Difference between revisions of "Abyssal Sire"

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Tag: Manual revert
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**Like spawns, this also has an attack range of 4 tiles.
**Like spawns, this also has an attack range of 4 tiles.
*They turn into 2x2 monsters upon transforming.
*They turn into 2x2 monsters upon transforming.
==Equipment==
===Phase 1 and respiratory systems===
<tabber>
Magic=
Magic is only used to initiate the battle and for taking down the respiratory systems. If you do not have gear which boosts magic damage, just use your melee gear (as long as your magic attack bonus doesn't drop below -64). The respiratory systems have no magic defence so your accuracy will still be high, and saving the inventory spaces and weight is more important.
{{Recommended equipment
|style = Magic
|helm1 = {{plink|Slayer helmet (i)}}
|helm2 = {{plink|Black mask (i)}}
|neck1 = {{plink|Occult necklace}}
|neck2 = {{plink|Amulet of fury}}
|neck3 = {{plink|Amulet of glory}}
|cape1 = [[File:Imbued god capes.gif]] [[Imbued god capes]]
|ammo1 = {{plink|Rada's blessing 4}}
|ammo2 = {{plink|God blessing|gif=yes}}
|body1 = {{plink|Ancestral robe top}}
|legs1 = {{plink|Ancestral robe bottom}}
|weapon1 = {{plink|Sanguinesti staff}}
|weapon2 = {{plink|Trident of the swamp}}
|weapon3 = {{plink|Trident of the seas}}
|hands1 = {{plink|Tormented bracelet}}
|hands2 = {{plink|Barrows gloves}}
}}
</tabber>
===Phase 2 onward===
<tabber>
Melee=
[[Melee]] is only used for the second and final phase of the fight.
{{Recommended equipment
|style = Melee
|helm1 = {{plink|Slayer helmet (i)}}
|helm2 = {{plink|Black mask (i)}}
|neck1 = {{plink|Amulet of torture}}
|neck2 = {{plink|Amulet of fury}}
|neck3 = {{plink|Amulet of glory}}
|cape1 = {{plink|Infernal cape}}
|cape2 = {{plink|Fire cape}}
|cape3 = {{plink|Ardougne cloak 4}}
|cape4 = {{plink|Max cape}} / {{plink|Hitpoints cape}}
|body1 = {{plink|Torva platebody}}
|body2 = {{plink|Bandos chestplate}}
|body3 = {{plink|Justiciar chestguard}}
|body4 = {{plink|Barrows equipment|pic=Torag's platebody|txt=Barrows body}}
|body5 = {{plink|Fighter torso}}
|legs1 = {{plink|Torva platelegs}}
|legs2 = {{plink|Bandos tassets}}
|legs3 = {{plink|Justiciar legguards}}
|legs4 = {{plink|Barrows equipment|pic=Torag's platelegs|txt=Barrows legs}}
|weapon1 = {{plink|Osmumten's fang}}
|weapon2 = {{plink|Arclight}}
|weapon3 = {{plink|Scythe of vitur}}
|weapon4 = {{plink|Ghrazi rapier}}
|weapon5 = {{plink|Zamorakian hasta}}
|shield1 = {{plink|Avernic defender}}
|shield2 = {{plink|Dragon defender}}
|shield3 = {{plink|Dragonfire shield}}
|shield4 = {{plink|Rune defender}}
|ammo1 = {{plink|Rada's blessing 4}}
|ammo2 = {{plink|God blessing|gif=yes}}
|hands1 = {{plink|Ferocious gloves}}
|hands2 = {{plink|Barrows gloves}}
|hands3 = {{plink|Dragon gloves}}
|boots1 = {{plink|Primordial boots}}
|boots2 = {{plink|Dragon boots}}
|boots3 = {{plink|Guardian boots}}
|boots4 = {{plink|Rune boots}}
|ring1 = {{plink|Berserker ring (i)}}
|ring2 = {{plink|Ring of suffering (i)}}
|ring3 = {{plink|Ring of the gods (i)}}
|ring4 = {{plink|Treasonous ring (i)}} / {{plink|Warrior ring (i)}}
|special1 = {{plink|Dragon claws}}
|special2 = {{plink|Dragon warhammer}}
|special3 = {{plink|Arclight}}
|special4 = {{plink|Dragon dagger}}
|special5 = {{plink|Bandos godsword}}
}}
==Inventory==
*[[Lunar staff|Lunar]]/[[Dramen staff]] (unnecessary with Elite Lumbridge & Draynor diaries completed)
*4-5 [[Stamina potion]]s (depending on how long you last)
*8-12 [[Prayer potion]]s or [[Super restore]]s
*1 [[Sanfew serum]] (in the event that you get [[poisoned]]) or [[Antidote++]]
*1 [[Divine super combat potion]]
*[[Magic]]/[[Ranged]] weapon/armour to deal with the [[respiratory system]]s (i.e. switch equipment)
**If bringing a [[Ranged weapon]], consider taking a ranged body and [[Ava's accumulator]].
*[[Special attack]] weapon(s) if you are carrying one
*[[Runes]] for casting [[Shadow spells|Shadow]] and [[Blood spells]]
**[[Rune pouch]] will greatly help in conserving inventory spaces for [[food]] or [[prayer potions]]. Runes to bring to cast blood and shadow barrage are: air, blood, death, and soul.
*High-level food for remaining inventory slots ([[Sharks]] or better)
If it is your first time at the [[Sire]], you may want to bring fewer [[Stamina]], [[Prayer potion|prayer]] or [[super restore potion]]s and replace them with food instead (e.g. 1 [[Stamina potion]], 4-5 [[Prayer potion]]/[[Super restore]]s).
|-|
Ranged=
Ranged is only recommended when replenishing hitpoints and stats through player-owned house. It is more likely to be quickly killed as the defensive bonuses are much lower, and when not using the ornate rejuvenation pool, healing would take too much of the time to be worth it.
A blowpipe can be more effective than the twisted bow when using [[Dragon dart]]s, but due to the difference being very small and much more expensive, it is not recommended.
{{Recommended equipment
|style = Ranged
|helm1 = {{plink|Slayer helmet (i)}}
|helm2 = {{plink|Black mask (i)}}
|neck1 = {{plink|Necklace of anguish}}
|neck2 = {{plink|Amulet of fury}}
|neck3 = {{plink|Amulet of glory}}
|cape1 = {{plink|Ava's assembler}}
|cape2 = {{plink|Ava's accumulator}}
|cape3 = {{plink|Max cape}}
|cape4 = {{plink|Ranging cape}}
|cape5 = {{plink|Infernal cape}} / {{plink|Mythical cape}} (for special)
|ammo1 = {{plink|Dragon arrow}}
|ammo2 = {{plink|Amethyst arrow}}
|ammo3 = {{plink|Rune arrow}}
|body1 = {{plink|Armadyl chestplate}}
|body2 = {{plink|Karil's leathertop}}
|body3 = {{plink|Blessed body|gif=yes}}
|body4 = {{plink|Black d'hide body}}
|legs1 = {{plink|Armadyl chainskirt}}
|legs2 = {{plink|Karil's leatherskirt}}
|legs3 = {{plink|Blessed chaps|gif=yes}}
|legs4 = {{plink|Black d'hide chaps}}
|weapon1 = {{plink|Twisted bow}}
|weapon2 = {{plink|Toxic blowpipe}} / ({{plink|Adamant dart}}s or better)
|shield1 = {{plink|Avernic defender}} (for special)
|shield2 = {{plink|Dragon defender}} (for special)
|hands1 = {{plink|Barrows gloves}}
|hands2 = {{plink|Dragon gloves}}
|hands3 = {{plink|Rune gloves}}
|boots1 = {{plink|Pegasian boots}}
|boots2 = {{plink|Ranger boots}}
|boots3 = {{plink|Blessed boots|gif=yes}}
|boots4 = {{plink|Guardian boots}}
|boots5 = {{plink|Snakeskin boots}}
|ring1 = {{plink|Archers ring (i)}}
|ring2 = {{plink|Ring of suffering (i)}}
|ring3 = {{plink|Tyrannical ring (i)}} (for special)
|special1 = {{plink|Dragon warhammer}}
|special2 = {{plink|Toxic blowpipe}}
|special3 = {{plink|Dragon claws}}
}}
==Inventory==
*[[Lunar staff|Lunar]]/[[Dramen staff]] (unnecessary with Elite Lumbridge & Draynor diaries completed)
*2 [[Divine ranging potion]]s
*2 [[Super combat potion]]s (for special attack)
*A form of antipoison ([[Antidote++]] recommended)
*[[Teleport to house]] tablets, Max cape or Construction cape
*Runes to cast [[Shadow Barrage]] (air, soul, blood, death — [[Rune pouch]] recommended)
*Dragon warhammer and gear to make it more accurate
*Toxic blowpipe (for phase 1 only if using twisted bow)
*High-level food for remaining inventory slots ([[Sharks]] or better)
</tabber>

