This article is a strategy guide for TzKal-Zuk. Information on mechanics, setups, and tactics is on this page. |
Contents
- 1 Recommended levels and equipment
- 1.1 Styles
- 2 Presets
- 3 Overview
- 3.1 Runs required for cape
- 3.2 Damage reduction
- 3.3 Quick guide
- 4 Monsters
- 4.1 TzekHaar-Jad
- 4.2 TzekHaar-Aken
- 4.3 TzKal-Zuk
- 5 Waves
- 5.1 Jad waves
- 5.2 Igneous waves
- 5.3 Challenge waves
- 6 Hard mode
- 6.1 Igneous waves
- 6.2 Challenge waves
- 6.3 TzekHaar-Aken
- 6.4 TzKal-Zuk
- 7 References
Recommended levels and equipment[edit | edit source]
Level recommendations
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged, Magic, or Necromancy).
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 .
Gameplay
A secondary action bar with hotkey-bound protection prayers or deflection curses is strongly recommended.
Zuk hits very hard with melee, so using deflect melee against Zuk is recommended regardless of the player's combat style.
Equipment recommendations
This involves fighting against multiple weaknesses. Refer to the page below for details.
Obsidian mage helm and Obsidian ranger helm are best-in-slot helmets as they offer 9% damage reduction, even from Zuk. They also offer 10% increased accuracy on the TzekHaar monsters, but not for Zuk.
Obsidian armour offers up to 55% damage reduction and is highly recommended for learning this boss.
Magic tank armour, such as cryptbloom or seasinger's, is highly recommended in conjunction with Animate Dead.
As an alternative to Animate Dead, Darkness may be used with any style or armour type to reduce damage taken. Additionally, Greater Bone Shield can be used in place of a shield or defender to use defensives without damage loss.
The TokKul-Zo ring offers 10% damage increase and is best-in-slot against the TzekHaar. This ring does not work on Zuk.
Bring a DPS ring switch for the Zuk fight, such as a Reaver's ring, Channeller's ring, Stalker's ring, or Ring of death
Reward boosts
Completing the City of Senntisten quest and creating the pontifex shadow ring unlocks Elder Trove drops, while worn or overcharged. Upgrading the ring unlocks higher-tier troves.
Completing the Extinction quest and creating the enriched pontifex shadow ring grants a 2% increase to unique drops at this boss, while worn or overcharged.
Optional boosts
A Beast of Burden carrying food may be needed as this is a long activity: Pack mammoth, pack yak, war tortoise, spirit terrorbird, or bull ant.
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage. The TzekHaar monsters are poisonable. Zuk is immune to poison.
The overcharged Pontifex shadow ring has a passive effect that reduces incoming damage from the geysers by 25%.
The Inquisitor staff deals +12.5% ability damage and has a flat +10% hit chance when used against this boss.
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target. Zuk is 5x5 blocked when sitting on his throne.
Donate 15,000 Tokkul at the Fight Cauldron for an extra 10% damage reduction from Obsidian armour for 20 minutes. This can be stacked three times up to one hour.
Blessed flask is extremely useful due to the lengthy encounter. Alternatively, bring several potions that restore prayer points.
Powder of penance is useful due to the high damage that players take. It allows sustaining prayer points without the Blessed flask.
Level recommendations
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged, Magic, or Necromancy).
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 .
Gameplay
A secondary action bar with hotkey-bound protection prayers or deflection curses is strongly recommended.
Zuk hits extremely hard using melee so using deflect melee against Zuk is recommended regardless of the player's combat style.
Equipment recommendations
This involves fighting against multiple weaknesses. Refer to the page below for details.
Obsidian mage helm and Obsidian ranger helm are best-in-slot helmets as they offer 9% damage reduction even from Zuk. They also offer 10% increased accuracy on the TzekHaar monsters, but not for Zuk.
Magic tank armour such as cryptbloom or seasinger's is highly recommended in conjunction with Animate Dead.
As an alternative to Animate Dead, Darkness may be used with any style or armour type to reduce damage taken. Additionally, Greater Bone Shield can be used in place of a shield or defender to use defensives without damage loss.
The TokKul-Zo ring offers 10% damage increase and is the best-in-slot ring for the TzekHaar. This ring does not work on Zuk.
Bring a DPS ring switch for the Zuk fight: Reaver's ring, Channeller's ring, Stalker's ring, Ring of death, etc.
An Ogre flask (salt water) offers infinite run energy for a period of time and is useful during the Conduit phase of the Zuk battle.
Reward boosts
Completing the City of Senntisten quest and creating the pontifex shadow ring unlocks Elder Trove drops, while worn or overcharged. Upgrading the ring unlocks higher-tier troves.
Completing the Extinction quest and creating the enriched pontifex shadow ring grants a 2% increase to unique drops at this boss, while worn or overcharged.
Optional boosts
Use a damage-boosting familiar to increase your damage: Ripper Demon, Kal'gerion demon, blood reaver, or steel titan.
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage. The TzekHaar monsters are poisonable. Zuk is immune to poison.
The overcharged Pontifex shadow ring has a passive effect that reduces incoming damage from the geysers by 25%.
The Inquisitor staff deals +12.5% ability damage and has a flat +10% hit chance when used against this boss.
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target. Zuk is 5x5 blocked when sitting on his throne.
Donate 15,000 Tokkul at the Fight Cauldron for an extra 10% damage reduction from Obsidian armour for 20 minutes. This can be stacked three times up to one hour.
Blessed flask is extremely useful due to the lengthy encounter. Alternatively, bring several potions that restore prayer points.
Powder of penance is useful due to the high damage that players take. It allows sustaining prayer points without the Blessed flask.
Styles[edit | edit source]
- Magic is the best style to use in this encounter both for beginners and experienced players; Magic offers great damage reduction thanks to the Animate Dead spell. Magic also has the most effective AoE (area of effect) abilities out of the three original combat styles, which helps with clearing multiple monsters at once. Having the Greater Chain ability unlocked with Caroming 4 is especially good for clearing out monsters.
- It is highly recommended to be on the Ancient spellbook. Completion of the City of Senntisten quest is recommended in order to unlock Smoke Cloud, Animate Dead, and Incite Fear; all of these spells significantly speed up kill rates.
- When using Magic, tank armour is recommended over power armour due to the very high damage the player will take. Using power armour will often lead to slower kills due to having to worry about staying alive by healing, avoiding the lava geysers, and safe spotting.
- Ranged is also a good style to use, although it lacks the damage reduction and the large amount of AoE abilities that Magic has (Chinchompas are not very good here because the size of most monsters usually prevents them from hitting more than two monsters at once). Ranged has very high single target damage, especially if using Bakriminel bolts.
- Players can take advantage of weapons with nine tiles range to safe spot not only melee monsters, but also TzekHaar-Xil and TzekHaar-Ket-Zek.
- Since Animate Dead only applies to magic tank armour, more emphasis is placed on power armour over tank armour when ranging to kill the monsters as quickly as possible.
- Melee, while possible, is the least preferred style because it makes safe spotting very difficult, resulting in a lot of damage taken.
- Necromancy is a good option to aim for a first flawless run, and a strong option for experienced players as well.
- Threads of Fate and Death Skulls are especially powerful for clearing multiple foes. Threads of Fate is extremely useful in clearing Wave 5's challenge for a flawless run.
- Darkness and tier-90 Deathwarden robe armour each offer significantly improved survivability.
- Conjure Vengeful Ghost offers consistent healing throughout the waves, greatly reducing the reliance on food or Soul Split. Blood Siphon can also be used as a source of healing.
