Stomp

Stomp is a boss encountered in Daemonheim requiring level 35 Dungeoneering. A Behemoth, Stomp is too large to fit through the portal connecting the Behemoth's original location to Daemonheim (according to the Behemoth notes). Because of this, whoever brought Stomp into the dungeons set up a system by which the portal can be closed on his neck (decapitating him) should the need ever arise.

Fighting Stomp


Stomp is an immobile boss, and is defeated in three stages, each at different stages of his health.

Stomp uses 4 attacks, but initially uses only two. At any time during the fight, it can use a single-targeted melee attack and a multi-targeted ranged attack that throws small rocks at all players and also breaks debris left around the room. After the first stage, a single-targeted magic attack is added to the mix. After the second stage, Stomp can use its most damaging move, a single-targeted ranged attack that hits a fixed amount of damaged, based on Stomp's combat level and whether the dungeon is f2p or p2p, and regardless of armour. The damage can be halved with the Protect from Missiles or avoided completely by running at least two squares away from the target location of the attack (the original position of the player). Although single-targeted, other players can take damage from this attack.



Each time a third of his health is taken down, he will turn invincible for a short time and cause debris and two crystals to fall from the ceiling. The locations of the debris and crystals are revealed slightly before they fall. Players can run through these places, but if they are standing under debris when it falls, they will take a large amount of damage, based on their HP. Once the debris has fallen, it will block movement. The crystals must be picked up and placed on the lodestones on either side of Stomp within a short amount of time, or he will heal himself to the previous stage (i.e. if he was brought down to 1/3 his Lifepoints, he will heal to 2/3 his lifepoints) and that stage will start over again. Often, debris will fall in such a way that players cannot reach both crystals and both lodestones, potentially making this a tedious fight despite the relative weakness of the boss. Further, because of the debris problem, it may take such a long time to dispose of Stomp, that one course of action is to avoid him all together. If he is discovered to be the boss early in the level, it may be wiser to restart (or at least kill him first), as fighting Stomp can take more time than re-doing a whole level. This is especially true with complexity-1 solo dungeoneering runs, where neither teleports nor teamwork are possible to overcome Stomp's path-blocking habits.

Strategy
Stomp's first third health is easy, and may be defeated in any way deemed fit. He is seemingly weak to crush attacks. The second part includes magic, so players may want to prepare defenses against it, such as protect from magic or ranged armour. Players need not change offensive styles during any of the phases, however. During his third and final phase, Stomp can partially bypass protection prayers, so consider switching instead to attack-boosting prayers such as Piety or Eagle Eye to finish him off.

When Stomp begins to charge up, the shadows on the floor indicate where debris will land. It is recommended that players avoid these, as damage will be taken when they fall. Pick up the crystals on the floor and place them on the lodestones. The crystals fall before the debris, so it is possible to pick one up and activate a lodestone before all of the debris falls. There are 3 colours of lodestones; blue, green and red. Each colour will appear at a different third of his health; thus, players need not keep crystals from previous phases.

Unfortunately, debris often blocks progress by either blocking the lodestones or the power crystals. This can become very frustrating if it happens several times in succession. This is where most of the challenge of the boss comes from - he is comparatively weak to other, "simpler" bosses. One effective way of overcoming this issue is to pick up the crystals the first time that Stomp's Lifepoints are lowered, and place them after they are reduced for a second time.

While fighting Stomp, fallen debris will gradually disappear as he uses his ranged attack. One strategy is after the first time stones fall, to fight with something that will kill him slowly until the floor is clear of previous stones. This minimizes the risk that a player will not be able to reach either the crystal or lodestones.

As the boulders can make it much harder, another method is to stay out of melee range until the floor clears. All team members need to do this simultaneously. If you can't get to the door, teleport out and run back in, or tank the hits until he clears some of the debris with his ranged attack.

If a shadow appears in front of a lodestone while debris is still falling, players may stand in front of the lodestone. They will still take damage, but not be pushed off the square, allowing them to activate a lodestone that would otherwise be blocked. Players should also stand anywhere else where debris will fall and block a crucial path to the lodestone or crystal.

Another method is to bring a Gatestone or 3 Law runes for the Group Gatestone Teleport spell and drop a (group) gatestone in front of one lodestone while standing in front of the other while attacking. Doing this, players can easily activate them once they have both crystals. This does not work with normal gatestone, however.

On complexity 1, it is possible to skip putting in the last, or sometimes second-last set of crystals. When the crystals have been put into place and the team is waiting for him to become attackable again, everyone should be spam-clicking him. More often than not, everyone will attack at once and should the damage be high enough, can skip any remaining crystal sequences. Also, if a player has a Blood necklace bound, they can stand next to him when he's doing the last sequence to kill him despite his invincibility.

Other drops

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Trivia

 * Ironically, Stomp is the only Behemoth boss who cannot use the "stomp" attack, hence, implies the examine text.
 * Stomp seems to be the biggest Behemoth, since he is the only one that wasn't capable of passing (entirely) through a portal.
 * Stomp's size may occupy two rooms at once.
 * In general, Stomp is one of the easiest bosses to escape via the boss door because the time in which Stomp is invincible is more than 10 seconds.
 * There seems to be a glitch where when your team attacks Stomp altogether, you may kill him without letting him become invincible, thereby neglecting the need to use the power crystals.
 * Your familiar may continue to attack Stomp for a short while after each time he becomes invincible, which may lead to killing him before the red power crystals are needed. Once your familiar stops attacking him, though, it cannot be ordered to attack again until Stodmp becomes vulnerable again, since you have not attacked or been attacked by anything.
 * Additionally, it is possible that a familiar can be unable to attack Stomp at all, even when he is not invincible.
 * There is a glitch when Stomp is in 'hibernation' mode. A player can attack him with magic by manually casting spells, but will always miss.
 * There is a glitch which makes it possible for Stomp to die before the lodestones are activated for the final time. In this case the fallen rocks won´t disappear, potentially leaving the trapped player back unable to finish the level. This has not been fixed yet.
 * When Stomp heals, the hitsplat colour is green, instead of purple. It is unknown if this is a glitch or not.
 * If a player uses Range to damage/kill Stomp,you can't retrieve the arrows because the arrows were stuck in the midair,attempting to get the arrows will get the message "You can't reach that.". This may be a glitch.
 * The falling debris casts shadows. Examining them produces the text, 'Heads up!'
 * The hailstorm dagger can kill stomp in his invincible state. If the special effect activates on the last attack before he becomes invincible he dies without the need to charge lodestones, which can occasionally result in the dungeon being uncompleteable due to fallen debris not being cleared and potentially blocking the exit. This is a glitch, and has yet to be fixed.
 * There is another glitch where if you drop the group gatestone on the floor, if a rock spawns there and it rests upon the top, when Stomp is killed and the rocks disappear, the gatestone cannot be picked up and does not even have an interface.
 * It is possible to kill Stomp with the Blood Necklace special attack, you just stand close to him when he starts charging the last time, and within 15 seconds (activation time of the special attack), he will be defeated. If he is defeated while debris is still falling, it will not clear.
 * When you are ranging Stomp, the arrows will get stuck behind the wall and become unretrievable.
 * When the debris fall down, if the item was in the shadow spot, the items would fall down with the rock.
 * Unlike most boss rooms where the exit to the next floor is opposite of the boss door, Stomp's exit can't be in the hole he protrudes out of, so it is to on the wall to the right of the boss door.
 * If you snare Stomp the red circle doesn't appear.
 * It is possible to kill Stomp with Retribution. It is unknown whether it is possible to "blast past" the other 1/3 health marks with the prayer.

Stomp (monster)