AccountShark
Back to Blog
OSRSOld School RuneScapeGuideRaidsPvM

OSRS Raids Explained: Chambers, Theatre, and Tombs Compared

Theo AshfordApr 18, 202626 views
OSRS Raids Explained: Chambers, Theatre, and Tombs Compared
The three OSRS raids (CoX, ToB, ToA) explained — difficulty, entry requirements, loot tables, and which one fits your playstyle. ToA is beginner-friendly, ToB requires teams, CoX sits in the middle.
OSRS
Raids Guide · OSRS 2026
OSRS has three raids — Chambers of Xeric (CoX), Theatre of Blood (ToB), and Tombs of Amascut (ToA). Each rewards a BiS weapon: Tbow from CoX, Scythe from ToB, Shadow from ToA. This guide compares entry requirements, loot tables, difficulty curves, speedrun meta, and which raid fits which player type.

What Are the OSRS Raids?

OSRS has three raids, each a distinct multi-phase PvM instance with endgame-tier rewards. They released in order over an 8-year span — Chambers of Xeric in 2018, Theatre of Blood in 2019, Tombs of Amascut in 2022. Each raid introduced a new tier-1 BiS weapon that redefined endgame PvM meta.

RaidReleasedPrimary BiS dropParty sizeBest style
Chambers of Xeric2018Twisted bow (1.3B+)1-100Ranged (Tbow scaling)
Theatre of Blood2019Scythe of Vitur (1.3B+)3-5Melee (Scythe 3-target cleave)
Tombs of Amascut2022Tumeken's shadow (1.7B+)1-8Magic (Shadow scaling)

What's the Best OSRS Raid for Beginners?

Tombs of Amascut. The difficulty scales with an "invocation" system — you customize the raid's difficulty by enabling specific modifiers for higher loot chance. Entry level (0 invocation) is mechanically trivial; a player can learn ToA at 0-150 invocation while still earning meaningful drops, then scale up.

Why ToA wins for beginners over Chambers or Theatre:

  • Configurable difficulty — you don't need to match group skill level
  • Solo viable — run at your own pace without matchmaking
  • No instant-death mechanics — mistakes lower your reward but don't end the raid
  • Forgiving learning curve — deaths at sub-300 invocation lose a safety fragment, not the whole run
Chambers is next-easiest; Theatre is the hardest for new raiders because of its strict mechanics and no solo option.

Invocation benchmark for ToA: 0-100 invocation for learning. 150-300 for efficient non-unique loot. 500+ invocation unlocks Purple drop chance and Shadow/Tumeken's guardian drops. Top-1% players run 600-700+ invocation solo for speedkill records.

What's the Difficulty Curve Between Chambers, Theatre, and Tombs?

Chambers of Xeric (CoX)

Difficulty: Moderate — requires prayer flicking and cycle management in the final boss fight.

Structure: Procedural dungeon with 3-5 randomized rooms (scavengers, crabs, skills rooms like Thieving, Agility, or Fishing) leading to Olmos the Great Raid Boss. Olmos has two phases with elemental-type rotation — you flick Melee/Range/Magic prayer based on his phase.

Entry bar: Fire cape + mid-game ranged gear (Toxic blowpipe + Armadyl) + 94+ Prayer is the learning-level requirement. Entry to good rates needs a Twisted bow eventually — it's a chicken-and-egg grind.

Unique loot: Twisted bow, Ancestral robe top set, Dragon claws, Kodai wand-alternatives, Dinh's bulwark (various rare items).

Theatre of Blood (ToB)

Difficulty: Hardest of the three, especially for non-scaled groups. Requires mastered prayer swaps, specific kill orders, and zero room for tanking.

Structure: Six linear fights — Maiden of Sugadinti, Bloat, Nylocas, Sotetseg, Xarpus, Verzik Vitur. Each requires specific mechanics (Maiden's blood splats, Bloat flinching, Nylo swaps, Sotetseg maze). Wipe on any phase = whole run lost.

Entry bar: Melee BiS-adjacent. Ghrazi rapier + Bandos (mid-game entry) or Scythe of Vitur + Torva (endgame). Party of 3-5 players required — typically 5-man for loot efficiency.

Unique loot: Scythe of Vitur, Ghrazi rapier, Sanguinesti staff, Justiciar faceguard set, Ring of suffering (before imbue).

Tombs of Amascut (ToA)

Difficulty: Configurable — the only raid where you pick your own difficulty via invocations.