- Greater Bone Shield allows the use of Deflect and other defensives during the waves without loss in damage, greatly improving survivability. However it should be remembered that Necromancy shields only scale to tier 75 (with Zemouregal's nexus), which may require use of the Turtling perk or farm Malletops.
- Note that Necromancy does not have an Obsidian Helm, thus there will be less damage reduction provided. However, as Necromancy's accuracy is unaffected by hit chance and its high healing capability, this should not be an issue.
Presets[edit | edit source]
10 |
This preset is the bare minimum recommended for Zuk. It is mainly aimed at players who lack good gear but are looking to get Igneous stones to upgrade the Kiln capes.
Equipment:
- Dual wield magic weapons to be used along with Greater Concentrated Blast.
- 3 pieces of Obsidian armour which provide a flat 19% damage reduction (or 29% with the Tokkul donation).
- Augmented armour to provide an essential damage and adrenaline boost:
- This setup allows learners to benefit from the damage reduction of the obsidian armour, while gaining sufficient damage using augmented body and legs.
- If players are using magic tank armour, they should cast Animate Dead for additional damage reduction (the obsidian mage helm is classified as magic tank armour).
Inventory:
- Saradomin brew flasks or Super Saradomin brew flasks to be used as far as possible
- Sailfish or Sailfish soups for panic healing
- Super restore flasks for prayer restoration and to counter Zuk's searing mechanic
- Vulnerability bombs for Har-Aken and Zuk
- Merciless kiteshield swap for Resonance and Barricade
- Grasping rune pouch (purple) with runes for Incite Fear or Exsanguinate
- Grasping rune pouch (green) with runes for Animate Dead
Familiar and Aura:
- Vampyrism aura to reduce food consumption
- Pack yak with the following:
10 |
This preset uses 4 pieces of tank armour in conjunction with Animate Dead for a massive damage reduction. As players are using tank armour, they will not need much food and a DPS-boosting familiar and aura can be used.
Equipment:
- Dual wield magic weapons to be used along with Greater Concentrated Blast.
- Wand switch with Planted Feet.
- 2 pieces of Obsidian armour which provide some damage reduction.
- Augmented tank armour to provide an essential damage and adrenaline boost:
- Animate Dead is to be used in conjunction with tank armour
- Double Surge and/or Mobile perk for additional mobility
Inventory:
- Saradomin brew flasks or Super Saradomin brew flasks to be used as far as possible
- Sailfish or Sailfish soups for panic healing
- Super restore flasks for prayer restoration and to counter Zuk's searing mechanic
- Vulnerability bombs for Har-Aken and Zuk
- Merciless kiteshield swap for Resonance and Barricade
- Reaver's ring swap for the Zuk fight
- Grasping rune pouch (purple) with runes for Incite Fear or Exsanguinate
- Grasping rune pouch (green) with runes for Animate Dead
- Grasping rune pouch (yellow) with runes for Smoke Cloud
Familiar and Aura:
- Maniacal aura which greatly improves DPS.
- Ripper demon which greatly improves DPS and helps clear the Har-Aken and Zuk waves in fewer cycles.
100 |
This preset assumes the player is using a Ripper demon, either the whole time or bringing the pouch and scrolls in a beast of burden and summoning it before TzekHaar-Aken.
Equipment:
- Augmented Kalphite rebounder for Planted Feet switch and shield in one slot
- Augmented magic off-hand with Caroming 4 perk to tag four additional monsters with Greater chain
- Elite tectonic as a swap for DPS checkpoints and safe waves to speed up clear times
- Reaver's ring as a switch for Zuk
- Grimoire for increased critical chance if using the Fractured Staff of Armadyl special. Otherwise, substitute for a Ful/Wen/Jas scripture
- Essence of finality secondary amulet with Armadyl battlestaff if using the Fractured Staff of Armadyl
- Augmented Seren godbow for TzekHaar-Jads, TzekHaar-Aken, Zuk, and the Conduit of Ful
Inventory:
- Rune pouches with runes to cast Incite Fear, Exsanguinate, Animate Dead, Smoke Cloud, Spellbook Swap, and Disruption Shield.
- Spiritual prayer potions to increase Ripper demon special move rate during Zuk and TzekHaar-Aken fights
- Super restore flask to counter Zuk's searing mechanic
50 | |||
This preset assumes the use of a Ripper Demon or other damage boosting familiar. If damage intake is an issue, bring a Blood Reaver familiar instead as its special move will heal the player for 1,000 life points. This also assumes the encounter will be completed in under 35 minutes; otherwise, additional Overloads and Prayer Renewals are needed. It is very possible to get sub 30 minute kills using this setup.
Auras
- An Vampyrism aura is recommended due to the high damage taken during the fight.
- If you don't need the extra healing, its recommended to use the appropriate War's aura, to increase DPS:
- Berserker aura for Melee (not recommended).
- Reckless aura for Ranged.
- Maniacal aura for Magic.
Equipment
- Augmented Ranged Power Armour to provide an essential damage boost, see Optimal PvM Perk Setup for the best perks:
- Augmented sirenic hauberk and Augmented sirenic chaps or if you are unable to wear Sirenic:
- Augmented Pernix body / Augmented Pernix chaps.
- Augmented ascension crossbow and Augmented off-hand ascension crossbow again, see Optimal PvM Perk Setup for the best perks to use. If the player does not have access to Ascension crossbows, use an Augmented chaotic crossbow and Augmented off-hand chaotic crossbow instead.
- An Essence of Finality amulet for the benefits to Soul Split, increased accuracy, and the ability to store a Weapon Special Attack; the minimum recommended is the Dark bow special attack.
- Fleeting boots for the ability to use Rapid Fire while moving and with a +10% increased hit chance.
- A TokKul-Zo as this is the best-in-slot ring for the monsters in the waves leading up to Zuk.
- Cinderbane gloves as the monsters in the waves leading to Zuk are poisonable.
- Enchanted Bakriminel bolts should be used:
- Onyx bakriminel bolts (e) for healing.
- Dragonstone bakriminel bolts (e) for increased DPS.
- Hydrix bakriminel bolts (e) for increased Adrenaline.
- A Tirannwn quiver 4 or Pernix's quiver for the added prayer bonus.
- If the Igneous Kal-Xil is not owned, use either the TokHaar-Kal-Xil or any other strong cape such as a Cape of Accomplishment.
- If the Scripture of Wen is not owned, use either a Scripture of Jas or God Book.
Inventory:
- The best Overload available to you. In this case, an Elder overload potion.
- An Adrenaline renewal flask which provides 40% adrenaline over 10 game ticks. Very useful for wave 15, and the DPS rotation during the final Zuk fight.
- If you don't have access to Adrenaline Renewal Potions, you can also use Adrenaline Potions, however it will make it more difficult to gather the required Adrenaline.
- One or two Super restore flasks to counter Zuk's searing mechanic.
- Spiritual prayer potions to increase Ripper demon special move rate during Zuk and TzekHaar-Aken fights. If using a Beast of burden instead of a DPS familiar, swap these for extra food.
- A few Saradomin brew flasks if taking too much damage is an issue. (Optional based on damage taken)
- A few pieces of the best food available to use as a panic heal. In this case, Sailfish. (Optional based on damage taken)
- Some Super prayer flasks as prayer points need to be kept up during the fight to be able to prayer switch, or if you have one, a Blessed flask
- A Large rune pouch containing runes to cast Disruption Shield. (Optional)
- A Vengeful kiteshield required to be able to use Barricade and Resonance during the fight. Having an Augmented version with the Turtling perk makes wave 15 (The third challenge wave) much easier.
