Vanguard Best in Slot Gear & Strategy Guide
Best Gear vs Vanguard
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Best Ranged setup vs Vanguard
Suggested items
Best in slot gear for Vanguard (current meta)
This setup is computed live from the same wiki-sourced combat stats and monster data that power our OSRS DPS calculator — so it tracks the current meta instead of going stale. Pick your combat style above and it ranks every viable weapon and armour piece by damage per second against Vanguard, factoring in the boss's defences, size and any elemental weakness.
Not at maxed stats? Lower any level on the left and the recommendation re-ranks instantly — requirement-gated gear drops out automatically. For the full ranked list per slot, open the BiS calculator; to pit two specific items against each other, use Gear Compare.
Vanguard Strategy Guide
Vanguard Guide
The Vanguard are a trio of Xeric's former commanders encountered as a combat room inside the Chambers of Xeric (CoX). They are not a standalone boss you can teleport to — you only meet them as one of the rotating rooms in a raid, where they sit underground until a player walks near one of their holes and all three burst out at once.
Each Vanguard specialises in a single combat style and is weak to the style that beats it on the combat triangle: the ranged Vanguard is weak to Melee, the melee Vanguard is weak to Magic, and the mage Vanguard is weak to Ranged. What makes the room famous is the health-sync mechanic — you cannot simply tunnel one down. Damage has to be spread roughly evenly across all three, or they shuffle and heal back to full. This guide covers how to read them, how to keep their health in sync, and how to clear the room cleanly.
Where you fight them
The Vanguard are a members-only encounter that exists only inside the Chambers of Xeric. They were added on 5 January 2017 alongside the raid itself, with a Challenge Mode variant following on 17 May 2018. You do not fight them anywhere else and there is no separate quest or Slayer requirement to face them — the only requirement is being able to enter and progress through CoX.
The three Vanguards have the xerician attribute and are size 3. They are aggressive: once a player steps near one of the three spawn holes, all three erupt from the ground and engage. Because they appear inside a scaled raid, the Wiki notes their displayed combat stats vary with the highest-level player present and are shown scaled for maxed combat stats, so treat the numbers below as the maxed-team baseline.
Telling the three apart
Reading which Vanguard is which is the whole game here, because you must hit each one with the style it is weak to. The Wiki gives clear visual tells:
- The ranged Vanguard is weak to Melee and is identified by the rocks gathered beneath its tentacles.
- The melee Vanguard is weak to Magic and is identified by its tentacles raised up in front of it.
- The mage Vanguard is weak to Ranged and is identified by the lack of tentacles.
In normal mode each Vanguard has 180 Hitpoints; in Challenge Mode this rises to 280. All three attack at speed 4. Learn the three silhouettes before your first serious raid so you can assign the right style on sight rather than guessing mid-fight. If you want to brush up on the underlying styles, see our Ranged guide and Magic guide.
How they attack
Every Vanguard performs its attack in a burst of three hits rather than one. The magic and ranged Vanguards use AoE attacks — one hit always lands on the main target while the other two are launched elsewhere — so positioning your team matters. The melee Vanguard simply hits its target three times per attack.
In normal mode the magic Vanguard hits up to 22, the ranged Vanguard hits up to 22, and the melee Vanguard hits up to 18. Challenge Mode raises these to 33, 33 and 27 respectively. Protection prayers do not nullify their damage, but they reduce it by a significant amount, so keeping the right overhead up still matters a great deal. Our Prayer guide covers the overheads if you need a refresher.
The health-sync mechanic
This is the defining rule of the room: to harm the Vanguards, damage must be spread equally across all three. If one Vanguard is heavily damaged while the others sit much higher — a difference of 40% in groups of four or fewer, or 33.3% in groups of five or more — all three immediately shuffle and restore to full health. As a warning, a swirling mass of energy appears around them and brightens in colour the closer they are to a forced heal.
