Difference between revisions of "Abyssal Sire"

From Zeah RSPS - Wiki
Jump to navigation Jump to search
Line 113: Line 113:
|-
|-
|[[File:Ring slot.png|center]] || [[File:Archers ring (i).png]] Archers ring (i) || [[File:Ring of suffering (i).png]] Ring of Suffering (i) || [[File:Archers ring.png]] Archers ring || [[File:Ring of wealth (i).png]] Ring of wealth (i) || [[File:Ring of wealth (i).png]] Ring of wealth
|[[File:Ring slot.png|center]] || [[File:Archers ring (i).png]] Archers ring (i) || [[File:Ring of suffering (i).png]] Ring of Suffering (i) || [[File:Archers ring.png]] Archers ring || [[File:Ring of wealth (i).png]] Ring of wealth (i) || [[File:Ring of wealth (i).png]] Ring of wealth
 
</tabber>
|-|
|-|

Revision as of 02:03, 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.

Equipment

Phase 1 and respiratory systems

<tabber> Range=

|-|