers.

Where you fight it & requirements

The Muttadiles only appear as a combat room inside the Chambers of Xeric. There is no quest or Slayer requirement to face them specifically — if you can enter and run the raid, you can roll this room. Both Muttadiles are members-only and aggressive, and they are present the moment you walk in: the small one stands on the ground, while the large one lurks submerged in the water.

Because the Chambers of Xeric scale to the player with the highest combat level, the Muttadiles have no fixed combat level — their stats are tuned to your team. The figures in this guide are for a maxed-combat setup. In Challenge Mode raids the same fight returns with higher health and bigger hits, so treat everything here as the floor, not the ceiling.

Two health bars matter: in a normal raid each Muttadile has 250 Hitpoints, while in Challenge Mode each has 375 Hitpoints.

Recommended stats & gear

The Muttadiles are a raid encounter, so your loadout is whatever your team is already running through the Chambers of Xeric — there is no dedicated "Muttadile gear". In practice that means a strong ranged setup as your default, since the room is fought from a distance — both bosses prioritise Ranged from range and only switch to Melee when you let them get close. Melee is a valid style up close, but it is the riskier option here: the large Muttadile's stomp punishes anyone in melee range, so reserve melee for the small Muttadile if at all, and bring a flexible loadout that can switch styles as the fight demands.

There is one specific lever worth knowing: as of the 25 June 2025 update, both Muttadiles have a 40% elemental weakness to earth spells. If your team carries magic, earth-element spells land noticeably harder here than they would elsewhere in the raid. For ground-up training before you commit to a raid, see our Magic guide.

Rather than list exact best-in-slot items — which shift with your stats and what the rest of the raid is doing — plug your account into our Boss Gear Finder above to get a tuned melee or ranged setup. You can also browse families directly via our melee gear and ranged gear pages.

Inventory & supplies

The Muttadile room is unusual: it hands you most of your supplies on a plate. Killing the bosses always drops a stocked set of raid potions — an Overload (+)(4), a Prayer enhance (+)(4), a Xeric's aid (+)(4) and a Revitalisation (+)(4) — so you do not need to over-pack (full breakdown in Notable drops below).

The one item the room genuinely rewards you for bringing is an axe. You can chop the meat tree down to stop the bosses healing, and chopping requires an axe — though a bronze axe spawn is present in the room (added 26 June 2024, useable by main and ironman accounts) if you arrive without one. Beyond that, keep your standard raid food and prayer restores topped up via the room's drops.

Fight mechanics

The encounter runs in two clear stages, gated by the meat tree heal.

The small Muttadile (first). The smaller Muttadile attacks with both Melee (max 28) and Ranged (max 30). It prioritises Ranged from a distance, but because both bosses are notorious for constantly walking towards and away from players, it may close into melee — and if it is within melee distance it will use Melee instead. Protect against whichever style it is currently using; standing at range keeps you on the Ranged attack and out of its melee.

The submerged large Muttadile. While the small one is alive, the larger Muttadile stays submerged in the water where it is unattackable, and pelts the whole chamber with erratic Magic. Every player within line-of-sight of the submerged boss has a 1/3 chance per cycle of being hit (per Mod Ash). Breaking line-of-sight is the cleanest way to dodge this chip damage while you focus the small one.

The meat tree heal — the core mechanic. A meat tree sits in the chamber. When a Muttadile drops below 50% of its health, it walks over and eats from the tree, healing up to 50% of its health (potentially 100% total across attempts) and feeding a maximum of three times before it gives up for good. If it cannot reach the tree within roughly 15 seconds, it also gives up. You stop this two ways: chop the tree down with an axe (its health and your accuracy scale off your team's Woodcutting level — a higher level makes this far smoother, and the axe type does not matter), or freeze the boss so it cannot reach the tree. Note that since the 29 November 2023 update both Muttadiles can still be damaged while frozen, even when they are trying to move to the tree.

The large Muttadile (second) and its stomp. When the small Muttadile dies, the large one emerges — it can attack even as it surfaces — and uses all three styles: Melee (max 48), Ranged (max 45) and Magic (max 23). From a distance it now commits to one style (Magic or Ranged) for a minimum of three auto-attacks before swapping, which makes prayer timing predictable. The danger is its stomp: if anyone is in melee range it stomps everyone there for up to 72 damage — up to 50% higher than its normal melee hit (per Mod Ash). Stay outside melee range at all times. In scaled raids the stomp can potentially cause instant death, so melee range is simply not worth it here.

