Doom of Mokhaiotl/Strategies – OSRS

The Doom of Mokhaiotl is located in an arena at the northern end of Tonali Cavern, briefly visited at the end of the Twilight Emissaries Quest series. Players who die fighting the Doom of Mokhaiotl are sent back to the holding room instead of their respawn point, where their graves are also located. Players will get a 75% reduced death cost on their first 20 attempts across all floors, after which the standard death cost will apply.

Requirements

  • Completion of Quest points The Final Dawn

Recommendations

  • Completion of Quest points While Guthix Sleeps for access to the scorching bow, as there are no demonbane ranged weapons; holy water does not work against ranged larvae, and even then, it is far too tedious to make.
    • A melee demonbane weapon such as burning claws or two-hit weapons such as Dual macuahuitl can be used for melee larvae. However, note that non-demonbane weapons will have a slight delay.
    • Slayer’s staff can autocast Arceuus combat spells in place of a purging staff.
  • Completion of Quest points A Kingdom Divided for access to Superior Demonbane and Resurrect Greater Ghost
  • Combat level 85 Combat level – recommended combat level for completing The Final Dawn – however, a higher combat level would be beneficial, especially for progressing past the first level or two.
  • Ranged 90+
  • Magic 88+
  • Prayer 43 Prayer minimum for access to all three protection prayers
    • Prayer 62 Prayer to unlock and use Deadeye.
    • Prayer 74 Prayer to unlock and use Rigour.

Transportation

  • The Mokhaiotl waystone is a single use item that teleports players to the empty archive room before the boss.
  • The Pendant of ates teleport to Kastori, just east of the elevator down into the Tonali Cavern.
  • The Quetzal Transport System can also be used to travel to near the boss.
    • Tal Teklan – West of the lift to the boss, a bank is available in town.
    • Kastori – South-east of the lift to the boss, no bank available.
  • For transportation in the underground between the lift and the boss, the player can additionally set up Ancient teleporters, found in the chest near the Lift Platform, in the Tonali Cavern to speed up their run from the Lift Platform to the door. It is optimal to place the destination teleporter adjacent to the door to skip the delay before entering the door after teleporting.

Delve Overview

In its initial form (delve 1), Doom starts with a combat level of 558 and 525 hitpoints.

For every additional delve the player enters, up to delve 8, the Doom will gain 50 combat levels and 25 hitpoints with the exception of delve 6 and 7, which share the same 650 hitpoints. The stats of the boss remain the same across delves, but the damage from its attacks are increased.

After level 8 delve, the player will enter a “deep delve” state in which they will continually fight the final form of Doom if they continue the pursuit. Acid splatters will remain in the arena, and the amount of rocks provided to protect against the racecar slam attack will decrease during these deeper delves.

Attacks

The Doom of Mokhaiotl has two standard attacks and multiple special attacks.

Standard attacks

Projectile attack

The standard attack consists of throwing one projectile at the player. The colour of the projectile shows the prayer to use to protect against its damage; red is melee, blue is magic and green is ranged. The projectile deals damage upon impact. At delve 1, only green and blue projectiles are used; afterwards, the Doom can use all three.

Melee attack

If the player is standing in melee range of the Doom, it can also use a standard melee attack that can be partially protected against with Protect from Melee.

Special attacks

The Doom can use multiple special attacks in quick succession, requiring the player to observe and manage multiple at once. Special attacks will vary in both availability and difficulty depending on the delve level:

 
Delve HP Exploding ball Shockwave Demonic larvae Charge damage Acid blood Shield phase Car phase Trample damage Car slams
1 525 1 hit 1 slam Neutral 60 None None None No No
2 550 2 hits 1 slam Neutral 60 None None None No No
3 575 2 hits 2 slams Neutral 60 Yes Yes None No No
4 600 3 hits 2 slams Coloured 80 Yes Yes None No No
5 625 3 hits 3 slams Coloured Unknown (edit) Yes Yes 2 zooms, no autos 10 No
6 650 3 hits 3 slams Coloured 99 Room resets Yes 3 zooms with autos Unknown (edit) 3 slams
7 650 3 hits 4 slams 2x Coloured 99 Yes Yes 3 zooms with autos Unknown (edit) 3 slams
8 675 2 sets of 3 hits 5 slams 3x Coloured 99 Yes Yes 3 zooms with autos Unknown (edit) 3 slams
8+ 625 2 sets of 3 hits 5 slams 3x Coloured 99 Yes Yes 3 zooms with autos 40 3 slams

Rocks

The Doom can spawn rocks in the arena which are impassable and cannot be destroyed by the player attacking them. They can be shot over by magic or ranged weaponry. These rocks can cause problems in dealing with the other special attacks. The rocks are also needed for protection from the slam attack on depths 6-8, similar to Zebak’s roar.

