|legs3 = {{plink|Bandos tassets}}<ref name=bandos> Tassets are an extremely minor upgrade since they only give a max hit at Tekton.</ref>
|legs3 = {{plink|Bandos tassets}}<ref name=bandos> Tassets are an extremely minor upgrade since they only give a max hit at Tekton.</ref>
|weapon1 = {{plink|Scythe of vitur}}<ref name=stab>Bring a stab weapon such as a dragon sword, abyssal dagger, osmumten's fang, or ghrazi rapier for Vasa crystals</ref>
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The Great Olm (referred to as the Guardian in the Deep by Xeric's followers) is the final boss in the Chambers of Xeric raid. A large, blind, white salamander, it is one of Xeric's greatest possessions.
Standard attacks: Olm has two standard attacks: Magic and Ranged. The magic attacks are large green orbs, while the ranged attacks are smaller chunks of crystal. Both deal the same amount of damage. Prayer reduces the damage by roughly 75-80%.
Spheres: Olm randomly picks a sphere (red, green or purple) and sends it at the player. If not blocked, the player will be damaged approximately 50% of their current Hitpoints. If a protection prayer was used when the sphere was launched, it is disabled and the player's Prayer is reduced by 50%. To block the attack, pray accordingly before and as the sphere hits you:
During phases 1-3, Olm also has access to these specific attacks:
Crystal Burst: Olm throws a crystal seedling under every player in the chamber. A few seconds later, the crystals burst and shove the player to a nearby tile if they are on top of them for heavy damage. The left hand will briefly show a crystal icon when using this attack.
Lightning: Shoots out lightning running north and/or south of the chamber. Getting hit by a bolt of lightning electrocutes the player, disabling their overhead prayers, dealing moderate damage, and binding them. The left hand will briefly show a lightning bolt when using this attack.
Swap: Olm will perform a teleport attack that deals damage the further the player is from the target. The left hand briefly shows a swirl when using this attack. If alone, Olm will pick a random tile anywhere in the chamber; if there are more players in the room, Olm will evenly distribute the amount of teleports. If there is an odd-numbered amount of people inside, then those people will not be subjected to the attack.
Olm also has phase-unique attacks which can replace one of the auto-attacks in his rotation:
Acid:
Acid Spray: Olm spits out several pools of acid around the chamber. Standing on top of an acid pool deals 3-6 damage per tick and inflicts poison starting at 2 damage.
Acid Drip: Olm covers a player in acid, causing them to generate acid pools under them. Standing still will deal damage and moving will generate more pools, though it is not much of a deal in small groups. The pools function the same way as the pools in the spray attack.
Flame:
Deep Burn: Olm shoots out a green fireball at a player, causing them to yell "Burn with me!". The targeted player takes 5 damage every few ticks, dropping stats by 2 each time this occurs for six hits. If it spreads to other players, the timer resets and newly infected players will initially yell "I will burn with you."
Fire Wall: Olm shoots out two walls of fire at a player to trap them. If the player is on a tile that would be occupied by the fire wall, they will leap out and take 8-10 damage in the process. After the walls are placed, players in the tiles between the two walls will take 50-65 damage in 5 seconds if they do not escape. Any water, such as water spells, ice spells, Humidify or a filled watering can will suffice in dousing a segment of flame.
Crystal:
Falling Crystals: Olm lets out a cry, targeting one player with a red aura. 11 spiked crystals fall from above, dealing up to 15-20 damage to anyone in the targeted tile.
Crystal Bombs: Olm shoots out a crystal bomb (up to three at most; two for smaller groups). The bomb explodes after being deployed for several seconds, covering a radius of four tiles. The minimum amount of damage dealt is 15, increasing by an additional 15 damage for every tile closer to it.
There are also attacks applied during other segments of the fight:
Autoheal: During the first three phases, any attacks aimed at the head are completely healed after several ticks have passed. In the third phase, the left arm also gets a variant of this ability where any attacks that deal damage will cause it to heal instead. When this is performed the left hand shows an infinity symbol.
Falling Crystals: During phase transitions and the last phase, Olm causes chunks of crystal to fall from above. These crystals have a 3x3 AoE; getting directly hit (underneath the shadow) by them will deal 16-25 damage, while getting indirectly hit (one tile from centre) deals 10-16 damage. One crystal will always be aimed at a random player in the chamber. A shadow will indicate where the crystal will land.
Life Siphon: In the last phase, Olm will shoot out two blue projectiles which generate a shield when it hits the ground. Several ticks later, Olm will damage anyone not on the targeted tiles for moderate damage, healing himself for five times the total amount of damage it deals to the team.
Fight overview
Olm has at least four phases, with an additional phase for every 8 players in the raid. Unlike the other bosses in the room, once the player enters his chamber, it is a fight to the death. In each phase except the penultimate and final ones, Olm will focus on a specific set of abilities referred to as powers.