- The Enhanced Excalibur is a nice-to-have as it can heal 4% of maximum life points every 4.2 seconds five times, resulting in a total heal of 20% over 21 seconds. By completing the Elite Seers' Village achievements, this is increased to a 40% heal over 42 seconds.
- The Ring of vigour is used as a switch when using an ultimate ability, as it will leave the player with 10% adrenaline. It also reduces weapon special attack adrenaline usage by 10%. (Not required if you have unlocked the Warped gem passive effect).
- A Reaver's ring used as a ring switch for Zuk, as the TokKul-Zo's 10% damage boost does not work on Zuk, as well as to reduce death costs if the player is dying a lot during attempts.
- An Ancient elven ritual shard for free prayer point recovery.
- A Powerburst of vitality can halve incoming damage for six seconds in a panic situation. This is especially useful if either of the first two Challenge Waves are failed.
Familiar:
- If you are not worried about your health, use a Ripper Demon (familiar) Binding contract (ripper demon) with scrolls as this greatly increases DPS.
- If you are worried about your health, or unable to keep your health up during the fight, use a Blood reaver (familiar) Binding contract (blood reaver).
100 |
This preset assumes the player is using a Ripper demon, either the entire time or bringing the pouch and scrolls in a beast of burden and summoning it before TzekHaar-Aken. It also assumes the player is completing the fight in under 35 minutes, or under 48 minutes if using Lantadyme incense sticks. If that's not the case, another overload flask is necessary.
Equipment:
- Augmented repriser for Planted Feet switch and shield in one slot
- Three Essence of Finalty amulets, charged with the special attacks of a Dark bow, a Seren godbow and an Eldritch crossbow
Inventory:
- Rune pouches with runes to cast Spellbook Swap and Disruption Shield
- Spiritual prayer potions to increase Ripper demon special move rate during Zuk and TzekHaar-Aken fights
- Super restore flasks to counter Zuk's searing mechanic
50 |
This preset is recommended for players who aim to get Igneous Stones to upgrade the Kiln Capes using Necromancy.
It is assumed that the Well of Souls is filled, all talents are unlocked, and Kili's tasks for Tier 90 gear has been completed.
This preset assumes a Ripper Demon is used, although as an alternative, a Beast of Burden may be used to carry additional food, or a Hellhound can provide additional damage reduction but will require the player monitors its HP.
Equipment:
- Tier 90 Deathwarden armour is used for its greatly increased HP.
- Tier 90 Deathdealer or Robes of the First Necromancer can also be used if owned.
- Obsidian Boots with TokKul donation grant a total of 15% damage reduction.
- Gloves may be Obsidian, Deathwarden, or Cinderbane.
- Excalibur is brought both for its healing effect, and as a switch to forcibly clear conjured summons, allowing them to be re-summoned with a full timer.
Inventory:
- Super restore flasks to counter Zuk's searing mechanic and provide Prayer throughout the waves.
- Ectoplasm and Necrotic Runes.
- One of the following: Rune Pouches with runes to cast Spellbook Swap and Disruption Shield, or an augmented Shield with the Turtling perk, to counter Wave 15.
50 |
This preset is aimed at farming TzKal-Zuk on Hard Mode for an experienced player, and prioritises fast kills over gear accessibility.
This preset assumes the player is using a Ripper demon or other damage increasing Familiar, and is completing the fight in under 35 minutes.
Equipment:
- The First Necromancer's equipment is used for the increased duration of conjured spirits.
- Foot wraps of the First Necromancer may be replaced with Obsidian boots with TokKul donation grant a total of 15% damage reduction.
- If using Obsidian boots, bring a Hand wrap of the First Necromancer in place of Cinderbane gloves for the 4 piece set bonus when conjuring spirits for increased duration.
- An Essence of Finality amulet, charged with the special attack of a Tier 70, 80 or 90 Death Guard.
- Excalibur is brought both for its healing effect, and as a switch to forcibly clear conjured summons, allowing them to be re-summoned with a full timer.
- A Reaver's ring as a DPS switch against Zuk.
Inventory:
- Super restore flasks to counter Zuk's searing mechanic
- Ectoplasm and Necrotic Runes.
- Rune pouches with runes to cast Spellbook Swap and Disruption Shield
- A Powerburst of vitality to assist surviving the final phase.
- Blue blubber jellyfish may be brought in place of Super Saradomin brew flasks or Sailfish at the player's discretion.
Overview[edit | edit source]
The encounter is similar to the Fight Caves and Fight Kiln in that the player must fight through waves of monsters before taking on TzKal-Zuk within an enclosed arena. There are 10 volcanic geysers dispersed in the arena that occasionally erupt and cause magic damage if the player is near them.
There are 17 waves of TzekHaar monsters which spawn in sets/batches, with anywhere from 1–4 spawn sets per wave. The first fifteen waves are grouped into the three combat styles: with waves 1–4 having mostly melee monsters, waves 6–9 with mostly rangers, and waves 11–14 with mostly magers. Waves 4, 9, and 14 are igneous waves which involve fighting against igneous TzekHaar monsters. Waves 5, 10, and 15 are challenge waves; even if the challenge is not successfully completed, it will be followed by a checkpoint. In waves 6, 11, and 16, the player must fight one, two, and three TzekHaar-Jads. In wave 17, the player must fight TzekHaar-Aken.
Unlike in the Fight Caves and Fight Kiln, all enemies drop rewards upon defeat/death. These are collected into the challenger's chest outside to be claimed after the encounter. There are two different drop tables: a "normal" table, and an "elite" table. Common TzekHaar are more likely to roll on the former, while the uncommon TzekHaar (igneous, challenge waves, and Jad) are more likely to roll on the latter. Har-Aken and Zuk always roll on the latter.
Runs required for cape[edit | edit source]
Requirements to upgrade all four TokHaar-Kal capes:
- Melee: TokHaar-Kal-Ket + Igneous stone = Igneous Kal-Ket
- Ranged: TokHaar-Kal-Xil + Igneous stone = Igneous Kal-Xil
- Magic: TokHaar-Kal-Mej + Igneous stone = Igneous Kal-Mej
- Necromancy: TokHaar-Kal-Mor + Igneous stone = Igneous Kal-Mor
The total runs required are:
- Four deathless runs without banking. (Normal or hard mode)
- Any challenge can be failed and the stone will still be obtained. (Flawless run is not required)
- Unlike in the Fight Kiln, any combat style can be used. (It is not required to do this activity once in each style)
Requirements to obtain the hybrid Igneous Kal-Zuk cape:
- Four deathless runs without banking, to obtain Four igneous stones. (Normal or hard mode)
- A flawless normal mode run to unlock hard mode.
- A flawless hard mode run to unlock the ability for the player to combine all four capes.
- Combine the four igneous capes.
Damage reduction[edit | edit source]
These are the most important damage reduction techniques that must be observed throughout the fight regardless of levels and tier 90+ equipment.
Safe spots should be made use of to minimise damage taken. Standing next to a tall rock forces monsters that don't have line of sight to wait behind the rock. This prevents monsters from attacking the player simultaneously. In this way, the player should rarely leave their safespot to reduce the chances of all spawned monsters attacking them simultaneously.
The image on the right shows the best safe spot when using Magic and Ranged. During Jad waves, it allows the player to kill all other monsters first without aggro'ing the Jads.
The monsters encountered deal high amounts of damage to the player. The player should make use of prayer switching and Devotion as shown below:
Action recommended | Situation | Reasoning |
---|---|---|
Deflect Missiles | When there are many TzekHaar-Xil and TzekHaar-Tok-Xil | Reduces food consumption. |
Deflect Magic | When there are many TzekHaar-Mej and TzekHaar-Ket-Zek | Reduces food consumption. |
Soul Split | When Zuk becomes attackable at the end of the challenge waves. | Free healing; Zuk does not attack while on the throne. |
Devotion | 4+ of a certain type of monster is in the area. | Devotion blocks 100% of the incoming damage from a particular combat style. Keep killing monsters quickly to extend the devotion effect. |
Prioritisation of killing particular monsters is important to prevent drain of adrenaline, prayer points, and life points.
Priority | Monster | Wave |
---|---|---|
1 | TzekHaar-Kih | Focus on them whenever they spawn and kill them immediately. Their melee attack drains 50 prayer points, and their ranged attack drains 60 prayer points and some adrenaline. Since prayer gets drained, the player will eventually lose their overhead prayers, requiring them to restore prayer points and consume food to heal, further draining resources. |
2 | TzekHaar-Jad | Jads are the second priority. Kill all other monsters in between Jad kills. |
3 | TzekHaar-Tok-Xil | Xils are the third priority as they deal heavy ranged damage, even more so if left on the same tile for a long time. |
4 | TzekHaar-Ket-Zek | Ket-Zeks are the fourth priority as they deal heavy magic damage when present. Their Geothermal Burn bleed also deals very fast (and high damage if stacked) damage even when factoring in magic tank armour with Animate Dead. Ket-Zeks only appear with Tok-Xils on waves 12 and 13 but it is still recommended to take them out first to avoid their bleed. Once one is killed, the player will not need to worry about them until the bleed expires. |
5 | N/A | All other TzekHaar monsters are low priority. |
Quick guide[edit | edit source]
The following are the basic steps to take to clear each wave. More advanced tactics and tips can be found in later sections.
This is designed to be used as a reminder during the Zuk fight, and may be viewed on a secondary screen or mobile device.
Map | Wave | Steps |
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Wave 1 |
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N/A | Wave 2 |
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N/A | Wave 3 |
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Wave 4 |
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Wave 5 |
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Wave 6 |
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N/A | Wave 7 |
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N/A | Wave 8 |
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Wave 9 |
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Wave 10 |
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Wave 11 |
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N/A | Wave 12 |
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N/A | Wave 13 |
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Wave 14 |
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Wave 15 |
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Wave 16 |
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Wave 17 |
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Wave 18 |
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Monsters[edit | edit source]
Name | Level | Life points | Attack style | Weakness | Special ability |
---|---|---|---|---|---|
TzekHaar-Kih | 100 | 6,000 | Melee | Nothing | Each attack drains combat stats and 50 prayer points. If the player is within a certain distance of them, but they can't reach the players due to being stuck behind a rock or other NPC, they will also occasionally yell "Tst!" and form a projectile at the player's tile. The projectile explodes after a few moments, dealing light damage, healing Kih, and draining 60 prayer points and some adrenaline if not dodged. |
TzekHaar-Hur | 70 | 10,000 | Melee | Water spells | Increases its Attack and Strength levels based on the number and proximity of other TzekHaar-Hur [1]. |
TzekHaar-Ket-Zek | 600 | 18,000 | Melee | Bolts | Applies the Geothermal Burn debuff with their attacks, dealing increasing magic damage over time if the debuff stacks. One stack is applied every 10 or so seconds and lasts for 45 seconds. Using Freedom clears the bleed, while killing a Ket-Zek halts the damage permanently for the remainder of its duration regardless of which one applied it. |
TzekHaar-Mej | 240 | 10,000 | Melee | Arrows | Will occasionally yell a TzHaar phrase, summoning a TzekHaar-Mej Disciple. The disciples, after some time summoned, will provide damage immunity to a random monster near them. If their summoner dies, they will automatically die after a few seconds. |
TzekHaar-Xil | 210 | 10,000 | Melee | Crush | Can occasionally throw its glaive to other TzekHaar; if this rebounds, the player will take additional Ranged damage. |
TzekHaar-Tok-Xil | 300 | 18,000 | Melee | Crush | Possesses the Grounded buff: each attack it performs while standing still grants it 10 of these stacks, increasing its Attack and Strength by 1% per stack. All stacks are lost when it moves. Deals particularly high ranged damage. |
TzekHaar-Yt-Mejkot | 450 | 18,000 | Melee | Water spells | TzekHaar-Yt-MejKot increases its Attack and Strength levels based on the number and proximity of all other mobs, unlike the TzekHaar-Hur which only increases its stats based on the number and proximity of other TzekHaar-Hur. They deal very high damage, but are very easy to safe spot due to their size. |
TzekHaar-Jad | 1,000 | 50,000 | Melee | Nothing | Deals extremely high damage, which can be nullified by using the correct prayer. Unlike the other mobs, TzekHaar-Jad does not have any new special abilities. However, stunning TzekHaar-Jad will cause it to fire the next auto attack quicker. |
TzekHaar-Aken | 1,600 | 150,000 | Magic | Nothing | Refer to section below. |
TzKal-Zuk | 14,000 | 600,000 | Melee | Nothing | Refer to section below. |
TzekHaar-Jad[edit | edit source]
After each challenge wave, there will be a TzekHaar-Jad wave, occurring in waves 6, 11, and 16.
In all three waves, the player can hug the north-western edges of the arena. The wave 6 Jad will be stuck on the rocks and not pose a threat at all during the wave. In waves 11 and 16, this also makes the north-western Jad the only one to attack the player; the north-east will be stuck by the rocks there, while in wave 16, the central Jad will walk onto the rocks and be unable to attack at that angle. Make sure not to stand directly next to or under the spawn point or this may walk Jad into an undesirable position or be attacked with melee. The wave 16 Jads are intended to be killed via prayer flicking, although they can be safe spotted if needed.
Jad has three attacks which require prayer switching, regardless of combat levels or equipment levels.
Used when in MD | Used when outside MD |
---|---|
Jad swipes at the player without warning using his right claw. This attack is only used if the player is within melee range, and Jad will not move closer to the player if they attack from outside of his melee range.
This is not always used when in melee range; Jad can use his Magic/Ranged attack too.
Prayer required: Deflect Melee
Used when in MD | Used when outside MD |
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Jad slams down his front legs onto the ground, causing large cracks to appear in the floor, and a boulder will fall from the ceiling onto the player. This cannot be avoided by moving.
Prayer required: Deflect Missiles
Used when in MD | Used when outside MD |
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Jad breathes fire shortly and lowers his head before raising his front feet and emitting a fireball that deals Magic damage upon hitting the player.
Prayer required: Deflect Magic
TzekHaar-Aken[edit | edit source]
After clearing the triple Jad wave, Zuk will summon TzekHaar-Aken to the east or west of the arena. Like the original, TzekHaar-Aken only possesses 150,000 health and summons both ranged and magic tentacles as its primary means of attack. However, Har-Aken itself is also enhanced like all the other monsters. The head will be present a short time after the wave starts.
After about 40 seconds, Har-Aken submerges into the lava and the player must wait 50 seconds before Har-Aken resurfaces again. Har-Aken has a passive damage reduction ability. The damage reduction increases by 100 for each Magic Tentacle present in the arena, varying from 0–1,200 with 12 spawn locations.
Har-Aken does not have any auto-attacks, but the tentacles nearby will attack the player with Magic and Ranged damage. Each of Magic Tentacles provide additional Defence for TzekHaar-Aken.