Structure: Select 3 of 4 optional path rooms (Apmeken/monkeys, Scabaras/Scarabs, Het/Elementals, Crondis/Crocs), then the finale fight against Akkha, followed by Zebak, Kephri, and Ba-Ba-like bosses. Ends at the Wardens (final fight).

Entry bar: 90+ Magic + mid-game mage gear for sub-200 invocation. 95+ Magic + endgame kit for 300-500 invocation. Tumeken's shadow for 500+ invocation where Shadow damage scaling becomes critical.

Unique loot: Tumeken's shadow, Masori mask f / Masori body f / Masori chaps f set, Lightbearer-style rings, Osmumten's fang.

Raids gear progression is a long climb. Accounts with ToA or CoX progress already completed — including Infernal cape, Justiciar, or Masori gear unlocked — appear on account marketplaces as a shortcut into high-invocation raid content. Browse raid-ready OSRS accounts →

How Much GP Per Hour Does Each Raid Make?

Realistic numbers in 2026 for experienced raiders:

RaidSolo GP/hourEfficient team GP/hourUnique drop rate
ToA (300 invocation)2-3M4-6M (3-4 man)1/15 purple per raid
ToA (500 invocation)6-8M8-12M (3-4 man)1/7 purple per raid
CoX (solo)3-4M4-6M (3-5 man)1/15 to 1/20 purple
ToB (5-man)n/a5-8M1/8 purple for team
ToB Hard Moden/a8-12M1/7 purple for team
The purple drop: A "purple" in OSRS raid terminology = any unique drop. Purple drops include the headline BiS weapons (Tbow, Scythe, Shadow) and tier-1 raid armor pieces. Roll values vary from 1-5M up to 1.7B+ on the top-tier weapons.

Which Raid Should I Focus On First?

Depends on your current gear. The honest answer by starting state:

If You Have a Blowpipe + Armadyl + Mid-Game Ranged

Start with ToA at 150-200 invocation. Sub-Purple loot (supplies, clues, secondary items) funds your Masori grind. Once you unlock 300 invocation and have a Twisted bow from CoX, transition to CoX primary.

If You Have a Scythe of Vitur + Torva

Theatre of Blood 5-man. Scythe + Torva is the highest-efficiency ToB kit; you'll outperform slower teams and accumulate purples fast. Also the most profitable per-hour at team level.

If You Have Shadow + Ancestral

Tombs of Amascut 500+ invocation. Shadow's 3x magic damage multiplier makes high-invocation ToA the best per-hour GP in the game for an endgame mage. Expected GP/hour: 10-12M solo, higher in efficient teams.

What Skills Do I Need for OSRS Raids?

Required minimums for each raid to be viable (not speedrun-tier):

RaidCombat statsPrayerOther
Chambers of Xeric75+ Ranged, 70+ Magic, 85+ Attack/Strength77+ (Rigour unlocked)94+ Slayer (optional but helpful)
Theatre of Blood90+ Melee, 80+ Ranged74+ (Piety) + 77+ (Rigour)Group coordination > individual stats
Tombs of Amascut85+ Magic, 75+ Ranged77+ (Augury/Rigour)Desert Treasure II completed for full gear
OSRS raids

How Long Does It Take to Learn a Raid?

Realistic learning timelines from zero raid experience:

Tombs of Amascut
5-10 hours to competent
Forgiving difficulty + configurable invocation makes ToA the fastest raid to learn. 5 hours of watching YouTube explanations + 10 hours of in-raid practice = comfortable at 150-200 invocation.
Chambers of Xeric
10-20 hours to competent
Olmos fight is mechanically dense with prayer swaps and Melee/Range/Magic phase rotations. The procedural rooms vary so practice is less predictable. Expect a dozen wipes before confident solo runs.
Theatre of Blood
20-40 hours to competent
Six phases, strict mechanics, team coordination. Even solo learning (via Entry mode, a practice version) requires deliberate study of kill orders, prayer swaps, and phase handlers. Group dynamics add another layer — expect longer to become "reliable member" in a team.

What Is Theatre of Blood Entry Mode?

Entry mode is the tutorial version of ToB. It's the same six phases with significantly reduced boss HP and damage, making it viable for solo practice. Loot is severely reduced (non-unique supplies only, no raid purples), so it's learning-only, not GP/hour content.

Use Entry mode to learn:

  • Maiden blood splats and flinch patterns
  • Bloat flinching and run-cycle management
  • Nylocas prayer + style swaps
  • Sotetseg maze
  • Xarpus heal denial
  • Verzik phase transitions
After 10-20 Entry mode runs, graduate to regular mode with a learning team.

Can I Do OSRS Raids Solo?

  • ToA: Fully solo, as designed. Every invocation level supports solo play.
  • CoX: Solo-viable, especially with Twisted bow. Rates are slower than teams but less coordination-dependent.
  • ToB: No solo option in regular mode. Entry mode supports solo for learning, but regular mode requires a party of 3-5 players.
This is a major factor in which raid to invest in. If you play primarily solo, ToA is your primary raid and CoX is your secondary. ToB requires consistent team availability.

What's the ToA Invocation System?

Invocations are optional modifiers you enable at the start of each ToA raid. Each modifier adds difficulty in exchange for a percentage loot boost. You can enable anywhere from 0% (easy) to 700+% (expert-level).

Three categories of invocations:

  • Room modifiers — changes specific room mechanics (Extra damage from Akkha orbs, etc.)
  • Path modifiers — affects non-boss rooms
  • Boss modifiers — affects final boss fights
Breakpoints matter for loot:
  • 150 invocation — standard entry for efficient loot
  • 300 invocation — Purple drops scale meaningfully here
  • 500 invocation — High Purple drop chance; Shadow/Tumeken's guardian rolls
  • 540+ invocation — Access to all top-tier loot; Combat Achievement masterclass tasks

How Do I Find a Team for OSRS Raids?

Main avenues:

  • OSRS clan chats — most progression clans run nightly raid learning and progression splits
  • Discord servers — ToB-specific servers (r/2007scape) and ToA/CoX progression servers
  • In-game world 417, 418 — unofficial raid worlds where players gather
  • Friends Chat (FC) — smaller groups that rotate membership
For learning specifically, "chill" or "learner" clans are preferable to "fast"/"split" teams — the former prioritizes practice over speed; the latter expects mechanical competence.

Chambers of Xeric (CoX) Detailed Walkthrough

The Procedural Room System

CoX generates 3-5 rooms before the final boss. Rooms rotate between:

Combat rooms
Required fights
Scavenger room, Lizardman shaman room, Tekton (smith miniboss), Vanguards (trio miniboss), Vespula (wasp boss), Muttadiles (guardian serpents), Vasa Nistirio (teleport boss), Ice Demon (elemental boss).
Skill rooms
Non-combat puzzles
Thieving chests room (requires Thieving), Agility crossbow puzzle, Fishing room, Farming room. Each grants Xeric Points for loot modifiers.

Olmos the Great Raid Boss

The final boss. Three phases:

PhaseHPPrimary mechanic
Phase 1 (Head)13K HPPrayer flick Melee/Range/Magic based on attack
Phase 2 (Claws)27K HP (2 hands)Kill both hands simultaneously for clean reset
Phase 3 (Head, enraged)22K HPFast prayer flicks + Olm's lightning bolt mechanic

CoX Team Roles

Scout / leader
Kills Olmos
Dedicates to final boss phases. Scouts procedural rooms in advance to call out strategy. Usually equipped with Twisted Bow + Rigour.
DPS (x2-x3)
Burn rooms + Olm phases
Mid-tier gear. Focuses on efficient clear of procedural rooms + supporting Olm kills. Ghrazi rapier or Scythe for melee miniboss content.
Skiller
Handles puzzles rooms
Farming, Agility, Thieving trained for clean room clears. High Agility for Crossbow puzzles; 90+ Thieving for chest rooms.

Theatre of Blood (ToB) Boss-by-Boss Guide

Maiden of Sugadinti

Maiden mechanics
Blood splats + offhand
Maiden spawns blood splats that heal her if they reach her. Kill blood splats quickly. Maiden also has a melee slash and ranged ranged attack pattern. Tank her in the middle of the room.

Bloat

Bloat mechanics
Cycles of awake and sleep
Bloat's "alive" phase: walks in a pattern, deals multiple types of damage. Sleep phase: you deal full damage. Time DPS around sleep cycles. Key: don't stand in the red tiles (death).

Nylocas

Nylocas mechanics
Color + style swap
Three types of Nylocas spawn: melee (green), ranged (blue), magic (orange). Each type must be killed with matching style. Constant weapon swapping at fast pace. The hardest mechanical fight in ToB for new raiders.

