ToA, CoX, and ToB progression

The OSRS raids guide

Prepare for your first completion, compare all three raids, and follow a practical route from Entry Mode Tombs to learner Chambers teams, normal Theatre, solo CoX, Challenge Mode, and Hard Mode Theatre.

Recommended learning order

Start scalable, then specialize

1

ToA Entry Mode

Solo or learner group

2

Normal ToA

Add invocations gradually

3

CoX learner team

Learn rooms and Olm roles

4

ToB Entry Mode

Preview the fixed boss order

5

Normal ToB

Mentor-led team execution

6

Expert and challenge modes

Choose your endgame branch

Choose the right starting point

The three raids teach different kinds of mastery

Tombs is the most flexible first raid. Chambers rewards adaptability and defined Olm roles. Theatre demands the cleanest team execution and is the hardest normal raid to enter without mentors.

Before entering

Build habits that survive every raid

Better gear helps, but raid consistency comes from interface speed, movement awareness, readable inventories, communication, and enough practice to stay calm.

Use all three combat styles

Every raid expects functional melee, Ranged, and Magic equipment. Start with compact switches, then add pieces as inventory control improves.

Build fast interface habits

Use F-keys, a consistent inventory layout, and optional inventory tags so prayers, gear, and spells are reachable without hesitation.

Understand true movement

Running skips the visual middle tile. True-tile awareness makes floor hazards, waves, boulders, mazes, and Olm pathing easier to understand.

Read attacks before damage

Watch projectiles, animations, shadows, overhead prayers, health, and upcoming phases instead of staring only at your character.

Prepare for failure

Early raids are practice. Bring forgiving supplies, learn the death rules, and decide which mechanic deserves attention on the next attempt.

Communicate before entering

Confirm room order, roles, special attacks, loot rules, and learner status before a normal team raid begins.

Path to your first raid

Practice one transferable skill at a time

An easy boss is not automatically useful raid preparation. Choose encounters that repeatedly train prayer, movement, switches, target priority, and attacking while moving.

You can start sooner than you think

This route is preparation, not a mandatory checklist. A patient player can enter low-level ToA before completing every step.

01

Prayer and target switching

Scurrius

Switch protection prayers, move from shadows, and quickly attack multiple rats without severe punishment.

Move on when: You can change prayers while continuing to watch the arena.

02

Movement rhythm

Amoxliatl

Move after predictable attacks, reactivate disabled prayers, and build a steady attack-and-move rhythm.

Move on when: Your movement is planned before the danger tile appears.

03

True-tile control

Moons of Peril

Practice tornadoes, moving cover, timing windows, and encounter-specific phases with supplies gathered inside the dungeon.

Move on when: You understand when running can pass safely through a visual hazard.

04

Attack while moving

Vorkath

Learn to keep moving during the acid phase while maintaining damage and reacting to prayer-disabling attacks.

Move on when: Movement no longer forces you to stop attacking for an entire phase.

05

Fast switches

Phantom Muspah or Zulrah

Organize two combat styles, switch prayers quickly, recognize rotations, and manage health under sustained pressure.

Move on when: A gear switch does not make you lose track of the next attack.

06

Combine the fundamentals

Tombs of Amascut Entry Mode

Apply movement, prayers, switches, puzzles, supplies, and enrage control in a raid that can be scaled down for learning.

Move on when: You can finish a full raid and identify your weakest path.

07

Learn a raid role

Chambers learner team

Adapt to a selected layout, help prepare supplies, and execute a clear assignment during Great Olm.

Move on when: You can complete your Olm role without relying on another player to correct every movement.

08

Practice fixed-order teamwork

Theatre of Blood Entry Mode

See all six rooms, learn their callouts, and prepare for a normal team where every player owns a responsibility.

Move on when: You know the room order and can describe the role you want to learn.

Are you ready to raid?

Use stat bands as comfort targets, not entry gates

Mechanics, gear, account type, team experience, and chosen difficulty all matter. These tiers describe where each activity becomes reasonably comfortable for a learner.

1ToA Entry

Test the waters

Base 60s can technically enter with basic dragon-tier gear. Around 75 to 80 is a much more comfortable learner target.

Primary goal: Complete rooms, use simple switches, and learn Wardens without worrying about rewards or speed.
2Normal ToA or team CoX

Comfortable learner

Around 80 to 85 combat stats, 70 to 77 Prayer, dependable supplies, and functional equipment for all three styles.