Exploding ball

The Doom will throw a ball up in the air which will split into multiple falling rocks targeting tiles near where the player was when it explodes. A large rock will be placed where the player was standing, blocking movement. Moving away from tiles with a shadow on them when the ball explodes will avoid damage. The exploding ball will either be brown/neutral, or blue colored before it explodes. When it explodes, the player’s protection prayers will be disabled, scattering rocks around the player, indicated with a looming shadow over the tile. One will always target the player’s current tile when it explodes, and failing to avoid this incoming rock will shove the player into a random tile, canceling movement, but not other actions. Other shadows will not cause pushback if caught in them, but they will deal damage.

After the rocks fall, 1 or more projectile attacks will be launched at the player. The color of the ball before it explodes shows the style of the first attack that will be launched after the rocks fall. If the ball was brown/neutral, the first attack will be ranged. If the ball was blue, the first attack will be magic. At delve level 1 there will be one attack. At delve level 2 and 3, this will increase to two attacks. At delve level 4+, this will be three attacks.

The attacks contained in the ball will alternate between ranged and magic; e.g if the first hit is ranged, the second is always magic and the third is always ranged when applicable, and these hits will always land one tick from the previous. Basically, at delve level 4+, the player may need to pray flick four times, as the Doom’s auto-attack will hit shortly after the last attack in sequence.

At delve level 8, the Doom will throw two rocks at a time. In order to avoid the prayer disable, the player should not pray until the second explodes. The two rocks will always be identical, and the second rock’s damage always delayed.

2 Mage Balls: Mage – Range – Mage, Mage – Range – Mage

2 Range Balls: Range – Mage – Range, Range – Mage – Range

Shockwave attack

The Doom will spawn multiple Volatile earth around the arena. The player can shoot two of these to spawn a protective Earthen shield that will protect the player from the damage of the shockwave. The first volatile earth shot will determine the endpoint of the shield’s path – the second one shot will determine the initial spawn of the shield. The shield will move along the path between the second volatile earth shot and the first one. The shield will dissipate when it reaches its endpoint or the slam attack has ended, so it is helpful to pick 2 points which are far apart to give yourself enough time to stay in the shield.

At lower delve levels, there will be only one shockwave. As the player progresses to deeper delve levels, the Doom will perform multiple shockwaves in a row, requiring the player to remain in the shield’s protection as it moves to avoid damage. It is important to time the destruction of volatile earth so the shield will fully protect the player. This attack is generally performed around a minute into the fight, or after the racecar phase in delves 5+.

The earthen shield moves differently compared to the players’ pathing. The shield will always prioritise moving in a diagonal direction before moving in the cardinal directions towards its target. Keep this in mind when deciding where to stop and start the shield path, avoiding rocks that will block your path or large stretches of yellow acid blood.

Demonic larva spawns

The doom can spawn a Demonic larva which will move towards the Doom. If the larva reaches the Doom’s center tile, it will heal the Doom slightly, or if in the shield phase, will add to the shield. Regardless of what occurs, the player will also be damaged. Every time a larvae heals the Doom, the player gains one stack of Demonic Charge. Each stack of Demonic Charge increases the damage that future larvae will deal to the player and increases the amount that they will heal the Doom by 1. Demonic Charge is not cleared between depths.

The larvae have 2 hitpoints, and take 1 hitpoint of damage from non-demonbane attacks, or 2 hitpoints for demonbane attacks. In other words, they can be killed with one shot from a demonbane weapon or spell. They can also be killed in one attack from a dual-hit weapon such as the dual macuahuitl since it will deal two hitsplats of 1 damage each. Otherwise, they can be killed with two shots from any other weapon. The larvae can be attacked regardless of your current attack delay. When using a demonbane weapon, no attack delay is added after attacking it and then the boss. When using any other weapon, you will have a delay on your next hit based on the weapon you used’s attack speed.

At delve levels 1-3, the larvae may occasionally have a random protection prayer active, requiring another combat style in order to kill it. Afterwards, on delve level 4 and higher, larvae will begin to appear in different forms; demonic melee larvaedemonic ranged larvae and demonic magic larvae, coloured red, green and blue respectively. They must be killed with the corresponding combat style – melee for reds, ranged for greens and magic for blues. For this reason, it is highly recommended to have at least one demonbane weapon for each combat style.

When the larvae are killed, an explosion will happen in a 3×3 box with the center on the tile the larvae died on, dealing damage to the player if they are standing within the area. If their explosion hits the Doom however, they will deal up to 9 physical health or 100 shield charge to the Doom, depending on what phase it’s currently on, and no damage to the player.