Revision as of 01:39, 13 October 2022

AbyssalSire.png The Abyssal Sire is an abyssal demon slayer boss that requires level 85 Slayer to kill. To access the boss, the player must have visited the Abyss at least once, either through the Mage of Zamorak or the fairy ring network.[1] As with all other slayer bosses, the Sire can only be fought when assigned abyssal demons or itself as an assignment. Although it resides in a multi-combat area, it is a solo-only boss.


Requirements

Slayer 85 Slayer
Must have an abyssal demon, or sire task to kill the boss.

Suggested Stats

  • Attack 90 or higher
  • Strength 90 or higher
  • Defence 90 or higher
  • Ranged 90 or higher
  • Hitpoints 90 or higher
  • Magic 92 or higher


Mechanics

Attack Styles

The Sire attacks with melee, only for the duration of phase 2:

  • There are three variants of this melee attack, one of which rolls on crush defence and the other two on slash. Protect from Melee reduces the accuracy and strength of these attacks.
    • A single jab with its right claw, dealing up to 6 damage through prayer.
    • Flicking at the player with its right tendril, dealing up to 6 damage through prayer.
    • Flicking at the player with both tendrils, dealing up to 66 damage, or 26 if protected against.

Miasma Pools

The poisonous fumes that players must avoid.

At all stages during the fight, the Sire can turn the ground underneath the player into a pool of miasma. These pools have a 3x3 AoE (1 tile from the centre), dealing up to 10-30 poison damage every tick if directly on top of one. If adjacent to one, they will deal around 2-8 poison damage instead. This poison damage ignores any sort of poison protection utilised by the player. Each hit also has a small chance of inflicting standard poison, starting at 8 damage. This attack will damage all players near it, even if they are not engaged in combat with the Sire.

During phases 1 and 2, this attack is indicated when the Sire focuses its energy as it clenches both of its claws towards its stomach, along with dark-green like spiral energy appearing above it. There is no animation for this attack in phase 3 in both stages.

Tentacles

Each Sire's chamber is protected by six huge, static tentacles; three on each side, their placement completely symmetrical to each other. The tentacles are active during phase 1 and both stages of phase 3, lying dormant in stage 2. The tentacles are always aggressive to the player when they initiate combat with the Sire. Despite appearing to take up a lot of space, the tentacles only attack players in melee range of them. They use crush-based melee attacks, dealing up to 30 damage if not protected against; Protect from Melee slightly reduces the strength and accuracy of their attacks.

Minions

At all stages during the fight, the Sire can create minions to assist him in fighting the player. During phases 1 and 2, this is indicated with him regurgitating a juvenile spawn from his mouth, which then lands somewhere approximate to the player's position.

  • They are level 60 with 15 hitpoints.
  • They attack with inaccurate melee and ranged attacks, dealing up to 9 damage.
  • They nip at the player with melee.
  • Their ranged attack also causes them to nip the player, but a small black projectile is also launched.
    • The ranged attack has an attack range of 4.
  • Spawns are 1x1 monsters.

If the spawn is not killed within 12 seconds, it will shed form and turn into a scion:

  • Scions are level 100 with 60 hitpoints. Injured spawns will simply have 35 health added onto their current health when they transform into a scion.
    • As a result of the increased combat level, their attacks are more accurate than spawns.
      • In addition to this, they also have melee and ranged accuracy bonuses, along with ranged strength bonus.
  • Their melee attack consists of a jab from their claws.
  • They raise both of their arms slightly and fire the same black projectile as a ranged attack.
    • Like spawns, this also has an attack range of 4 tiles.
  • They turn into 2x2 monsters upon transforming.