Har-Aken will occasionally launch blobs of lava at the player's position in a 3x3 AoE. The screen will shake slightly when this happens, along with visually appearing to the boss' left or right (depending on the side its on). When the boss is submerged, the visual will appear to Zuk's left side, making it harder to see and avoid if far away.
If the lava blob is not avoided, it will:
- Deal 1,500 soft typeless damage.
- Drain adrenaline by 20%.
- Inflict Adrenaline Gain Reduced, halving adrenaline gain for 10 seconds.
While submerged, Har-Aken will occasionally bombard the player with multiple lava blobs targeted at their position at the time of the attack.
Five lava blobs will target the player in a "+" formation, before following up with six lava blobs forming a "/" and then six more forming a "\" across the initial plus formation.
Each lava blob that is not avoided will cause the effects listed in #Lava Blob.
Message: TzekHaar-Aken is bombarding you, look out!.
Action required: This attack can be avoided by running at least 3 tiles away in any cardinal direction.
Har-Aken has the following attack rotation:
Attackable (~40 secs) | Submerged (~50 secs) | ||||||||
---|---|---|---|---|---|---|---|---|---|
Lava Blob | Tentacles + | Lava Blob | Tentacles + | Lava Blob | Tentacles + | Tentacles + | Lava Bombardment | Tentacles + | Lava Bombardment |
TzKal-Zuk[edit | edit source]
Zuk is the final enemy in the encounter. He appears sitting on his throne in wave one, but is immune to all attacks aside from the times he is attackable after the three igneous waves. During those waves he does not retaliate if attacked, allowing players to safely Soul Split off him and stack Storm Shards.
Zuk has a Defence level of 80 with 1,924 armour. Despite the tooltip claiming that he has no weaknesses, he is weakest to magic, sharing the same values as the TzekHaar-Ket on wave 10: 55 melee, necromancy and ranged affinity, 65 magic affinity, and susceptible to the inquisitor staff. Unlike the other monsters in the encounter, Zuk is immune to poison and stuns.
In wave 18 the final Zuk battle begins, and Zuk uses the attacks given below. Zuk uses a special attack after every 3 or 4 auto-attacks.
At the start of the battle, Zuk will lift his sword from the lava and jump to the centre of the arena to personally confront the player, destroying all of the rocks in the chamber. The geysers will no longer spew lava.
The moment you start the Zuk fight:
- Ensure your overloads, Animate Dead and Weapon poison+++ are active
- Swap to a DPS ring (TokKul-Zo does not work on Zuk)
- Deflect Melee (important)
- Vulnerability bomb (important)
- Guthix staff special attack from Essence of finality (important)
- Smoke Cloud (optional)
- Sunshine (optional)
- Devotion (important unless you are using cryptbloom)
- Freedom immediately after he strikes you to clear the Geothermal Burn debuff.
Zuk strikes at the player with his sword, dealing melee damage. This has an attack range of four tiles. If the player is further away than that, then Zuk will clench his hand and launch a fireball at the player, dealing magic damage.
Prayer recommended: Deflect Melee
Message: You will break beneath me!
This attack inflicts the Geothermal Burn debuff. This debuff functions similar to the TzekHaar-Ket-Zek's, applying a magic bleed, albeit with a shorter duration and disables defensive abilities on hit.
Action required: Use Freedom to clear the bleed early.
Important: Do NOT use Freedom at any other point during this battle as it needs to be reserved for responding to this attack. Freedom is the only way to clear this bleed early.
Prayer recommended: Deflect Melee
Message: Sear! or Suffer!
Zuk performs one melee hit followed up by two magic hits on the tick immediately after, giving time to switch to Deflect Magic for them. This attack will also apply 15 stacks of the Searing Pain debuff that drains the player's Constitution level over time. Each stack of the debuff is reduced by one for each tile the player moves via any means such as: running, walking, and using movement abilities like Surge and (Bladed) Dive.
Action required:
- Switch to Deflect Magic to avoid the Fireball attack that Zuk performs when you leave his melee-distance
- Using Surge will instantly remove 10 stacks of the debuff; the remaining five stacks can then be removed by running, which could be back to the player's activated Sunshine or Death's Swiftness area.
- Switch back to Deflect Melee when you enter melee-distance of Zuk
- Drink Super restore flask as required to restore Constitution levels.
Notes:
- Surge is only recommended here if the player is using the Mobile perk, has unlocked Double Surge or Dive, or has unlocked and brought along switches for Bladed Dive; a movement ability needs to be ready for the next special attack: Quake.
- Try not to eat while affected by the debuff; food will heal for less than normal when Constitution levels are drained.
Message: Tremble before me!, Fall before my might! or The earth yields to me!
Zuk slams his sword onto the player, dealing a large melee hit before creating five eruptions in an AoE around the player. Each eruption is 5x5 tiles in area, deals soft typeless damage, and applies stacks of Geothermal Burn every tick if struck by them. The eruptions will also apply a debuff that decreases armour rating by 1% per stack. Fortunately, the arena is large; enough space is provided to avoid the small AoE of the eruptions.
Action required:
- Switch to Deflect Magic to avoid the Fireball attack that Zuk performs when you leave his melee-distance
- Surge, Dive or Bladed Dive past Zuk to the other side of the arena to easily avoid all of the quakes. Surge right after Zuk's sword hits the ground.
- Switch back to Deflect Melee when you enter melee-distance of Zuk
Notes:
- Freedom should be off cooldown shortly after the eruptions occur if it was used immediately after the Geothermal Burn special attack. If the Geothermal Burn bleed is received from the eruptions, Freedom should be used to clear it; the bleed can both hit very high depending on how many stacks were gained, and snipe Resonance/Disruption Shield for the upcoming Empowered Magic special attack.
- This mechanic may 'lock on' to the player later than Zuk's animation may suggest, so surging too early before Zuk has actually chosen a point to slam could cause the eruptions to be locked onto a very close tile.
Message: Die!, Begone! or Ful's flame burns within me!
Zuk summons a magical ball and then drops a rock from above on the player that deals around 5,000 damage.
Action required: This attack is considered soft typeless and can be dealt with accordingly.
- Disruption Shield, Resonance, or Barricade can be used to completely negate the damage.
- Debilitate, Reflect, Powerburst of vitality, or Shield Dome can be used to halve the damage.
- These can stack multiplicatively.
Message: The skies burn! or Flames consume you! or Fall, and burn to ash! followed by Burn!
Zuk will jump to the centre of the room and become invulnerable to attacks. Zuk will then forcibly drag the player to a random location near him, stunning and binding them for three seconds before covering most of the arena in flames which deals increasing magic damage the longer the player stands in it. Only one section of the arena 135° clockwise to the player's position is safe, and the following Igneous TzekHaar will spawn in the safe areas in the following order:
- Igneous TzekHaar-Hur - Rise, warrior of flame! - Takes reduced damage and constantly heals until stunned.
- Igneous TzekHaar-Xil - Rise, ashen ranger! - Takes reduced damage and constantly heals until a damaging threshold or ultimate hits.
- Igneous TzekHaar-Mej - Rise, mage of embers! - Takes reduced damage and constantly heals until damaged within the 5x5 shield dome.
Each of the igneous TzekHaar spawn around 15 seconds after the previous one, whether it has been killed or not. They spawn on the section 135° clockwise from the last - e.g. if Zuk drags the player south-east at the start of the mechanic, then the first minion spawns in the west area, the second minion in the north-east area, and the third minion in the south area.
All three Igneous TzekHaar must be killed to gain charges, as around 15 seconds after the TzekHaar-Mej appears, Zuk will begin to channel the lava for an instant kill attack, indicated by him saying Flames unending... and an adrenaline bar appearing over him. If the player has killed all three Igneous TzekHaar, the button will appear, which must be used to stagger and stop TzKal-Zuk's instant kill, as otherwise it will kill the player, ignoring signs of life and Immortality. The player has roughly 10 seconds to interrupt Zuk before this happens. It is worth noting that a soul phylactery can revive the player if this happens, thus allowing them to continue the fight.
Action required:
- The moment Zuk starts walking to the centre of the arena, use Anticipation to avoid Zuk's bind, or use Freedom if you get bound.
- Switch to Deflect Magic as the lava floor deals magic damage (optionally use Devotion).
- The first minion spawns 135° clockwise from the player. (see picture)
- When the first minion spawns:
- Click on it and wait for the character to face towards it.
- Surge to instantly get up close.
- Execute a stunning ability first to remove its defences. (Deep Impact, Asphyxiate, Impact)
- DPS it down (Save a threshold for the next minion).
- When the second minion spawns:
- When the third minion spawns:
- Surge to it.
- Stand within its 5x5 shield dome and damage it to remove its defences.
- DPS it down.
- When the appears, spam-click on it to prevent Zuk's instant kill attack.
- There is up to 10 seconds here to build up adrenaline and set up a damage boosting ultimate.
- Switch to Deflect Melee.
- Throw a Vulnerability bomb on Zuk.
Zuk has the following attack rotation, and his first attack is always Geothermal Burn:
Geothermal Burn | 3 Auto-attacks | Sear | 3 Auto-attacks | Quake | 2 Auto-attacks | Empowered Magic | 4 Auto-attacks | Igneous Rain | 3 Auto-attacks |
Upon reaching 100,000 life points, all damage Zuk receives will be blocked for a tick and then he will restart his attack rotation from Geothermal Burn as long as the player has completed at least one Igneous Rain. In both normal mode and hard mode, it is not possible to skip the Igneous Rain mechanic entirely; you must perform the mechanic at least once during the kill. For example, if a player brings Zuk's health to 100,000 before the first Empowered Magic attack, Zuk will skip the Empowered Magic attack and place the player in the Igneous Rain mechanic instead. If Zuk performs the fourth auto-attack after Empowered Magic as his life points falls to 100,000, he will finish his current rotation and perform the Igneous Rain mechanic.
Upon reaching 0 life points, Zuk will kneel in defeat and say Finally... After thousands of years..., ending the encounter.
Waves[edit | edit source]
Monsters spawn in batches, with anywhere from 1–4 sets per wave.
Jad waves[edit | edit source]
Wave 6[edit | edit source]
- A single Jad spawns to the south-centre and will immediately attack upon spawning if in range.
Wave 11[edit | edit source]
- Two Jads will appear to the north-west and north-east. These Jads will immediately attack upon spawning if in range.
Wave 16[edit | edit source]
- Three Jads will appear, following wave 11's Jad spawn points and one directly in front of Zuk, slightly south but between of the two spawns.
- They will not attack upon spawning for roughly three seconds, with the north-western Jad attacking first.
- The Jads attack counter-clockwise, with the remaining two Jads having a 1–2 second delay before each other to allow the player to prayer flick.
Action required:Players must use the correct safespot in order to defeat this encounter correctly, otherwise they risk aggro'ing multiple Jads which would be fatal.
- Jad 1 - Use the north-west safespot, and stay close to the rocks so that Jad 2 and 3 get caught behind the rocks.
- Jad 2 - Walk slightly north-west and attack the 2nd Jad, ensuring Jad 3 is caught behind the rocks.
- Jad 3 - Walk east or south, making sure to stay out of melee-distance of Jad 3.
Igneous waves[edit | edit source]
In these waves, Zuk will summon two types of TzekHaar to the battlefield (Igneous and regular variant), accompanied with a different quote compared to the normal waves. The first Igneous wave starts at wave 4 and then occurs every five waves. One spawns in front of Zuk, one to the south-east, and one to the south-west.
- Players only need to kill the three Igneous variants of the monsters. When killed, the player absorbs their energy into themselves.
- After clearing the Igneous TzekHaar, the player can channel their energies into "Igneous Vengeance" by clicking to launch a powerful blast at Zuk to stagger him and kill any other TzekHaar still alive.
- Zuk will be incapacitated and the player must deal 50,000 damage to him to move to the next phase.
- The player has roughly 20 seconds to sufficiently damage Zuk; if this damage is not achieved in time, Zuk will simply repeat the wave until the requirement is satisfied.
- It is recommended to build up adrenaline and use Sunshine or Death's Swiftness before clicking the button, giving players a greater chance of clearing this challenge in a single wave.
Wave 4[edit | edit source]
- Zuk will summon TzekHaar-Hurs to the battlefield, along with three Igneous TzekHaar-Hurs.
- The Igneous TzekHaar come with a passive 50% damage reduction and the ability to heal for 2,500 every few ticks regardless of how much health they actually have. While possible to kill them without dealing with the damage reduction, it is not recommended.
Action required:
- Switch to Deflect Melee and Devotion to reduce incoming damage.
- Surge around the arena in order to defeat the three Igneous monsters.
- Successfully land a stun to remove the damage reduction and healing capabilities.
- They will be vulnerable for some time. Stunning them again will make them vulnerable again.
- Necromancy: Soul Strike
- Magic: Asphyxiate, Horror, Deep Impact, Shock or Impact
- Ranged: Rout, Tight Bindings, Demoralise, or Binding Shot
Wave 9[edit | edit source]
- Zuk will summon TzekHaar-Xils to the battlefield, along with three Igneous TzekHaar-Xils.
- The Igneous TzekHaar come with a passive 50% damage reduction and the ability to heal for 2,500 every few ticks regardless of how much health they actually have. While possible to kill them without dealing with the damage reduction, it is not recommended.
Action required:
- Switch to Deflect Missiles and Devotion to reduce incoming damage.
- Surge around the arena in order to defeat the three Igneous monsters.
- Successfully land a damaging threshold or ultimate ability to remove the damage reduction and healing capabilities. Recommendations:
- They will be vulnerable for some time. Hitting them again with these abilities will reset their timer.
- Necromancy: Death Skulls, Finger of Death, Bloat, or Spectral Scythe
- Magic: Omnipower or Tsunami
- Ranged: Deadshot, Incendiary Shot, Unload, Snap Shot, Rapid Fire, or Tight Bindings
- Melee: Massacre, Overpower, Pulverise, or Frenzy.
Wave 14[edit | edit source]
- Zuk will summon TzekHaar-Mejs to the battlefield, along with three Igneous TzekHaar-Mejs. Unlike the previous two, they are static and do not move around, and are considered "solid" enemies.
- The Igneous TzekHaar come with a passive 50% damage reduction and the ability to heal for 2,500 every few ticks regardless of how much health they actually have. While possible to kill them without dealing with the damage reduction, it is not recommended.
Action required:
- Switch to Deflect Magic and Devotion to reduce incoming damage.
- Surge around the arena in order to defeat the three Igneous monsters.
- Walk underneath the 5x5 shield dome and attack the Mej until it shatters, which is accomplished in 2–4 successful hits.
Challenge waves[edit | edit source]
After the Igneous wave, Zuk will forcibly drag the player to a small arena in front of him to initiate a "challenge". Challenge waves occur every 5 waves, so they start at waves 5, 10, and 15. The waves will progress regardless if the player completes the challenge or not.
Completing the wave successfully will impress Zuk. Players who complete the wave optimally will gain a stack of "Champion's Vengeance", although this does not provide any beneficial effect to the fight. Clearing all three challenge waves in one encounter along with not using any checkpoints is a requirement to access hard mode.
Wave 5[edit | edit source]
- Zuk will summon five Volatile TzekHaar-Hur in a star formation around the player (centred at the spot).
- These TzekHaar-Hur do not attack, but instead charge up destructive energies to themselves for 20 seconds in an attempt to kill the player.
- If their bar fills, they will explode and deal up to 6,000 typeless damage for each one not killed, which ignores defensive abilities.
- These only have 8,000 health each. Destroying all five before they can explode will grant the player a success.
- Destroying less than five also completes the wave, but the player will be dealt 6,000 damage for each monster alive, and the challenge will fail.
Action required:
- Quickly attack all 5 monsters to complete the wave.
- If you built up to 100% adrenaline on Zuk, use Sunshine to boost your damage output.
- Alternatively, you can use Threads of Fate followed by a hard hitting threshold such as Finger of Death, Volley of Souls or the Death Grasp special attack.
Wave 10[edit | edit source]
- Zuk will summon a single Unbreakable TzekHaar-Ket that attacks the player with melee.
- Like the previous challenge wave, this TzekHaar-Ket also charges up and deals up to 6,000 damage if not destroyed within 20 seconds.
- It is very durable, possessing a Defence level of 100 and is weakest to magic, especially from the inquisitor staff.
- It will soak up any damage inflicted by the player if the hit deals less than 3,000 damage, although this does not apply to familiars and the eldritch crossbow's special attack, Split Soul.
- It has 20,000 health. Destroying it before it can explode will grant the player a success.
Action required:
- Switch to Deflect Melee.
- Use hard-hitting threshold abilities: Recommendations:
- Necromancy: Death Skulls, Finger of Death or the Death Grasp special attack.
- Magic: Omnipower, Detonate, Asphyxiate, Deep Impact or Wild Magic.
Wave 15[edit | edit source]
- Zuk summons three Fatal TzekHaar-Yt-HurKot, who are invulnerable to all damage. They deal 8,000 damage per hit.
- The middle HurKot attacks with soft typeless damage, the west HurKot with ranged, and the east HurKot with magic.
- They will attack four times in total as a group, with an attack speed of 4 (2.4 seconds).
- The middle HurKot is guaranteed to attack twice. The two on the side will attack at random, with both attacking once or one attacking twice, the other doing nothing.
- To pass the challenge, the player must not take any damage outside of Devotion, Resonance and Divert.
Action required:
- Drink a super adrenaline potion if you don't have 100% adrenaline.
- Equip a tier 90 shield with Turtling 4, allowing Barricade to last long enough to tank all four hits. Use Barricade before the first hit connects.
- Turtling 3 also works, but gives less time, meaning Barricade has to be activated slightly later
- Alternatively, you can Resonance/Disruption Shield the first hit, use Devotion on the next two hits, and then the other unused ability for the last typeless hit. This will provide 100% adrenaline for the next wave.
Hard mode[edit | edit source]
The Make Way, I'm Coming Through achievement must be completed in order to access hard mode; this requires defeating Zuk and successfully completing all three of his challenges waves in normal mode without leaving. Players who clear hard mode flawlessly will achieve the Excuse Me, That's My Seat achievement, allowing them to create the Igneous Kal-Zuk cape.
In hard mode, both Zuk and the TzekHaar monsters have doubled life points and deal increased damage compared to normal mode. Only one checkpoint is available, which is right before facing Zuk. This means that if the player fails to complete wave 17, they will need to restart from the beginning.
In non-challenge waves, Zuk will yell The skies burn!, Flames consume you!, or Fall, and burn to ash! before a wall of lava appears and moves towards the player, occurring once every 40–45 seconds. If the player is at the edges of the arena, the lava will spawn across them (e.g standing south-west means that the lava can either come from the north, east or south-east) which should be the case in most scenarios. The lava contains 10 segments and getting caught in any of them will deal up to 3,000 typeless damage every tick. It is imperative that these be dodged as soon as they appear, as the player will meet a swift death otherwise; this may also mean having to move from a safespot. Having voice-acting enabled will help warn of the incoming attack. The cooldown for this ability is reset during igneous waves and is not used during challenge waves and when fighting him.
During waves 1–3, 6–8, and 11, the player can remain in the northern areas of the arena without having too much issue with TzekHaar reinforcements. During waves 12 and 13 the player should instead stand to the south-west. These two waves contain a mix of Tok-Xils and and Ket-Zeks, both of which deal very high damage. Before starting the igneous waves, move to the north-west.
Igneous waves[edit | edit source]
Rather than spawning one type of TzekHaar, Zuk will immediately call for one of each of the Igneous TzekHaar - a Hur right in front of him, Xil to the south-west, and Mej to the south-east. As with all other enemies, their health is doubled. They keep their passive 50% damage reduction, but will start healing only after losing roughly 50% of their health. Shortly after these three spawn, six additional TzekHaar will spawn alongside them in the same general area - melee in the middle, ranged to the west, and magic to the east. This consists of one TzekHaar-Xil, Tok-Xil, Hur, MejKot, Mej, and Ket-Zek.
Only the igneous TzekHaar have to be killed to progress through these waves, and leaving the other TzekHaar alive but stuck in places where they cannot attack the player is preferred over killing them, both to save time and to reduce damage taken. If all non-igneous TzekHaar are killed, a TzekHaar Tok-Xil, a Ket-Zek, and a MejKot will spawn after a few seconds, to the north-west, north-east, and south-middle respectively. Leaving any TzekHaar alive will prevent these from spawning.
It is recommended to start by the north-west at the start of this cycle and drop Sunshine/Death's Swiftness there. Move to the north-west to lure the Xil in, but try to get it stuck on the rock formation to the mid-west until the remaining TzekHaar spawn, after which it should be positioned next to the Tok-Xil that appears there. If done correctly, it should be stuck behind the Xil, out of range to attack while still being in range of the damage-boosting ability. Magic with Greater Chain and Omnipower should usually wipe out the entire range group; kill all ranging TzekHaar. Once they're all killed, surge to the Mej and stand behind it, to lure the other Mej and Ket-Zek in to target all three with AoE attacks; killing the normal TzekHaar is optional, but don't kill the MejKot, as to avoid triggering reinforcements. Once the Igneous Mej is killed, prepare an ultimate damage rotation against Zuk.
Zuk's damage thresholds to advance during waves 4, 9, and 14 are increased to 100,000. As with normal mode, if the required damage is not met in time, Zuk will resummon the entire wave until the condition is met.
Depending on the player's damage output, the wave can be one-cycled with proper damage rotations. This should always be the case as two-cycling these waves would prolong the entire fight; thus, hampering the average profit. Zuk is a blocked 5x5 monster while sitting on his throne; he can still be vulnerability bombed by throwing it on the tiles right in front of him.
As it is not required to one-cycle the Igneous waves for a flawless completion, players who wish to unlock the Igneous Kal-Zuk may find it advantageous to deliberately repeat waves, so they can start the subsequent challenge waves with high adrenaline and ultimate abilities off-cooldown.
Challenge waves[edit | edit source]
Zuk's challenge waves remain the same, apart from the doubled health. Like in normal mode, they do not need to be cleared successfully to advance, but this is required for players that are looking to create the Igneous Kal-Zuk.
