Strategies for Giant mole
Recommended levels and equipment[edit | edit source]












Strategy[edit | edit source]
The Giant mole is found in Falador Mole Lair. The mole spawns in the central chamber. After losing around 8,000 health the mole will dig into the ground and move to one of the four surrounding chambers, becoming unaggressive in the process. You will need to locate where the mole has moved to: the mole will leave a "dust trail" effect heading in the direction it moves to which can be used to track down its new location.
When fighting the mole in the surrounding chambers, she will have access to a new mechanic. Each chamber has a corresponding mechanic.
Chamber | Mechanic | |
---|---|---|
North-west | ![]() |
Mini-moles! |
North-east | ![]() |
Berserk |
South-east | ![]() |
Rockfall |
South-west | ![]() |
Rubble! |
There are eighteen small moles scattered in groups of six to the west, east and south that are aggressive and that will continually respawn. The mole has four different mechanics, of which it will usually use one per chamber that it is in:
If the mole is safespotted from outside her attack range at any point then she will use the rubble attack that she uses during the fight in the south-west chamber rubble to attack the ground near the player's position.
Once the player has the giant mole down to around 20,000/78,000 health she will return to the centre chamber for the remainder of the fight. She will use all of the mechanics from the four chambers at this point. If you are higher level and using melee a Greater Barge Assault or Destroy combo often phases the mole twice, since the channelled damage persists even after she digs away. Surge and Bladed Dive are encouraged to quickly navigate through the tunnels, with the Mobile perk being advantageous but not required.
The fight is the same in hard mode but the mole has higher accuracy with her attacks and has an increased attack speed, so you will take more damage compared to the normal mode fight.
Attacks[edit | edit source]
Used in the north-west chamber.
The giant mole will call in moles to fight against you. A pop-up will say The Giant mole calls for aid. The moles are weak for their combat level, possessing only 100 health and dealing a maximum hit of 200. While they are alive the giant mole has increased Defence and damage reduction, so it is important for lower level players to kill them as quickly as possible. In hard mode the moles are spawned at a faster rate and they also increase her Strength, resulting in a higher max hit.
Used in the north-east chamber.
The giant mole will occasionally enter a berserk state where her attacks become stronger, more accurate and faster. This is indicated by her glowing red and green. She can be stunned as she enters this mode: a pop-up will say The mole can now be stunned. The message The mole seems to regain her balance will show as berserk mode ends.
Used in the south-east chamber.
The mole can shake the ceiling causing rocks to fall on her target.
On normal mode, the target becomes stunned and bound for 3.6 seconds. Use Freedom or use Anticipation beforehand to free yourself.
On hard mode, instead of being stunned and bound, the player becomes trapped in mud. In this state, players may not move, attack, activate abilities or eat food but may still switch Prayers and drink potions.
Players can escape the mud in three ways:
- Being freed by another player.
- Being attacked by the mole, taking around 3,000 melee damage. This damage cannot be reduced by Protect from Melee or Deflect Melee, but it can be reduced by other sources of damage reduction such as Deflect.
- Letting the effect expire after six seconds. This can occur if the mole digs to another chamber after the effect occurs.
Players that are trapped in mud are given the trapped in mud debuff . Players who have unlocked the transfigure ability can use it when the mole breaks the mud prison. This cancels the self stun from the ability, though the healing will still happen. Meaning that, as long as you survive the attack, it will heal you to near full health and will not stun you for any additional time.
On both modes, shortly after being immobilised, rocks will begin to fall on the target dealing 100-500 hard typeless damage. One instance of damage occurs every 1.2 seconds, with a maximum of 5 hits over the 6 second duration. The rocks can be dodged by moving the player is able to, but the rocks will follow the target as they move.
This mechanic will not occur if the player is not in melee range of the mole. This means it can be avoided by either standing in the tunnels or kiting the mole. Keep in mind that the rubble mechanic may occur if the mole cannot reach you for a sufficient period of time.
Used in the south-west chamber.
The mole will use a rubble attack at the ground near the player's position. This will be preceded by the message: You hear a crumbling noise above. This has a 5x5 AoE centred on the player's position and deals 200 hard typeless damage every two ticks. Move away from the area to avoid the attack. During the attack she will also dive into the ground once, reappearing in another spot. In hard mode damage is doubled from 200 to 400 hard typeless damage, and she dives twice instead of once.
This mechanic can be avoided with proper positioning as the mole will not dive if the player is in a sufficiently narrow space. In the southwest room, the north-western most tile where the mole can still attack you can be used. In the main chamber the first tile of the tunnel leading east can be used. When the mole would preform the rubble attack, it will instead stand still (as if it skipped basic attacks).Free-to-play[edit | edit source]
Slot | Item(s): best to worst | |||
---|---|---|---|---|
Weapon | ![]() Degrade to dust after around 30 minutes of use. |
![]() 30,656,672 Main-hand only |
![]() Obtained through and recharged by using Dungeoneering tokens. |
![]() |
Head/body/legs | ![]() ![]() ![]() 182,169 for the full set Degrade to dust after around 30 minutes of use. The only power armour set available in free-to-play. |
![]() 56,973,757 It is power armour and provides a 20.3 ![]() |
![]() ![]() ![]() 324,217 Is tank armour rather than power armour, so provides no damage bonus. |
|
Hands | ![]() 30,398 |
|||
Feet | ![]() 39,905 |
|||
Cape | ![]() 612 Any team cape gives a 1.5 bonus in all styles. |
![]() 928 Gives a 1.5 ![]() |
||
Necklace | ![]() Bought for 15,500 Dungeoneering tokens with level 50 Attack and Dungeoneering. Gives a 24.3 ![]() |
![]() 2,940 Gives a 18.7 ![]() |
||
Ring | ![]() Obtained from completing the Hard Lumbridge achievements Gives a 10.7 bonus in all combat styles |
![]() Obtained from completing Broken Home Gives a 7.7 bonus in all combat styles. |
![]() 4,368 Gives a 3.6 bonus in all combat styles. |
Slot | Item(s): best to worst | ||
---|---|---|---|
Weapon | ![]() Obtained through Dungeoneering using Dungeoneering tokens. |
![]() ![]() 38,891 |
|
Head/body/legs | ![]() ![]() ![]() 9,728,962 for the full set Obtained in uncharged state and is degradeable - must be repaired using Fist of Guthix tokens after around 6 hours of use. It is PvP armour and gives both an armour bonus and Magic style bonus. |
![]() ![]() ![]() 171,617 for the full set Obtained in uncharged state and is degradeable - must be repaired using Fist of Guthix tokens after around 6 hours of use. It is PvP armour and gives both an armour bonus and Magic style bonus. |
![]() ![]() ![]() 44,375 Is tank armour rather than power armour, so provides no damage bonus. |
Hands | ![]() 5,614 |
||
Feet | ![]() 6,165 |
||
Cape | ![]() 612 Any team cape gives a 1.5 bonus in all styles. |
![]() 425 Gives a 1.5 ![]() |
|
Necklace | ![]() Bought for 15,500 Dungeoneering tokens with level 50 Magic and Dungeoneering. Gives a 24.3 ![]() |
![]() 1,895 Gives a 18.7 ![]() |
|
Ring | ![]() Obtained from completing the Hard Lumbridge achievements Gives a 10.7 bonus in all combat styles |
![]() Obtained from completing Broken Home Gives a 7.7 bonus in all combat styles. |
![]() 4,368 Gives a 3.6 bonus in all combat styles. |