Primary goal: Contribute to a team, survive repeatable runs, and begin improving damage instead of merely reaching the end.
3Expert ToA, normal ToB, solo CoX

Advanced raider

Base 90s, strong offensive prayers, specialized weapons, and enough experience to recover without collapsing the run.

Primary goal: Take assigned roles, reduce preparation, increase raid difficulty, and pursue efficient completions.
4CM, HMT, high-invocation raids

Endgame mastery

Base 90 to 95 or near-max combat, optimized weapons, deep room knowledge, and consistent team or solo execution.

Primary goal: Complete fixed challenge routes, demanding timers, advanced mechanics, and prestige goals.
Raid

ToA

Tombs of Amascut

Combat

Around 75 to 80 combat stats is a comfortable Entry Mode target. Higher raid levels reward stronger stats and weapons.

Support

70 Mining is practical for the Path of Het. Around 85 Mining with a dragon pickaxe is a useful one-cycle target.

CoX

Chambers of Xeric

Combat

Around 80 to 85 combat stats works for learner teams. Base 90s are a stronger target before learning consistent solos.

Support

78 Herblore, 55 Farming, and strong Mining, Woodcutting, and Thieving levels make preparation and several rooms easier.

ToB

Theatre of Blood

Combat

Mid-80s is a reasonable learner floor, while 90s and strong offensive prayers make normal Theatre substantially more comfortable.

Support

77 Prayer is strongly recommended. Level 94 Magic is useful for Ice Barrage when taking a freeze role.

Quests and account unlocks

Unlock tools that make raids easier to learn

Only Beneath Cursed Sands is a direct raid-access requirement in this list. The other unlocks improve spells, equipment, inventory space, or practice opportunities.

Beneath Cursed Sands

Required for Tombs of Amascut

Desert Treasure I

Ancient Magicks for freezes and utility

Lunar Diplomacy

Humidify, Vengeance, and team support

A Kingdom Divided

Thralls for additional raid damage

Song of the Elves

Crystal equipment and Gauntlet access

Haunted Mine and Lair of Tarn Razorlor

Salve amulet progression for relevant rooms

Western Provinces Hard

Elite Void and Crystal halberd access

Rune pouch

Compact spell and utility rune storage

Raid breakdown

Learn the structure before memorizing optimizations

Select a raid for its learner plan, room summaries, modes, recommended account foundation, and long-term progression.

Best first raid1 to 8 players

Tombs of Amascut

A fixed-path raid with four guardian routes, the Wardens finale, and an invocation system that lets you raise difficulty a few mechanics at a time.

Prayer switchingGear switchingPathingTarget priorityPuzzle executionEnrage control

Best for

First raid completions, solo learning, small groups, and a progression path that stays relevant from Entry Mode through Expert Mode.

Access
Complete Beneath Cursed Sands
Structure
Choose the order of four paths, collect supplies after the second and fourth paths, then fight the Wardens.

Raid level 0 to 149

Entry Mode

Learn rooms, recover from deaths, and build a first completion.

Raid level 150 to 299

Normal Mode

Begin meaningful reward progression and refine repeatable runs.

Raid level 300 to 600

Expert Mode

Scale mechanics, stats, and reward potential into late-game PvM.

First completion plan

Optimize for learning

Complete a low or zero invocation run while learning one path at a time. Add invocations only after the base mechanics feel controlled.

Start with no or very few invocations.

Use compact switches and preserve inventory space for supplies.

Learn a repeatable path order instead of changing every run.

Prioritize Ambrosia and restoration while first learning Wardens.

Add only a few forgiving invocations at a time.

Rooms and lessons

Path of Crondis and Zebak

Prayer timing and movement

Water the tree, then switch between Magic and Ranged protection while handling waves, poison, jugs, and cover.

Path of Scabaras and Kephri

Arena control and target priority

Solve rotating puzzles, place dung efficiently, move from falling attacks, and prioritize dangerous scarabs.

Path of Het and Akkha

Fast switches and memory

Redirect light, mine the seal, match prayers and combat styles, remember quadrant patterns, and control the final orb phase.

Path of Apmeken and Ba-Ba

Room management and reactions

Handle baboon roles, repair hazards, avoid slams, use rubble as cover, and shoot the cracked boulder.

The Wardens

Complete PvM execution

Combine switches, projectile prayers, core damage, slam patterns, skulls, floor hazards, and a high-pressure enrage.

Notable rewards: Osmumten's fang, Lightbearer, Masori armour, Elidinis' ward, Tumeken's shadow, Thread of elidinis, and scalable standard loot.

Group and solo progression

The same raid can become a different challenge alone

ToA is designed for solo learning. Chambers is easier to understand in a team before solo Olm. Theatre Entry Mode can be soloed, but normal Theatre is built around coordinated roles.

Learn in a team

Split the pressure into roles

Use experienced teammates to explain room order and callouts.

Agree on roles, special attacks, and supply responsibilities.

Focus on one assignment instead of copying every optimized strategy.

Review team mistakes without hiding that the run is for learners.

Use team Chambers and mentor Theatre as the default introductions.

Learn solo

Control the pace and repeat mechanics

Use low-invocation ToA as the first solo raid.

Treat early attempts as practice instead of profit runs.

For solo CoX, scout favorable rooms and begin with full preparation.

Use throwaway Olm attempts to practice head turns and hand cycles.

Reduce supplies or add difficulty only after completions become repeatable.

Difficulty progression

Raise difficulty after consistency, not before it

This order is a practical route rather than a strict ranking. Team quality, gear, account type, and personal strengths can make one branch easier than another.

Do not chase speed until survival, room order, and recovery decisions are automatic. Fast raids are the result of fewer mistakes.

1

Group ToA Entry Mode

Use a forgiving team and learn the four paths with minimal invocations.

2

Solo ToA Entry Mode

Repeat the raid at your own pace and practice the rooms that caused mistakes.

3

Normal ToA

Build toward raid level 150, then increase difficulty gradually.

4

ToB Entry Mode

Learn the fixed boss order and become familiar with Theatre mechanics.

5

Learner team Chambers

Use an experienced group, approachable rooms, full preparation, and one clear Olm role.

6

Expert ToA

Reach raid level 300 after Normal Mode completions feel stable.

7

Full or Challenge Mode Chambers

Remove scouting randomness, learn every room, and handle stronger enemies in Challenge Mode.

8

Normal Theatre of Blood

Join mentor-led teams and execute a specialized role across all six rooms.

9

High-invocation ToA or solo Chambers

Choose scalable mechanical pressure or advanced head-running and supply management.

10

Solo Challenge Mode or Hard Mode Theatre

Pursue fixed-route mastery, strict execution, and endgame team responsibilities.

Find a learner team

Be honest about experience and choose patient groups

A clearly labeled learner run is far more productive than joining an optimized team and hiding that the rooms are unfamiliar. Confirm loot rules and expectations before entering.

Before joining

Read the community rules and minimum setup requirements.

Say that you are learning and identify the raid or role you have practiced.

Confirm whether drops are split or free-for-all.

Bring the requested setup instead of surprising the host.

Expect feedback, mistakes, and repeated attempts.

Common questions

Remove the barriers that keep players from starting

Which OSRS raid should I learn first?

Tombs of Amascut Entry Mode is the most flexible starting point because it supports solo practice, scalable invocations, and repeated learning attempts.

Do I need max combat or expensive gear?

No. Strong stats and weapons help, but learner runs are designed around understanding mechanics first. Use compact budget switches and upgrade around the raid bottleneck you actually encounter.

Should I learn Chambers solo?

Team Chambers is the easier introduction. Solo Chambers changes Great Olm into an advanced pathing and attack-cycle challenge, so it belongs later in progression.

Does ToB Entry Mode mean I am ready for normal ToB?

Entry Mode teaches the rooms and callouts, but Normal Mode is substantially more punishing and team dependent. Treat Entry Mode as preparation, not proof of full readiness.

Your first milestone

Send a low-level Tombs run and learn from the room that stops you

Start with simple switches and generous supplies. A failed path still teaches prayer, movement, targeting, and inventory control. Return while the timing is fresh, then raise raid level only after the current run feels repeatable.

Review Tombs of Amascut

Recommended levels and equipment are practical comfort targets, not hard requirements. Raid balance, community requirements, death rules, and equipment metas can change. Review current raid-specific mechanics before risking supplies or joining a team.