Strategy & kill order

Kill the small Muttadile first, then the large one — you have no choice, as the large one is unattackable while submerged. Open by stacking damage on the small Muttadile from range to avoid its melee, while breaking line-of-sight on the submerged boss to dodge its 1/3 Magic chip.

As the small one approaches 50% health, deal with the meat tree before it heals: either pre-chop the tree (best if your team's Woodcutting is high) or freeze the boss off it. Remember it can heal up to three times, so letting it reach the tree means grinding through the same health bar again. Once the small Muttadile is dead the large one emerges — immediately back off to keep everyone out of melee range so the stomp never lands, and pray against its current ranged or magic style, which it holds for three attacks at a time. If your team brings magic, lean on earth spells to exploit the 40% weakness. Repeat the meat-tree denial on the large one below 50%, and finish it from the safespots the room layout offers.

Notable drops

The Muttadiles do not drop big-money raid uniques themselves — those come from the Chambers of Xeric reward chest at the end of the raid. What this room reliably gives you is supplies: between the two bosses you always receive an Overload (+)(4), a Prayer enhance (+)(4), a Xeric's aid (+)(4) and a Revitalisation (+)(4) (the aid and revitalisation come only from the larger Muttadile), plus Stinkhorn mushroom and Big bones. The first kill also drops the Houndmaster's diary, a one-time item that is no longer dropped after reading it.

For bone collectors there are two rare tertiary drops: a Long bone at a rate of 1/400 and a Curved bone at a rate of 1/5012.5. These feed into construction-related rewards rather than the raid loot itself.

Common mistakes

  • Letting the boss reach the meat tree. Ignoring the tree means re-killing up to 50% of a health bar — and it can heal three times. Chop or freeze it off the tree every time it drops below 50%.
  • Standing in melee range of the large Muttadile. The stomp hits everyone in melee for up to 72 and can instantly kill in scaled raids. There is no reason to be in melee distance of the emerged boss — fight from range or a safespot.
  • Staying in line-of-sight of the submerged boss. The large Muttadile's erratic Magic has a 1/3 chance to tag each player it can see. Break line-of-sight while you handle the small one.
  • Going in with low Woodcutting and no plan for the tree. Tree health and your chopping accuracy scale off Woodcutting level. If your team is low, plan to freeze the bosses off the tree instead of relying on chopping it down.
  • Praying the wrong style. Both bosses swap between Melee (up close) and Ranged (at distance); the large one adds Magic. Match your overhead to the style actually being used.

Muttadile Guide — FAQ

Why are there two Muttadiles?

The original muttadile was pregnant when Xeric mutated it, so its offspring was warped too. You fight a smaller Muttadile on the ground and a larger one in the water — they act together as guardians of the Chambers of Xeric.

What is the meat tree and how do I stop the healing?

The meat tree is a feature in the room that both Muttadiles eat from once they drop below 50% health, healing up to 50% (and up to 100% total) across a maximum of three feeds. Stop it by chopping the tree down with an axe — its health and your accuracy scale off Woodcutting level — or by freezing the boss off the tree. A bronze axe spawn is provided if you do not bring one.

What is the large Muttadile's stomp and how do I avoid it?

If anyone is within melee range of the emerged large Muttadile, it stomps everyone in melee range for up to 72 damage — up to 50% higher than its normal melee attack. Stay outside its melee range at all times, especially in scaled raids where the stomp can cause instant death.

Do the Muttadiles have a weakness I can exploit?

Yes — since the 25 June 2025 update both Muttadiles have a 40% elemental weakness to earth spells. If your raid team is running magic, earth-element spells hit them harder than normal.

Which one do I kill first?

The small Muttadile, because the large one is submerged and unattackable until the small one dies. Once the small Muttadile is killed, the large one emerges and the second phase of the fight begins.

Heading

More info failed :(
Possible reasons for this: our item ID is wrong, osrsbox is down or GE Tracker is down. Report this here.
OSRS item details Members Item: Tradeable:
Price: Updated: