Corrupted Trio
The Corrupted Trio is an endgame encounter on Zeah against a group of mercenaries who have been corrupted as a result of an experiment gone wrong. They reside in a cave to the north of the Falador Lodestone and you should make your way there if you wish to take on the challenge.
This is of course a WIP and the information in this page is based on early experiences with the encounter and is subject to change if new strategies are found or if balancing changes are made.
Overview
The Corrupted Trio is a challenging encounter against a Warrior, Ranger and a Mage. To start the fight, enter the cave just north outside the Falador gates. Typing ;;trio will teleport you outside of the entrance. You can do this alone or with a team of friends.
During the encounter with the Corrupted Trio, you'll be taking frequent corruption damage. This caps at 25 corruption damage and is determined by the corruption charge on the portal which increases as you are hit by the Trio's attacks.
The Corrupted Warrior
The Corrupted Warrior will always spawn first and will chase after it's target. It will charge up a knockback attack indicated by a box around it. Move away from this or it can deal heavy damage. It will also slam at the ground underneath you, corrupting an area of the floor. Move away from this as soon as possible. The warrior will start with his cross attack, followed by 3 knockback attacks. This will cycle for the rest of the fight.
The Corrupted Ranger
The Corrupted Ranger fires a volley of arrows down on your location that can hit fairly high multiple times. This is fairly simple to dodge as you should see the indicator on the floor of where it will hit.
The Corrupted Mage
The Corrupted Mage appears at the bottom edge of the arena and teleports along that bottom row. He will usually fire one large orb up the arena that damages in a 3x3 area around it. This fires from his current location. Alternatively he may fire several at once, leaving only one safespot to dodge through unharmed. When dodging the orbs, you must leave a space between you and the orb. Being adjacent will have you take damage and increase the corruption.
Encounter Mechanics
In addition to the corruption and individual enemy mechanics, the trio must all be weakened before you can kill one. If any of the trio aren't low enough, they'll be able to resurrect their fallen companion. Drop all three mercenaries to 30% before finishing any of them off.
The fight always begins with the Corrupted Warrior appearing first. He will then spawn one of the other two when he reaches 50-60% health, and the third boss appears at around 30-40%.
Since the Warrior causes the most trouble during the fight it's advantageous to kill him first. This should free up a lot of space in the room to focus on the Ranger or Mage next.
Gearing Advice
Melee uptime can be tricky to optimise in this encounter as you'll want to constantly be on the move to avoid mechanics. I would recommend running a Range or Mage setup while having switches for the other. Ranged will be required for the Corrupted Mage due to it's magic stats. If using a Decimation, no mage switch is needed, especially if you have the quickshot relic active. Bringing along a twisted bow to use on the mager and ranger can reduce kill times, however a decimation is more than enough to kill all three with.
Saradomin Brews are excellent but having food such as Anglers or Rocktails to combo with it are incredibly useful. Most sources of damage come from the corruption or failing to avoid the Trio's mechanics, praying Soul Split and having Vampyrysm Aura helps to offset some of this chip damage.