Charge attack

The Doom will display a yellow charge bar which will increase – which will happen faster at lower delve levels. If the bar reaches full, the Doom will launch an attack dealing 60+ damage to the player on the first delve level and increasing at lower delve levels. This deals 99 damage at higher delve levels, and cannot be protected against, so it is important to remember to continue to attack the boss to reset the charge meter. Doom will not use ranged, mage, or melee attacks while charging, and every attack against it is 100% accurate.

There are 3 distinct times the charge attacks appear. Attacks are guaranteed to hit during charge attacks.

  • On all levels, the Doom will simultaneously activate Protect from Missiles and Protect from Magic. Any melee attack will interrupt the charge and inflict a melee punish on it (see below).
  • On delve 3+, every time the Doom puts up a blue shield and becomes vulnerable to demonbane, it will be constantly charging attacks until the phase ends. Only demonbane attacks will interrupt the charge.
  • On delve 5+, while using its racecar attack, the Doom will constantly be charging. Any attack will reset its progress.

Melee punish

When the Doom is doing a charge attack and is praying against magic and ranged, the player can perform a melee punish. Attacking the Doom with a melee weapon will give a guaranteed hit, cancel the yellow bar’s charge, and also give bonus damage in the form of an echo hit. When using a multi-hit weapon, such as the Scythe of vitur, Dual macuahuitl, or Glacial temotli, this echo damage duplicates itself once per hitsplat. The formula is ⌊15S⌋ per hitsplat, where S is your melee equipment strength bonus. Other damage bonuses, such as prayers and melee void, do not increase this bonus damage.

If the Doom is defeated from a direct attack caused by a melee punish, it will launch vials of holy water around it. These will heal the player and also clear up acid blood. This only occurs if the Doom is defeated by the melee punish itself; the echo hits will not cause this.

Blue shield

At delve level 3 and beyond, the Doom will begin blue shield phase after a few rounds of attacking with a charge value of 500 upon reaching 80% or less hitpoints for the first time. During this blue shield phase, larvae will continually spawn from one direction. Furthermore, the Doom will continuously attempt to use its charge attack during this time – when the player resets the charge attack with a demonbane hit, the Doom will immediately start charging again. Hitting the Doom during this phase will deplete the blue shield – when the shield reaches zero the Doom stop using the charge attack and spawning larvae, and the fight will continue as normal. Demonbane hits are significantly better for depleting the shield, and are recommended since the player will be able to one hit the larvae with demonbane as well.

Exploding the larvae within 1 tile (melee range) of the Doom will deal 100 damage to the shield. Failing to kill the larvae before they reach the Doom will heal the shield slightly.

Upon reaching delve level 5+, the Doom will always prepare the blue shield shortly after the shockwave attack.

Acid blood

Starting at depth 3, Doom will choose a direction and occasionally spray acid blood in a square shape in that direction every time it is successfully damaged outside of the shield or racecar phase. This acid is persistent into further depths are reached – but upon reaching depth 6 the arena is cleared, and the sprays continue on that clear arena. Standing in an acid blood causes moderate damage and envenoms the player. Thralls cause more acid blood spawns, so they are not recommended for delve 3+ for beginners.

Car phase

Starting at depth 5, after the blue shield phase is done, the Doom will dig into the floor. After a short delay, it will spawn a yellow eye near the player. The Doom checks which of the 8 compass directions the player is at relative to its center. It then places the eye 4 tiles past the player in that direction.

After another delay, Doom will rush in a straight line from its location towards the yellow eye, trampling any rocks or players in the way. The trample’s damage starts at 10 and scales up to 40 at deeper depths. On depths 6+, Doom will shoot 1-3 regular attacks, depending on distance travelled, and then use its car slam attack.

The Doom will perform this cycle 2 times on depth 5 and 3 times on depths 6+, then return to its neutral phase and charge up a Shockwave attack.

The Doom will be constantly charging its yellow bar during this phase. If the player goes too long without hitting the Doom, they will be hit by the charge beam. Because of the charging, all attacks on the Doom are guaranteed to hit for the entirety of the car phase. This makes it an opportune time to use a Zaryte crossbow special attack, or dump dragon knives special attacks.

Car slam

Starting at depth 6, Doom will additionally begin to slam the entire arena shortly after each rush. The only way to protect from this damage is to be behind a rock, similar to the shockwave that the Phantom Muspah does before entering its shield phase. The slam will destroy every rock that it hits within a radius. Rocks protected by other rocks will not be destroyed.

While the visual effect of dust particles and radius of rock destruction only extends about 10 tiles from the Doom, the attack will damage exposed players even if they are outside of the dust area. If every rock in the room is destroyed, either by slam attacks or by the Doom trampling them, there is no way to protect against the slam’s damage.

