The Phantom Muspah is a solo boss that can be fought in the Ghorrock Dungeon. It is the leftover energy of the Strange Creature that manifested after the events of Secrets of the North. The most notable items that come from Muspah are Venator shards to make the Venator bow, and Ancient essence to make the Saturated heart.
All forms of the Phantom Muspah have 33% freeze resistance, meaning it will only stay frozen for 66% of the base freeze duration of ice spells.
Dying to the Phantom Muspah is a dangerous death for HCIM and GHCIM. If players die against the Muspah, they will respawn outside the boss room with all their items. When the Muspah is defeated, it will respawn after 30 seconds.
Chest Slot: Ranged:
Masori body > Elite void top > Armadyl chestplate > Crystal body > D'hide body Magic: Ancestral robe top > Ahrim's robe top > Dagon'hai robe top
Budget Setup Example: Ancient (Water, Blood, Death)
IV. Getting There
Spoiler
Phantom Muspah can be reached via its boss teleport at the Teleport Wizard.
V. Fight Mechanics & Overview
Spoiler
General Information
The Phantom Muspah will spawn in either its Range or Melee phase.
Muspah will change forms after taking roughly 100 damage. The only exception to this is during the Lightning Clouds special attack.
As Muspah changes forms it will spawn a spike underneath the player. Move from your current tile to avoid taking light damage and being pushed off your current tile.
If Muspah begins with the Melee phase it will perform the Homing Spikes special attack first and the Lightning Clouds special attack second.
If Muspah begins with the Range Phase first, it will perform the Lightning Clouds special first and the Homing Spikes special second.
Special attacks will roughly occur at 66% and 33% HP.
Upon reaching less than 127 HP, Phantom Muspah will teleport to the center of the room and unleash a massive shockwave that engulfs the entire room. Only tiles protected by spikes will be safe from this attack.
Special Attacks
Lightning Clouds:
Muspah will rapidly teleport around the arena, leaving behind lightning clouds that travel across the area.
Getting hit by a cloud will deal up to 20 damage, though they can be avoided completely by standing on the safe spot tile.
Players should avoid standing on this tile until the attack occurs, so that spikes don't block the tile.
Muspah can still be attacked while teleporting around the arena, during which it will have the combat stats of its ranged form.
Homing Spikes:
Muspah will slam the ground, causing 2-4 spikes to target the player at a walking pace. After roughly 20 seconds, the spikes will stop moving and remain in place.
Like the spikes spawned underneath the player after a phase change, these spikes will deal light damage and push the player to an open tile if they are hit.
Range Phase
Phantom Muspah's Ranged form will primarily attack with ranged. Protect from Missiles will greatly reduce incoming damage.
Occasionally, it will charge up for a magic attack, and launch a magical blast at the player. When this animation starts use Protect from Magic to completely block the attack. If players fail to activate Protect from Magic in time, the magical blast will deal heavy damage over 60.
Taking damage from the magic attack will also apply corruption onto the player that drains 3, 6, and 9 prayer points every 6 seconds, for a total of 18 prayer points over the course of 18 seconds.
Muspah's ranged form has reduced range defense, so it is best to attack the Muspah with ranged.
Melee Phase
Phantom Muspah's Melee form will only attack with melee. Protect from Melee will greatly reduce incoming damage.
Players can avoid its melee attack entirely using the step-back method.
This can be easily done by stepping back when the hitsplat on your player character disappears.
Players can also opt to freeze Muspah in place and attack it from a distance to avoid damage.
Muspah's melee form has reduced magic defense making magic attacks very accurate. Ranged weapons like the Twisted bow can still be used although they will be less accurate than they are on the range phase.
Shield Phase
Upon reaching less than 127 HP, Phantom Muspah will teleport to the center of the room and unleash a massive shockwave that engulfs the entire room. Players must stand behind a spike to avoid the attack, or it will deal up to 80 damage.
After the attack, it will change into its shielded form, activating a prayer shield and Soul Split, as well as increasing the max hit and accuracy of its attacks.
Phantom Muspah's Shield form is a reinforced range form and will use ranged and magic attacks.
Muspah's Shield form is immune to all regular sources of damage.
The prayer shield can be drained by the Smite prayer, enchanted sapphire bolts, Corruption spells, thralls and Ancient mace special attacks.
Muspah's shield will also drain by 2 after each of its attacks.
If using Smite make sure to off-tick your attacks with Muspah's so you can flick between your protection prayers and Smite.
Smite Skip
Players can "Skip" the Shield phase if they deal enough damage to kill Muspah before it uses the shockwave attack.
If Muspah's HP reaches zero before the shockwave attack the Shield phase will get skipped and Muspah will transition to its Post-Shield phase with 1 HP remaining.
Post-Shield Phase
Once the shield is depleted, Muspah will return to its ranged form. Again, using ranged and magic attacks.
Muspah will also create a large number of spikes (including one on the player's current tile) before resuming the fight as normal. The spikes will emerge every four attacks and cover more tiles, growing from existing clusters of spikes.
VI. Tile Markers
Spoiler
Tile markers for the Lightning Cloud safe spot tile and center tiles of the room that Muspah teleports to for the Shield phase and shockwave attack. You can intentionally put spikes here during the fight, so you have safe tiles for the shockwave.
Copy these and right-click the globe near your minimap, you should have an import option if you have the Ground Markers plugin enabled.
Dang, you sure put in a lot of time at Muspah so this is spot on.
Quick question, are those tile markers the same as the tile marker pack that some may have in RuneLite? (Muspah safespot in tile packs)
The safespot tile in Tile Packs is the same as one of the markers. The others outline the center of the room where Muspah teleports to for the shockwave attack & Shield Phase. I find them helpful for purposely planting spikes that I can use later to avoid the shockwave attack.
The safespot tile in Tile Packs is the same as one of the markers. The others outline the center of the room where Muspah teleports to for the shockwave attack & Shield Phase. I find them helpful for purposely planting spikes that I can use later to avoid the shockwave attack.
Ahh okay that makes sense, figured I'd ask before adding yours and having two.
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As someone who’s chasing essence, it’s a quiet fun boss.
Few points from my experience:
- For those who aren’t too familiar with gear switches like myself, you can purely range this boss. Ruby bolts help a lot with its special effects. For the melee phase you can either tank (thought you’ll see it’s damage per hit increase the more you stay in one position) generally a ‘run and shoot’ tactic around the edge of the room can help minimize this.
- Sapphire Bolts are the best for the shield phase, with Dragon Sapphire bolts - two hit with the enchantment and it’s gone. I assume regular sapphire bolts may take 1-2 more proc hits.
- Diamond Bolts absolutely shred the last phase, using Addy Diamond Bolts it’s makes it easy work.
- Without max gear, for kill speed being on task is a must. The on average my kills are at least 30 seconds quicker with Arma + Task than full void.
- Zaryte/Arma crossbow special attack - I usually leave this for the shield phase due to assisting in activating Sapphire Bolt spec.