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*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. This trait is shared only with the [[Necrolord]] and [[Kal'Ger the Warmonger]].
 
*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. This trait is shared only with the [[Necrolord]] and [[Kal'Ger the Warmonger]].
 
*It is possible to kill Stomp with [[Retribution]] or [[Wrath]] during his last charging state, by getting hit by debris with less than 25% life points whilst standing next to him. However, it is not possible to bypass the other charging states with these prayers.
 
*It is possible to kill Stomp with [[Retribution]] or [[Wrath]] during his last charging state, by getting hit by debris with less than 25% life points whilst standing next to him. However, it is not possible to bypass the other charging states with these prayers.
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[[Category:F2P_Bosses]]
 
 
{{Dungeoneeringbosses}}
 
{{Dungeoneeringbosses}}
 
[[nl:Stomp (monster)]]
 
[[nl:Stomp (monster)]]

Revision as of 11:27, 11 May 2013

This article is about the Dungeoneering boss. For other uses, see Stomp (disambiguation).
[FAQ] [doc]
Stomp icon

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

Green power crystal

Stomp is an immobile boss fought in three stages.

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 the player for 25% of their maximum lifepoints, regardless of the player's armour (for example, a player with 80 Constitution would take 200 damage). The damage can be reduced 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.

Blue power crystal detail

Each time a third of his health is taken down, he will turn invincible for a short time and cause debris and two power crystals to fall from the ceiling. The location 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 be damaged for roughly 25% of their maximum life points. 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.

Red power crystal detail

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. Although the debris can be mined, it can take some time to do so. Further, if there is a lot of debris in the way, players may not even be able to mine through it in time before he heals. Thus, 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 dungeon, it may be wiser to restart the entire dungeon, as fighting Stomp can take more time than re-doing a whole level, especially if the debris is not promptly mined. This is especially true with complexity-1 solo Dungeoneering runs, where where use of teleports and teamwork cannot overcome Stomp's path-blocking habits. However, a feasible workaround is to simply collect the crystals, then use them after reducing Stomp's hit points a second time - for a team of two or more this should be trivial.

Strategy

File:Lodestoneblocked.png

Fallen rocks block the lodestone.

Stomp invincible

Stomp charges his invincibility.

Stomp death

Stomp's head is severed and he dies.

Stomp's first third health is easy, and may be defeated in any way deemed fit.  The second part includes magic, so players may want to prepare defences against it, such as protect from magic or ranged armour. Players need not change offensive styles during any of the phases, however. A problem with Stomp is the he does not drop ranged ammunition. 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. Beware: When soloing Stomp with melee, he may begin to attack with an extremely accurate, high damaging melee attack in his final phase.

Debris used to block progress by either blocking the lodestones or the power crystals very often. This was very frustrating if it happened several times in succession, and it was even possible for this to happen ten or more times consecutively. This is where most of the challenge of the boss came from - he was comparatively weak to other, "simpler" bosses. One effective way of overcoming this issue was 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. However, this strategy became partially obsolete with the update that allowed players to mine away the debris. Nevertheless, due to the time it takes to mine the debris, it is still recommended to use this strategy if there is a large amount of debris on the ground.

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 (using the 'Blazer' ring effect also works).

Other drops

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Trivia

  • Stomp is the only Behemoth boss who cannot use the "stomp" attack.
  • 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.
  • The falling debris casts shadows. Examining them produces the text, 'Heads up!!'
  • The hailstorm dagger and blazer class ring 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 uncompletable due to fallen debris not being cleared and potentially blocking the exit. This glitch has been fixed, as all debris is automatically cleared when Stomp dies, regardless of whether he is slain the right way or not.
  • 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.
  • 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. This trait is shared only with the Necrolord and Kal'Ger the Warmonger.
  • It is possible to kill Stomp with Retribution or Wrath during his last charging state, by getting hit by debris with less than 25% life points whilst standing next to him. However, it is not possible to bypass the other charging states with these prayers.
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