At deeper delve levels, fewer rocks will be provided for the player to use, requiring the player to be more careful about where they lure the Doom to.


The Doom may not destroy the rocks underneath it at its ultimate destination. If a larva expires, or damage is dealt to the Doom during its charge, the rocks may be destroyed as expected. Rocks underneath the Doom can entirely null the slam attack.

Equipment

Due to the Doom’s ability to melee through prayer and restriction of movement in later waves, Ranged is the easiest and most effective style to use. The best weapon for dealing damage to the boss is the Twisted bow. As Doom is a demon and susceptible to demonbane, this makes the Scorching bow a viable alternative, while still being beneficial to bring for neutralizing larvae and disrupting its shield.

Both the twisted bow and scorching bow benefit from reducing Doom’s defence, which is capped at 60, (30 total reduction). The Tonalztics of ralos special attack will reduce up to 27 defence with each hit, making it the most consistent option at lowering defence. An elder maul or dragon warhammer are both fairly accurate and provide similar defence reduction, although less consistent. A Zaryte crossbow is the most powerful damaging special attack when used at the beginning of the wave, however it is highly recommended players have dizana’s quiver to avoid needing to swap ammo for it. Lacking other alternatives, a toxic blowpipe can restore a small amount of hitpoints.

Masori equipment is the best equipment when combined with a Twisted bow for normal attacks on The Doom. Elite void ranged is comparable with masori after defence reductions, is much cheaper, and is better overall when used with the Scorching bow. Additionally, certain phases beyond delve level 5 make attacks 100% accurate, benefitting elite void immensely. Additionally, there are certain pieces of equipment that gain additional strength bonus towards melee punishes without losing much ranged damage, such as Aranea boots or Barrows gloves.

  1.  Only when using full Void Knight equipment.
  2.  Can be poisoned for extra effect
  3.  Best used during racecar because of guaranteed accuracy

In addition to the demonbane weapon do disrupt the blue shield, it is faster to bring a one way demonbane or multi-hit swap for each style to deal with larvae. Emberlight is a marginal upgrade over Arclight/Darklight/Silverlight if used for the melee punish, as it is primarily used for 1-shotting larvae. A staff that can auto-cast demonbane spells is very convenient due to the rapid switches between styles. A cheaper staff like the Slayer’s staff should be preferred to reduce death costs. Superior Demonbane can be used on autocast instead of Dark Demonbane so that magic demonic larvae can be dealt with even after drinking brews.


  • Spells cannot be cast on Demonic larvae while your weapon is on attack delay from hitting the Doom.

It is also very worth bringing a multi-hit melee weapon for the melee punish attack (explained above). Bringing additional strength bonus gear can be worth it to increase your echo damage, but learners should not replace food to bring strength bonus beyond just the weapon. Do not bring void melee helm or a super combat potion, they will not increase echo damage. Activating piety will help marginally with the damage of the initial hit, but provide no bonus to the echo hit, as nothing will increase the echo damage except for strength bonus.

  1.  Special attack only

Players without a Zaryte crossbow or Tonalztics of ralos may wish to use their special attacks on the melee punish instead. Crystal halberd hits very high but has a 7 tick attack delay, making it equal overall dps to the options above, but its attack range may be worth the tradeoff, especially if the player often finds themselves not attacking while dealing with exploding orbs immediately after.

Inventory setups

Max Range

Budget Investory

Void is still useful, especially when defence reductions are in effect. Dying in this setup is significantly cheaper, with costs usually ranging around (<50,000) depending on how many downgrades are present.

Plugins

Tag larva and highlight names

With the Better NPC Highlight plugin (from RuneLite Plugin Hub):

  • Add 14711:2,14713:1,14712:5, to True Tile > True Tile IDs
  • Check “Highlight Menu Names” at the bottom of the plugin settings

Highlight Earthen shield

With the Better NPC Highlight plugin (from RuneLite Plugin Hub):

  • Add 14715, to True Tile > True Tile IDs

Left click larvae on top

With the Custom Menu Swaps plugin (from RuneLite Plugin Hub):

  • Add the following to the “Custom Swaps” category:

attack,demonic*larva*

Visual Metronome Earthen Shield Timer

With the Visual Metronome plugin (from RuneLite Plugin Hub):

  • Visual Metronome checked, ‘Tick Count’ set to 20
  • Set Hotkey Settings > Tick Cycle Reset Hotkey to any comfortable key, and Reset to Tick to 0
  • Press the hotkey when the Volatile Earth spawns, the boss will begin the shockwave attack when the timer hits 20.
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