Tekton Best in Slot Gear & Strategy Guide

Tekton Strategy Guide

Tekton Guide

Tekton is one of the bosses encountered in the Chambers of Xeric (CoX), the CoX raid beneath Mount Quidamortem. The wiki describes him as the artisan who created the chambers — "Xeric's former artisan" — now forever bound to his magnetic anvil. He is one of the rotating mid-bosses a raid can roll, and because he is also the fixed first room of Challenge Mode and Full Layout raids, players treat his room as a practice ground: the mechanics are unforgiving and punish small mistakes.

Tekton is a pure melee encounter built around two things — a defensive wall and a heal-on-the-anvil cycle. He is immune to Ranged and takes 80% reduced Magic damage (magic hits are divided by 5), so this is a melee-only kill in practice. He also carries very high Defence, which makes defence-draining special attacks central to the fight. Get him stuck to the floor, drain his Defence, and out-damage his self-repair before he returns to the anvil too many times.

Requirements & where to fight

Tekton lives inside the Chambers of Xeric, the members-only raid under Mount Quidamortem. He is not a standalone boss you can walk up to — he is one of the boss rooms a CoX raid can generate, and he is the guaranteed first room in Challenge Mode and Full Layout raids.

He has no combat level — the wiki lists it as N/A. His combat stats are not fixed: they scale to the highest combat level in your party, with the wiki's numbers shown for a maxed player. That means a bigger or higher-level team faces a tougher Tekton, so plan supplies and DPS around your actual party rather than a single fixed difficulty.

Recommended stats & gear

Because Tekton is immune to Ranged and takes only one-fifth Magic damage, the meta is pure melee with high Defence on you — you want to survive his hits while you grind through his. Train and lean on your Attack, Strength and Defence for this room; melee accuracy and max hit are what actually move his health bar.

The single most useful detail for gear choice is his Defence profile. His crush defence bonus (105) is far lower than his stab (155) or slash (165), so crush weapons connect more reliably than stab or slash. That is also why defence-draining special-attack weapons matter so much here — an elder maul, dragon warhammer or Bandos godsword can strip his Defence and make the whole team hit harder. The first elder maul or dragon warhammer special to make contact is guaranteed to land as a successful hit, and even a special that fails to land still drains his Defence (a missed dragon warhammer special drains 5%, a missed Bandos godsword drains 10 levels). For exact loadout numbers, use our Boss Gear Finder above and compare options with the melee gear guide rather than guessing.

Inventory & supplies

Tekton is part of a longer raid, so supplies come from your overall Chambers of Xeric run rather than a fixed boss-trip kit. The key thing to bring into the room is enough food and a defensive melee setup to tank his melee while you out-damage his self-repair.

Two practical supply notes from the encounter: he is not poisonous (100% poison and venom resistance, so you don't need to worry about him poisoning you), and on defeat he always drops a stack of raid supplies — five stinkhorn mushrooms, two Overload (+), a Prayer enhance (+) and a Revitalisation (+) — a guaranteed bundle of raid supplies for the rest of the run. Factor those guaranteed drops into how aggressively you spend supplies in the room, and note that your prayer management still comes from your own raid kit.

Fight mechanics

Waking him up & the melee stance. Tekton works at his anvil until someone gets close, then begins the fight. He walks to a player and, on contact, stops and turns into a solid NPC you cannot walk under. He then attacks with melee — stab, slash or crush, attack speed 3 — striking both the tile in front of him and the tile to his right at the same time. Max hit scales by version: 52 in normal mode, 59 when enraged, and 78 / 90 in Challenge Mode (normal / enraged). HP is 300 in normal raids and 450 in Challenge Mode.

Attack from one side. If players surround him, he randomly changes which direction he faces. So everyone should attack from the same direction — that keeps the whole team out of the arc he can hit and avoids needless damage.

The anvil heal. After fighting for a short while — or if he can't find anyone in melee range on his next attack — Tekton stops and walks back to his anvil, slowly repairing himself for small amounts of health (roughly 1.11% to 1.33%) every few ticks. He no longer resets his Defence when he heals, so any draining you did sticks. The goal is to kill him before he repairs too much, so you want consistent DPS that keeps him in the combat stance instead of letting him reset.