Sotetseg

Sotetseg mechanics
Maze + orb phase
Between attacks, Sotetseg sends a player to a maze. The sent player navigates the maze while the others keep up DPS. Also has a large AoE blast that requires team coordination.

Xarpus

Xarpus mechanics
Poison + heal denial
Xarpus spits poison at specific tiles — stand off them. After a phase transition, he "prays" to heal himself — walk into him to cancel the heal. Poison damage adds up fast.

Verzik Vitur

Verzik mechanics
3-phase endurance fight
Phase 1: "safe" phase, practice ranged DPS. Phase 2: attack patterns rotate, requires positioning. Phase 3: the "nylo spawns" + tornado mechanics + red tile deaths. 30+ minute fight at progression level.

Tombs of Amascut (ToA) Room Walkthrough

The 4 Optional Path Rooms

Pick 3 of 4 before fighting Akkha:

Apmeken (monkeys)
Dodge monkeys + pillars
Monkeys spawn on specific tiles. Stand on safe tiles, avoid monkey collisions. Pillars can be used as barriers. 2-3 minute room.
Het (elementals)
Damage type rotation
Elementals rotate damage types. Flick prayers to protect against incoming damage type. Burn them fast before they do multiple damage types simultaneously.
Crondis (crocs)
Tile management
Crocs spawn on specific tiles that increase in number over time. Move between safe tiles as crocs claim them. DPS crocs that are on non-safe tiles.
Scabaras (scarabs)
Spawn control + crowd management
Scarabs spawn in waves. Kill them before they overwhelm you. Use Ice Burst / Ice Barrage AoE to control spawn count.

The 4 Boss Fights

BossPrimary mechanicInvocation modifier
AkkhaOrb dodging + phase resetAkkha's Passion: orbs deal 50% more damage
ZebakAoE damage from bloodSoaked with Blood: increase blood damage by 50%
KephriEgg spawns + line mechanicsKephri's Swarm: more scarab spawns
Baba (Ba-Ba)Stand-still bombing attacksBa-Ba's Projectiles: attacks deal more damage
Wardens2v1 combat phaseWarden's Wrath: more damage per phase

Common Raid Wipes and Fixes

CoX Olm wipe
Prayer flick failure
Most common: getting hit by "wrong-prayer" attack during Olm's rotation. Fix: commit to one prayer at a time during early phases; build to flip-flicking only at Phase 3+.
ToB Nylo wipe
Wrong-style kill
Most common: attacking a green Nylo with ranged, or orange with melee. Fix: use keybinds for weapon swapping (drag to action bar). Practice color identification before live raids.
ToA Akkha wipe
Missed orb dodge
Most common: standing next to a raising orb. Fix: memorize orb spawn timings. The orbs always raise in specific order; practice dodge patterns in Entry mode before 150+ invocation.

What's the Farming Strategy for Clears?

Once you can clear a raid, the goal shifts from "beat it" to "farm it efficiently." Time-per-kill is now the metric:

RaidFirst clear goal timeEfficient farm timeElite speed
CoX (trio)50+ min30-35 min22-27 min
ToB (5-man)45+ min25-30 min18-22 min
ToA (300 inv trio)25-30 min18-22 min14-17 min
ToA (500 inv solo)45-55 min30-35 min22-25 min

Top-5% clear times require coordinated static groups running the same raid for 100+ hours. Not a requirement for loot accumulation — most players are fine at "efficient farm" pace.

Mod Recommendations for Raiders

RuneLite plugin pack
Essential raid mods
Olmos notifier (call out prayer phases), Raid Timer (per-room), CoX scout (predict reward pool), Barrows Brothers (monitor Maiden blood splats). All legal, all in the RuneLite plugin hub.
Boss timer plugin
Standard for bossing
Tracks respawn timers, cooldown timers, and prayer expiry. Prevents wipes from forgetting to re-pot at 5 minutes.
Notes + loot plugins
Team coordination tools
Loot splits plugin auto-calculates your share after a raid. Notes plugin saves per-boss kill pattern notes for your own reference.

Raid Split Etiquette

When raiding with random teams, split rules matter:

Standard split conventions:
  • Non-unique drops: each person keeps their own non-unique loot
  • Unique drops (purples): rotating sale or auction among team
  • Auction: team members bid GP; highest bidder wins, pays other members equal shares
  • Selling external: team sells unique, splits GP equally
  • FFA (Free For All): some teams keep their own drops entirely
Always agree on split rules BEFORE the raid starts. Arguments after happen.