Like other bosses in the chambers, many of Olm's stats scale between its claws and head depending on the stats and amount of players in the raid, despite him having a pre-determined combat level. Monster Examine can be cast on him. In most small teams, his combat stats and max hit are comparable to God Wars Dungeon bosses. If stat draining attacks — such as dragon warhammer special attack — are used, they only affect the part of him that was hit. His stats also reset when a new phase starts.
Olm attacks with ranged and magic, the former consisting of a chunk of crystal and latter green-coloured dragonfire. There is a 1/5 chance the Great Olm will switch between these attack styles each time its head performs an attack.[2] Olm has three attack zones to choose from; left, middle and right. He prioritises the zone with the most amount of players. If no players are in that zone, he will swerve his head accordingly and skip an attack in its attack rotation. If a player is in his attack zone but Olm swerves his head regardless, no attacks are skipped.
Olm's attack rotation consists of the following below. Phase-specific attacks are incorporated into the attack pattern as an auto-attack and alternate between the available pool:
2 auto-attacks
Crystal Burst
2 auto-attacks
Lightning
2 auto-attacks
Teleport
Loops from above
There is a 1/3 the Great Olm will carry out a phase-specific attack in lieu of an auto-attack (provided they are not on cooldown), increasing to a 1/2 chance during the final phase of the encounter.[3] When this roll succeeds, the Great Olm will consequently try to avoid picking any of the available phase-specific attacks it has already used before.[4]
In order to progress to the next phase, both of Olm's hands must be disabled. The Olm's left hand will clench if it takes a particularly heavy hit, equal to at least 1/20 of its base health.[5] Olm's head can be attacked at any phase, although he will automatically recover any damage taken shortly afterwards in all but the final phase. When both hands are disabled, Olm will retreat underground and shake the area with AoE falling crystals before reappearing on the other side with a new power. During the penultimate phase, the left hand gains a damage to health ability indicated with an infinity sign on it. In this phase, both of Olm's hands must be disabled within a specific time frame or it will recover back at full health. All powers are available to Olm during this phase, and it is indicated with Olm's head glowing.
Once both hands are disabled, Olm remains on the spot and attempts a final stand. AoE crystals will continually fall from above until Olm is killed. As with the previous phase, he has access to all of its powers.
Equipment
Note: The equipment layouts below is for melee only, with magic and ranged switches in the player's inventory due to all three combat styles being required.
↑ 1.01.11.21.31.41.5DISCLAIMER: The stats displayed on this page can vary based on the player with the highest combat level. The stats shown are scaled for a player with maxed combat stats.
↑Jagex. Mod Ash's Twitter account. 27 July 2020. Archived from the original on 27 July 2027. Mod Ash: "[How does Olm decide when to change his attack style?] I'm not that familiar with its code, but it looks to me like the head has a 1/5 chance of switching, each time it performs an attack from the head."
↑Jagex. Mod Ash's Twitter account. 6 September 2021. Archived from the original on 6 September 2021. Mod Ash: "[What is the chance of Olm doing a phase special (deep burn, acid trail etc) compared to a regular range/mage attack?] As it can depend on whether the Olm's doing a cool-down from a previous one, I'm not sure the probability is so helpful here (...) but it'd be 1/3 normally, or 1/2 when the Olm's on its final phase."
↑Jagex. Mod Ash's Twitter account. 23 August 2022. Archived from the original on 23 August 2022. Mod Ash: "[(...) do you know if it rolls for each attack individually and each is on its own cooldown or does it roll to use a phase attack (eg, firewall/burn) and then rolls for which attack to use then alternates?] It'd decide to do a phase attack, then look at which was available and roll for its choice. (...) It tries to remember which it already did, so as not to do that one again in the phase."
↑Jagex. Mod Ash's Twitter account. 26 August 2020. Archived from the original on 26 August 2020. Mod Ash: "[How does Olm left hand crippling work?] (...) This is when it clenches, right? That's triggered by damage, and it looks to me like it's got a threshold of 1/20 of the base health."
↑ 6.06.16.2 As a set, it is the second-best option available, clearing Olm and Tekton with ease when using crush weapons.
↑ Tassets are an extremely minor upgrade since they only give a max hit at Tekton.
↑Cite error: Invalid <ref> tag; no text was provided for refs named stab
↑ Depending on your stats, scale, and spec weapon usage, fang can be better than a whip. Avoid bringing into olm if your team has a Bandos Godsword.
↑ 10.010.1The special attack of this weapon is guaranteed to reduce the defensive stats of Tekton, regardless of whether or not a successful hit is rolled.
↑ With the additional special attacks granted by the Lightbearer, the Bandos godsword is better than the Dragon warhammer.
↑ 1.01.1 Additional accuracy switches for helmet/offhand/boot slots are incredibly minor timesaves, an extra brew is almost always more useful
↑ 2.02.12.22.3Elite void ranged is marginally better than Armadyl armour in raids that don't feature Skeletal Mystics or Vespula
↑ 3.03.13.2 Bring whenever using crossbows, other offhands do not give damage bonus and are not worth bringing
↑ The special attack should only be used if you don't need to use a defence lowering special attack in the next rooms. However it should always be brought regardless of your main ranged weapon due to it being better in many rooms