Sparks during the heal. While he repairs, sparks fly from the lava in the chamber and every player is targeted by two sparks. Each spark has a 3x3 area of effect and deals moderate damage even if it was aimed at someone else, so spread out and step away from where sparks are about to land.

Enraged form. Once he finishes repairing (around ten seconds), Tekton briefly enters an enraged form and walks back to a player. In this form his max hit and defensive bonuses both increase (his stab/slash/crush defence bonuses jump), so keep avoiding hits and don't expect to chunk him as hard. The enraged stance lasts only briefly before he returns to normal and drops the bonuses again.

Strategy / kill rotation

The clean kill is a loop: open with defence drain, then burst. Land your first elder maul or dragon warhammer special early — that first one is guaranteed to hit — and stack additional draining specials (dragon warhammer, Bandos godsword) to drop his Defence so the team's hits land. Crush-based weapons connect best given his low crush defence bonus (105).

Keep him locked in his combat stance by always having someone in melee range, attacking from a single side so he doesn't face-switch. When he breaks off to the anvil, immediately respect the sparks: move out of the 3x3 spark tiles rather than trading the heal phase for free damage on yourself. He heals only small amounts per tick, so disciplined damage will out-pace his repair. When he re-engages in his enraged form, treat it as a short windless window — survive it, let the bonuses drop, and resume your drain-and-burst loop until he dies.

Notable drops

Tekton's signature unique is the Onyx, dropped at 1/450 in solo normal-mode raids; the rate scales with party size, and in Challenge Mode it is actually rarer for small parties (around 1/210 for parties of three or fewer). He is the only Chambers of Xeric mid-boss that drops a non-raid item beyond bones or ashes, which makes the onyx his standout reward.

On every kill he also drops a guaranteed bundle of raid supplies — Tekton's journal (a one-time lore book), five stinkhorn mushrooms, two Overload (+), a Prayer enhance (+) and a Revitalisation (+) — on top of the points that feed into your end-of-raid loot roll. You can track the live value of an onyx with our GE price tracker.

Common mistakes

  • Trying to range or mage him. He is immune to Ranged and takes 80% reduced Magic damage. Melee is the only real option — bring a melee setup, not a hybrid one.
  • Surrounding him from different sides. This makes him randomly turn and hit more players. Everyone should attack from the same direction.
  • Standing in the sparks. During the anvil heal, the 3x3 spark AoE hits even when aimed at a teammate. Greeding extra hits here trades real damage on yourself for very little.
  • Wasting your guaranteed special. The first elder maul / dragon warhammer special always lands — opening with it for the defence drain, instead of a random later one, gets the most value.
  • Letting him reach the anvil unpunished. If he can't find a target in melee range he resets to the anvil and repairs. Keep someone engaged so he stays in the fight.

Tekton Guide — FAQ

Can you range or mage Tekton?

No. The wiki states Tekton is immune to Ranged and takes 80% reduced Magic damage (magic hits are divided by 5), so he is a melee-only kill in practice. He does have a 20% elemental weakness to water spells, but the 80% magic reduction means magic still isn't a real strategy here.

Why does Tekton keep healing himself?

After fighting for a short while — or if he can't find anyone in melee range on his next attack — he returns to his anvil and slowly repairs himself for small amounts of health (roughly 1.11% to 1.33%) every few ticks. Keep someone in melee range and out-damage the repair to stop him resetting.

What is the deal with the special attacks on Tekton?

Tekton has very high Defence, so defence-draining specials are key. The first elder maul or dragon warhammer special to make contact is guaranteed to land. Even a special that fails to land still drains his Defence — a missed dragon warhammer special drains 5%, and a missed Bandos godsword drains 10 Defence levels. He no longer resets his Defence when he heals at the anvil, so the drain sticks.

What does Tekton drop?

His unique is the Onyx, dropped at 1/450 in solo normal raids (the rate scales with party size, and is roughly 1/210 for Challenge Mode parties of three or fewer). He also always drops raid supplies — Tekton's journal, five stinkhorn mushrooms, two Overload (+), a Prayer enhance (+) and a Revitalisation (+) — plus the points that feed your end-of-raid loot.

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: