Difference between revisions of "Zulrah"
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*Memorize each rotation to be able to move around freely | *Memorize each rotation to be able to move around freely | ||
*Always pay attention to prayer | *Always pay attention to prayer | ||
==== Rotation Tip ==== | |||
It's kind of simple to see what rotation you will be receiving when you spawn in. When you first spawn into Zulrah, run straight for the north east corner. From here you will be attacking until Red Phase(No prayer required just sit and hit). Once you have passed red phase onto the first blue phase pay careful attention to how many mage hits are sent out. | |||
Rotation 1: | |||
*Two magic hits, and 1 Ranged hit | |||
Rotation 2: | |||
*Six Magic hits, and 0 Ranged hits | |||
These two rotations aren't going to mess with your killing, instead it is going to tell you when and where the next phase comes. | |||
*In Rotation 1 Green Phase will be in the south spot. | |||
*In Rotation 2 Green Phase will be on west spot. | |||
You '''ARE''' able to flick in time from ranged back to magic prayer to avoid the first hit of ranged from blue phase if you get that rotation. | |||
==== Ranged Phase ==== | ==== Ranged Phase ==== | ||
Zulrah turns green, during this phase you will be using "Ranged" prayer. This phase usually lasts for 4-5 hits before the next phase | Zulrah turns green, during this phase you will be using "Ranged" prayer. This phase usually lasts for 4-5 hits before the next phase. | ||
[[File:ZulrahRange.png]] | [[File:ZulrahRange.png]] | ||
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This phase only consists of '''two''' attacks, which are easily avoidable so use this phase to heal up and get resituated if need be. | This phase only consists of '''two''' attacks, which are easily avoidable so use this phase to heal up and get resituated if need be. | ||
==== Mage Phase ==== | |||
Zulrah turns blue, during this phase prayer "Magic" prayer. This phase usually lasts for 4-5 hits before the next phase. | |||
[[File:ZulrahBlue.png]] | |||
== Notable Drops == | |||
[[File:ZulrahDropTable.png]] |
Revision as of 06:36, 14 April 2022
Zulrah is a living experiment created by an unnamed Dragonkin living in the Poison Waste. This is a level 725 solo-only snake boss. Players can only harm it with Ranged or Magic; though Zulrah can be reached with a halberd, it is immune to melee attacks. As such this boss can be a little tedious at times if you're using medium/lower tier gear.
Suggested Stats
Suggested Gear
- Swap in a Serpentine Helm instead of Helm of Neitiznot / Royal if you have it.
- Swap out glory for Anguish / Fury if you have it.
- Dragon Bolt (e) as ammunition for the Runite Crossbow / Chaotic Crossbow.
- Replace Recoil for Wealth/Wealth (i) if you are able to kill before the snakelings spawn (Increases luck %).
- Suggest Rune Darts/Dragon Darts for Blowpipe ammunition
- Auras/Relics are a GREAT help as well. Quickshot and Sharp Shooters being the best.
Inventory Setup
- Replace Monkfish with your preferred food
- Remove Antidote/Anti Poison/Sanfew if you have a Serpentine Helmet
- Extreme Ranging, Super Ranging, Overload for stat boosters if you prefer
Getting to Zulrah
Getting to Zulrah is rather easy and straight forward. First we will be teleporting to home and running north of GE to the Teleport Nexus. Once you have opened up the teleportation menu you will go to the hourglass located in the left hand corner of the menu and type in Zulrah.
- Click the First Option Zulrah
- Once you teleport to Zulrah you are going to run East to the boat, once you are next to the boat, right click it. Choose Quick Board.
Fighting Zulrah
Tips:
- Stay out of venomous clouds
- Memorize each rotation to be able to move around freely
- Always pay attention to prayer
Rotation Tip
It's kind of simple to see what rotation you will be receiving when you spawn in. When you first spawn into Zulrah, run straight for the north east corner. From here you will be attacking until Red Phase(No prayer required just sit and hit). Once you have passed red phase onto the first blue phase pay careful attention to how many mage hits are sent out.
Rotation 1:
- Two magic hits, and 1 Ranged hit
Rotation 2:
- Six Magic hits, and 0 Ranged hits
These two rotations aren't going to mess with your killing, instead it is going to tell you when and where the next phase comes.
- In Rotation 1 Green Phase will be in the south spot.
- In Rotation 2 Green Phase will be on west spot.
You ARE able to flick in time from ranged back to magic prayer to avoid the first hit of ranged from blue phase if you get that rotation.
Ranged Phase
Zulrah turns green, during this phase you will be using "Ranged" prayer. This phase usually lasts for 4-5 hits before the next phase.
Melee Phase
Zulrah turns red, during this phase you won't need to pray but just step aside certain squares away from the attack. Below is some squares that have been marked where you can to and from to avoid the hits.
This phase only consists of two attacks, which are easily avoidable so use this phase to heal up and get resituated if need be.
Mage Phase
Zulrah turns blue, during this phase prayer "Magic" prayer. This phase usually lasts for 4-5 hits before the next phase.