To avoid this, their health must be within a similar range of each other by the time they shuffle positions. On their own the Vanguards shuffle every 20 to 36 ticks. They cannot be attacked while in their shell, but any damage dealt just before they shuffle still counts. When they shuffle they lose aggression on their current target. One important detail: if a hit would be fatal but lands after the Vanguard enters its shell, it survives and restores 1 health — so the kill blows want to land while they are exposed.
Controlling your damage
Because uncontrolled high damage is the thing that triggers the heal, the counter-intuitive advice is to throttle your output. The Wiki specifically recommends low damage-per-hit weapons such as the toxic blowpipe, since lots of small hits are far easier to keep balanced than a few large ones. It can also be worth not activating damage-boosting prayers and unequipping damage-boosting gear when there is a risk of overshooting one target, and knowing the maximum hit of every weapon you bring is genuinely useful for staying under the threshold.
Avoid stat-draining specials as your plan — the Vanguards restore all drained stats when they retreat into their shell, so drains are wasted. Damaging specials are the better use of a spec when you need to top up one Vanguard that is lagging behind. For picking your loadout per style, use our Boss Gear Finder rather than hard-coding a single set, since the right answer depends on which styles your team is covering.
Kill rotation
The clean approach is to assign players or styles so each Vanguard is being chipped by the style it is weak to, then keep the three health bars level. Identify them on spawn by their tells (rocks beneath tentacles = ranged, tentacles raised in front = melee, no tentacles = mage), apply Melee to the ranged one, Magic to the melee one, and Ranged to the mage one. Watch the swirling energy: if it brightens around any Vanguard, ease off whichever is lowest and bring the others up to match before the next shuffle so nobody crosses the 40% (or 33.3% in larger groups) gap.
Once all three reach the threshold together, push them down in the same window so the final hits land before they shell. When all three die, the room is complete and the supply drops appear.
What they drop
The Vanguard room is a supply room, not a gear-unique room — there are no rare weapon or armour drops here. On the first clear all three together drop the Vanguard judgement, a one-time lore book (it is no longer dropped once read). Each Vanguard then drops a guaranteed batch of raid potions tied to its combat style — including Xeric's aid, plus elder, twisted, kodai, revitalisation and prayer-enhance potions — and the room guarantees at least one Overload (+)(4), dropped at a rate of 1/3 up to a maximum of three per room. These supplies feed the rest of your raid, so don't skip looting them.
Common mistakes
- Tunnelling one Vanguard. The instinct to focus-fire is exactly what triggers the full heal. Spread damage and watch the swirling warning.
- Bringing only high-hitting weapons. A big max hit makes the health bars hard to balance; pack a low-per-hit option like the blowpipe for fine control.
- Leaving damage prayers and damage gear on. When one Vanguard is close to the others' health, extra damage can shove it past the threshold — drop the boosts when you risk overshooting.
- Relying on stat-drain specials. Drains are undone the moment they retreat into the shell; use damaging specials instead.
- Hitting the wrong style. Each Vanguard resists everything except its weakness, so mis-assigning a style wastes time and unbalances the room.
Vanguard Guide — FAQ
Where do I fight the Vanguard?
Only inside the Chambers of Xeric. The Vanguard are a combat room in the raid — there is no standalone instance, quest or Slayer requirement to face them.
Why do the Vanguards heal back to full?
Their health must stay in sync. If one is damaged far more than the others — a 40% gap in groups of four or fewer, or 33.3% in groups of five or more — all three shuffle and restore to full health. A brightening swirl of energy warns you before it happens.
Which style do I use on each one?
Follow the combat triangle: Melee on the ranged Vanguard (rocks beneath its tentacles), Magic on the melee Vanguard (tentacles raised in front), and Ranged on the mage Vanguard (no tentacles).
Why does the toxic blowpipe get recommended here?
Because the room punishes big hits. Low damage-per-hit weapons like the toxic blowpipe let you balance the three health bars precisely, which is far harder with a high-max-hit weapon.
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