Leagues VI

Demonic Pacts League

April 15 – June 10, 2026

Demonic Pacts League Echo Bosses

Echo bosses are supercharged variants of existing bosses, exclusive to the Demonic Pacts League. Each region (except Karamja) has one echo boss that drops a unique piece of echo equipment — powerful weapons and armour with special passive effects.

To spawn an echo boss, you need an echo orb from the region, obtained as a drop from the normal version of the boss. Echo equipment drops at 2x the listed rate compared to a standard unique, and every echo boss has a guaranteed drop at a set killcount if you haven't received one yet.

Quick Reference

BossRegionCombat LvHPEcho DropDrop RateGuaranteed
Amoxliatl (Echo)VarlamoreTBDTBDInfernal tecpatl1/3060 KC
Cerberus (Echo)Asgarnia4771,620Fang of the hound1/2550 KC
Thermonuclear Smoke Devil (Echo)Kandarin6021,200Devil's element & Shadowflame quadrant1/25 each50 KC
Hespori (Echo)Kebos & Kourend426900Nature's recurve1/1530 KC
Dagannoth Kings (Echo)Fremennik ProvinceTBD1,800V's helm1/2550 KC
King Black Dragon (Echo)Wilderness414840King's barrage1/2550 KC
Grotesque Guardians (Echo)Morytania6561,080Lithic sceptre1/2550 KC
Kalphite Queen (Echo)Kharidian Desert499561Drygore blowpipe1/2040 KC
Corrupted Hunllef (Echo)Tirannwn11171,100Crystal blessing1/1530 KC

Detailed Guides

Amoxliatl (Echo)

Normal: Amoxliatl

Varlamore

Combat Level

TBD

Hitpoints

TBD

Drop Rate

1/30

Guaranteed

60 KC

Requires: Varlamore echo orb

Infernal tecpatl

Slot: Two-handed melee weapon

Speed: 4 ticks (2.4s)

Attack bonuses: +72 Stab, +72 Slash, +72 Crush

Strength: +70

Passive Effects

  • *Hits twice on every attack (multi-hit weapon)
  • *Can use all three melee styles (Stab, Slash, Crush)
  • *10% demonbane (increased accuracy and damage against demons)

Special Attack

50% energy: Hits 4 times in quick succession with 25% increased max hit and accuracy

Mechanics

  • Powerful area-of-effect attacks
  • Full combat stats not yet confirmed on wiki at launch

Strategy Tips

  • Pray melee and avoid AoE zones
  • First echo boss most players will encounter (Varlamore starting region)

Cerberus (Echo)

Normal: Cerberus

Asgarnia

Combat Level

477

Hitpoints

1,620

Drop Rate

1/25

Guaranteed

50 KC

Requires: Asgarnia echo orb

Fang of the hound

Slot: One-handed melee weapon

Speed: 3 ticks (1.8s)

Attack bonuses: +60 Stab, +60 Slash, +10 Crush, +3 Magic

Strength: +20

Passive Effects

  • *5% chance on hit to cast 'Flames of Cerberus' — a fire elemental spell with base max hit of 10
  • *Fire spell benefits from elemental weakness and magic strength bonuses
  • *Does not require a second accuracy check

Special Attack

50% energy: Instant-hit (granite maul style) with guaranteed 100% chance to cast Flames of Cerberus

Mechanics

  • Attack rotation: 8 attacks per cycle, cycling magic → ranged → melee
  • Every 4th and 8th attack summons two lava pools spreading toward the player
  • After every 8th attack (or below 50% HP) summons three ghost rows (melee/red, ranged/green, magic/blue) each dealing 30 damage
  • Max hit: 79
  • Immune to poison and venom
  • Requires 91 Slayer

Strategy Tips

  • Dodge lava pools by moving perpendicular to their spread direction
  • Switch protection prayers to match each ghost as it begins its animation

Thermonuclear Smoke Devil (Echo)

Normal: Thermonuclear smoke devil

Kandarin

Combat Level

602

Hitpoints

1,200

Drop Rate

1/25 each

Guaranteed

50 KC

Requires: Kandarin echo orb

Devil's element & Shadowflame quadrant

Slot: Shield + One-handed staff (2 drops)

Passive Effects

  • *Devil's element (Shield): +20 Magic attack, +6% Magic damage, +3 Prayer. Adds 30% elemental weakness against all elements in addition to existing weaknesses
  • *Shadowflame quadrant (Staff): 5-tick speed, +60 Crush, +25 Magic, +15% Magic damage. Acts as infinite source of all elemental runes
  • *Quadrant: Elemental spells fire an additional spell attack dealing 40% of the first attack's damage
  • *Quadrant: Automatically matches weapon-applied spell to target's highest elemental weakness

Mechanics

  • Attack styles: Magic and Ranged, 2-tick attack speed (1.2s)
  • Max hit: 51 (Magic/Ranged), 99+ (Charge/special attack)
  • Spawns 12 protective resonance tiles
  • Phase 1 pattern: [RRR] [MMM] [RRR] [MMM] then special
  • Phase 2 (below 50% HP): Pattern shifts to alternating MRM or RMR triplets
  • Resonance tiles: Correct tile + correct prayer = 100% negation; correct tile + wrong prayer = 50%; wrong tile = 0%
  • Special attack: Distance-based typeless damage (adjacent = one-shot, arena edge = ~8 damage). Boss prays against last attack style after impact
  • Immune to poison and venom

Strategy Tips

  • Enable RuneLite true tile/destination tile indicators
  • Focus on movement and prayer switching first, DPS second
  • Thralls force prayer switches while you reposition
  • Vengeance only triggers on special attacks

Hespori (Echo)

Normal: Hespori

Kebos & Kourend

Combat Level

426

Hitpoints

900

Drop Rate

1/15

Guaranteed

30 KC

Requires: Kourend echo orb

Nature's recurve

Slot: Two-handed shortbow

Speed: 4 ticks Accurate, 3 ticks Rapid (1.8s)

Attack bonuses: +95 Ranged attack

Strength: +4 Ranged strength

Passive Effects

  • *Accepts all arrow types
  • *50% chance on successful hit to restore Hitpoints and Prayer points equal to 10% of damage dealt (rounded up)
  • *Cannot heal above 99 HP
  • *Echo hits from other ranged sources do not trigger this passive

Mechanics

  • Attack styles: Ranged and Magic, 6-tick speed (3.6s)
  • Max hit: 52 (Magic)
  • Elemental weakness: Fire (100%)
  • Immune to poison, venom, cannons; 100% freeze resistance
  • Spawned plants use either Protect from Melee OR Protect from Magic + Missiles (requires two combat styles)
  • No hespori seed required — only the echo orb

Strategy Tips

  • Bring both melee and ranged/magic switches for the plant phases
  • Fire spells are highly effective due to 100% fire weakness

Dagannoth Kings (Echo)

Normal: Dagannoth Kings (Rex, Prime, Supreme)

Fremennik Province

Combat Level

TBD

Hitpoints

1,800

Drop Rate

1/25

Guaranteed

50 KC

Requires: Fremennik echo orb

V's helm

Slot: Head slot

Other: +8 Magic attack, +12 Ranged attack, +40 Stab/Slash/Crush/Ranged def, +10 Magic def, +8 Str, +2 Ranged Str, +3% Magic damage

Passive Effects

  • *5% chance to reduce an incoming hit (of 1+ damage) to 0
  • *When damage reduction triggers, next special attack within 60 seconds costs no special attack energy (cannot stack, no cooldown)
  • *Counts as an imbued Slayer helm

Mechanics

  • All three kings share a single health pool of 1,800
  • 5-tick attack cycle: Tick 1 = Prime (Magic), Tick 2 = Supreme (Ranged), Tick 3 = Rex (Melee), Ticks 4-5 = no attacks
  • Off-ticked so you can prayer flick against all three
  • Prayer swaps occur every 250 damage taken
  • Enrage phase at 350 HP: All prayers dropped, poison falls every 4 ticks
  • Spinolyps launch spines (6-7 damage per tick); cannot be attacked
  • Must deal at least 1 damage to each king for full drops

Strategy Tips

  • Use Prime's attacks to time prayer switches
  • Damage is calculated when animation starts
  • Maintain 1-action-per-cycle pattern
  • Rex can be frozen with Ice Barrage to reduce flicking pressure
  • Prioritize Protect from Magic if you cannot maintain flicks

King Black Dragon (Echo)

Normal: King Black Dragon

Wilderness

Combat Level

414

Hitpoints

840

Drop Rate

1/25

Guaranteed

50 KC

Requires: Wilderness echo orb

King's barrage

Slot: Two-handed crossbow

Speed: 6 ticks standard, 5 ticks Rapid (3.0s)

Attack bonuses: +130 Ranged attack

Strength: +14 Ranged strength

Other: +20 Stab/Slash/Crush def, +25 Magic def, +60 Ranged def

Passive Effects

  • *Fires bolts up to dragon tier
  • *Always shoots 2 bolts at once dealing damage in two hitsplats, with both max hits halved
  • *(Toggleable) Second bolt functions as an ice attack that always freezes the target for 24 ticks (14.4 seconds)
  • *Deals full damage to the Corporeal Beast

Mechanics

  • Attack style: Dragonbreath only (no melee)
  • Attack speed: 4 ticks (above 50% HP), 3 ticks (enrage)
  • Draconic, Fiery; 50% weakness to water
  • Not immune to poison or venom
  • Phase 1 (>50% HP): Dragonfire (3x3 X-pattern), Shocking Breath (cross AoE draining stats), Icy Breath (freeze), Toxic Breath (venom tiles), Corrupting Dragonfire (disables prayers)
  • Phase 2 (50% HP): Boss becomes invulnerable, spawns four Echo Black Dragons with melee and ranged dragonfire
  • Phase 3 (post-spawn enrage): Attack speed to 3 ticks; Dragonfire becomes 5x5 X-pattern; enlarged Shocking Breath and Toxic Breath
  • All damage can be negated with antifire potion + anti-dragon shield + avoiding attacks

Strategy Tips

  • Corner positioning helps manage area-denial mechanics during enrage
  • Blighted supplies cannot be used (fight is outside the Wilderness proper)

Grotesque Guardians (Echo)

Normal: Grotesque Guardians (Dawn & Dusk)

Morytania

Combat Level

656

Hitpoints

1,080

Drop Rate

1/25

Guaranteed

50 KC

Requires: Morytania echo orb

Lithic sceptre

Slot: One-handed powered staff

Speed: 4 ticks (2.4s)

Attack bonuses: +25 Magic attack

Other: +10 Stab/Slash/Crush def, +20 Magic def

Passive Effects

  • *Max hit formula: max(10, floor(Magic Level / 3) - 10)
  • *Gains up to 14 'shatter' stacks on each successful hit

Special Attack

Costs 5 shatter stacks: Deals 130% of max hit as magic damage plus up to 65% as typeless damage, hitting up to 12 enemies within 3 tiles, with a minimum hit of 10

Mechanics

  • Dusk (Echo) 6x6: At melee range fires avoidable flame cone (25-32 dmg); at 2+ tiles fires two unavoidable ranged orbs (21 dmg each, 10 with prayer); trample up to 32 dmg
  • Dawn (Echo) 4x4: Appears at 90% HP with 450 HP, launches 3 stone blasts every 12 ticks (freeze 4 ticks, up to 12 dmg); ranged/magic only
  • 'Definitely Not Dusk' 4x4: Appears at 60% HP with 450 HP, drops ceiling debris every 12 ticks (stun 12 ticks, 10-17 dmg)
  • Phase 2 (30% HP): Dusk uses flame walls alongside previous attacks; flame wall can hit 3-4 times for 20+ each
  • Unlike standard version, the echo variant CAN be damaged by ranged or magic (no rock hammer requirement)

Strategy Tips

  • Bring range/magic switches for Dawn phase
  • Dodge stone blasts and ceiling debris tiles
  • Avoid flame walls in Phase 2 at all costs — they stack damage rapidly

Kalphite Queen (Echo)

Normal: Kalphite Queen

Kharidian Desert

Combat Level

499

Hitpoints

561

Drop Rate

1/20

Guaranteed

40 KC

Requires: Desert echo orb

Drygore blowpipe

Slot: Two-handed ranged (thrown)

Speed: 3 ticks Accurate/Longrange, 2 ticks Rapid (1.2s)

Attack bonuses: +50 Ranged attack (charged)

Strength: +10 Ranged strength (charged)

Passive Effects

  • *Requires darts to function; no Ranged level requirement
  • *Like Osmumten's fang, performs two independent accuracy rolls; if either passes, the attack hits
  • *25% chance on hit to apply burn to the target
  • *2-tick (1.2s) speed on Rapid — fastest ranged weapon

Mechanics

  • Size: 5x5; Attack speed: 4 ticks
  • Phase 1 (Crawling): Melee and magic at close range; if NOT within melee distance, fires prayer-piercing ranged attack
  • Phase 2 (Airborne): Ranged and magic only; same distance-punishment if player exceeds 7 tiles
  • Special attacks (yellow charge bar): Phase 1 = lightning bolts in expanding/contracting patterns; Phase 2 = directional lightning strikes
  • Max hit: 38 melee, 35 ranged, 49 magic
  • Immune to venom, not immune to poison
  • A perfect fight results in zero damage taken through correct prayer switching and positioning

Strategy Tips

  • Stay within melee distance during Phase 1 to avoid prayer-piercing ranged attack
  • Stay within 7 tiles during Phase 2
  • Learn the lightning patterns — they are avoidable

Corrupted Hunllef (Echo)

Normal: Corrupted Hunllef

Tirannwn

Combat Level

1117

Hitpoints

1,100

Drop Rate

1/15

Guaranteed

30 KC

Requires: Tirannwn echo orb

Crystal blessing

Slot: Ammunition slot

Other: +5 Prayer

Passive Effects

  • *Extends crystal armour's accuracy and damage bonus (normally only for crystal bow/Bow of Faerdhinen) to ALL melee weapons and ALL magic powered weapons
  • *+2% magic damage and +20 Magic attack bonus per crystal armour piece equipped
  • *Full crystal armour set with blessing: 30% accuracy bonus, 15% damage bonus, 6% magic damage, +60 gross Magic attack
  • *The magic damage bonus is multiplied by Tumeken's shadow's effect

Mechanics

  • Attack speed: 4 ticks; each auto-attack hits twice
  • Initially prays against all three combat styles at once; reactivates at 75%, 50%, and 25% HP thresholds
  • Players use crystal dagger's special attack to temporarily disable protection prayers
  • Every 4th ranged attack has ~50% chance to launch projectile that deals significant damage, disables all active prayers, and drains prayer points
  • Blue tornadoes move clockwise around room edges: 1 at start, +1 at 75%, +1 at 50%, +1 at 25% (4 total by end)
  • Immune to poison and venom
  • Players start with perfected corrupted weapons/armor, 14 paddlefish, 2 egniol potions (4), and a crystal dagger (perfected)

Strategy Tips

  • 5:1 method is effective with combat masteries
  • Tier 6 combat mastery provides 60% prayer penetration, allowing you to largely ignore the boss's prayer mechanics
  • Safe tiles exist that tornadoes never reach

Global Boss Modifications

All bosses in the Demonic Pacts League have the following changes compared to the main game.

Drop Table Changes

Simplified drops — finished items replace components

  • Zulrah drops uncharged toxic trident instead of magic fang
  • Vorkath drops Ava's assembler directly instead of Vorkath's head
  • Grotesque Guardians drop guardian boots instead of black tourmaline core
  • Araxxor drops amulet of rancour instead of araxyte fang
  • Alchemical Hydra drops dragon hunter lance, ferocious gloves, and bonecrusher necklace (finished items)
  • Cerberus drops eternal boots instead of eternal crystal
  • Phantom Muspah drops ancient sceptre instead of ancient icon
  • The Leviathan drops completed ring instead of vestige
  • The Whisperer drops completed ring instead of vestige
  • Vardorvis drops completed ring instead of vestige
  • Duke Sucellus drops completed ring instead of vestige
  • Fortis Colosseum drops echo boots instead of echo crystal
  • Brimstone Chest drops dragon hasta (completed)
  • All Desert Treasure II bosses drop all soulreaper axe pieces (not distributed)
  • Multi-region component items drop as the finished item
  • Nex drops Nihil shards in increased quantity

Raid Changes

Shared loot, buffed rates, and cross-raid uniques

  • Theatre of Blood drops avernic defender instead of avernic hilt
  • Chambers of Xeric drops kodai wand instead of kodai insignia
  • Doom of Mokhaiotl drops confliction gauntlets instead of mokhaiotl cloth
  • CoX Challenge Mode, ToB Hard Mode, ToA 500+ — Significantly buffed drop rates AND difficulty
  • ToA and ToB — All players in the raid receive uniques if any player obtains one
  • Arcane and dexterous prayer scrolls have reduced weighting in CoX Challenge Mode
  • Twisted bow, Scythe of vitur, Tumeken's shadow available from all three raids (CoX, ToB, ToA)

Mechanic & Access Changes

Quality-of-life and rebalancing

  • Zulrah — No damage cap; no melee damage immunity
  • Wilderness bosses — No longer require Wilderness Medium diary completion
  • Dizana's quiver — Ammo saving enabled by default
  • Scythe of Vitur can be charged with blood runes only (no vials of blood needed)