- Wave 5: If Zuk has been one-cycled in the previous wave, Sunshine or Death's Swiftness should last long enough for this wave with a Planted Feet switch.
- If using Magic, if available, use a target Magma Tempest between two Hur spawns. For the remaining three, use Greater Chain on the middle Hur followed by Omnipower with an Igneous Kal-Mej or Kal-Zuk cape; this should kill or leave them with severely low health.
- If using Ranged, use enchanted hydrix bakriminel bolts to gain large amounts of adrenaline and dump thresholds and special attacks.
- If using Necromancy, use Threads of Fate to target three Hurs at once for three attacks. Use Soul Sap followed by Volley of Souls to attack three, and attack the last two with Death Grasp.
- An advanced strategy for players using Magic or Necromancy is to set a combat dummy in the middle of the challenge arena, allowing the player to target more than three Hurs at once with Greater Chain or Threads of Fate. Caroming is required if using Magic.
- Wave 10: Throw a vulnerability bomb at the Ket's spawn point and equip the TokKul-Zo to gain a 10% damage increase, which is especially important when not setting up an ultimate ability rotation. Dump special attacks, thresholds, and ultimates as needed to kill it.
- Wave 15: As with normal mode, try to have at least 100% adrenaline before the Yt-HurKots spawn and use Barricade with a tier 90 shield before the attack connects and registers. Gain as much adrenaline from the HurKots as fast as possible before they die off. Alternatively, the player can Disruption Shield and Resonance both of the middle HurKot's hits and Devotion the remaining two from the side HurKots, which will provide them more adrenaline for the next wave.
After each challenge wave is completed, immediately run to the north-west. If using Necromancy, take the opportunity to re-summon your Conjured Spirits.
TzekHaar-Aken[edit | edit source]
TzekHaar-Aken acts similarly to its normal mode encounter, with a few exceptions:
- It is capable of performing the +/X lava formation in its unsubmerged state, occurring once per cycle and is used after the first lava blob is launched.
- It launches a total of three blobs of adrenaline-draining lava instead of two.
- In its submerged state, it can summon Warding Magic Tentacles and Piercing Ranged Tentacles in the arena through the 10 cracks where lava geysers would normally appear.
- Up to three of these tentacles are summoned per summon cycle.
- The warding tentacles increase Har-Aken's damage reduction by 500 each in addition to the 100 damage reduction for each normal Magic Tentacle present in the arena. There is no upper cap to this damage reduction aside from spawn limits.
- The ranged tentacles can apply stacks of armour break onto the player.
During the one minute TzekHaar-Aken is submerged, it will perform in order: blob attack, summon, +/X attack, blob attack, summon, blob attack, +/X attack.
Players will typically kill Har-Aken within two unsubmerged cycles, although it is possible to clear it out in one cycle (~54s). It is possible to set up a damage rotation on Zuk even with a one cycle, but the player will need to be fast to get the adrenaline needed.
In multiple cycle clears, once Har-Aken dies, head to the centre of the arena and set up an ultimate damage rotation. Apply all necessary buffs and debuffs during this time. Gain as much adrenaline off Zuk before his wave starts. If Har-Aken was one cycled, use Natural Instinct on Zuk, as the adrenaline potion will be in cooldown.
TzKal-Zuk[edit | edit source]
Hard mode Zuk mechanics are exactly the same as the normal mode mechanics except Zuk uses one less auto-attack before each mechanic. This accelerated attack cycle means that there is less time available to damage him. Due to this, it is recommended to remove the Sear stacks just before the Quake mechanic by using Surge on the attack before this mechanic is used, then Dive back into Sunshine/Death's Swiftness. The bleed from Geothermal Burn will clear just before Empowered Magic, but be sure not to Freedom unless the Quake mechanic is perfectly avoided.
Upon reaching 100,000 life points, Zuk begins a phase unique to hard mode: he will jump right in front of his throne, raise a Conduit of Ful in the centre of the arena, and generate a barrier of fire to separate him and the player. However, if a player manages to phase Zuk to 100,000 life points before the first Igneous Rain, Zuk will instead place the player in the Igneous Rain mechanic before initiating the Conduit of Ful phase.
In the Conduit of Ful phase, Zuk will drag the player to the middle of the arena if they are to the north of the barrier when it is summoned. Zuk will no longer use auto-attacks, so it is safe to camp Soul Split during this phase. The conduit is capable of attacking with melee, but it only has a max hit of 1; nonetheless, it is best to avoid being close to it to avoid having Resonance or Disruption Shield sniped.
Zuk will draw power from the conduit and continually launch fireballs from the lava outside the arena at the player once every 3 seconds until Zuk has 20,000 life points remaining. These fireballs deal up to 9,000 soft typeless damage in a 7x7 AoE. The damage is dependent on how close the player is to the centre tile when they are struck, with a minimum of 1,300 damage at the rims of the explosion.
The player must damage the conduit sufficiently in order to sabotage the power being channelled to Zuk while dodging the fireballs. The conduit has 50,000 life points and will have to be destroyed five times.
If the conduit reaches 0 life points during the tick before a fireball lands (before it would damage the player), Zuk will not launch any fireballs for 6–7 seconds after the charged attack. The player can use this time to use channelled abilities on the conduit, stand in Sunshine/Death's Swiftness, and take a short respite from running. Zuk will raise his left arm as he launches fireballs; one can Surge last second to avoid being hit and get in a few extra hits from channelled abilities. After the conduit resets the fourth and final time with Zuk at 20,000 life points, Zuk begins launching fireballs in an alternating pattern of 1.8s and 1.2s, although a player can still outpace them by running.
Each time the conduit is reduced to 0 life points, Zuk will suffer 20,000 damage, but will charge up a retaliatory fireball that deals 15,000 soft typeless damage. The conduit's life points will immediately reset and remove any Vulnerability applied onto it, although other debuffs and bleeds will still remain. While Zuk is charging the retaliatory fireball, the conduit becomes superheated and will take 50% less damage.
Players can handle the four retaliatory bombs with the following methods:
- Resonance (30s)/Divert (30s)
- Completely negates the attack.
- Shares a cooldown.
- Disruption Shield (60s)
- Completely negates the attack.
- Barricade (60s)
- Completely negates all attacks for a length of time.
- Only recommended if run energy is low as this costs 100% adrenaline and requires a shield to stay equipped.
- Reflect (30s) + Shield Dome (120s)/Powerburst of vitality (120s)
- Reflect/Shield Dome/Vitality each effectively halves damage taken. This stacks multiplicatively so combining Reflect with one of the others will reduce the damage by 75% down to 3750. This is not absolutely required though if the player dodges the fireballs.
Although the player should be able to fully destroy the conduit before this happens, run energy may become problematic, especially with heavy weight or low Agility levels. There are several methods to prevent this from happening.
- Use energy restoring items such as Super energy potion and Mint cake.
- Using the Barricade ability, run energy can be replenished by standing still.
- The player can replenish run energy for 8–15 seconds depending on the shield and perks available (Turtling and Malletops); this should be enough time to restore sufficient run energy. Surge around the time Barricade ends before a fireball will land to gain some extra time.
- An ogre flask (salt water), stamina potion, or globetrotter boots may be used at the start of this phase to gain infinite run energy.
It is possible to use Sunshine/Death's Swiftness against the conduit by running around the rims of the ability, although minor mistakes will result in some damage being taken.
Once the conduit has been depleted of its health for the fifth time, Zuk will kneel in defeat, ending the encounter.
References[edit | edit source]
- ^ The RS Guy. "A conversation with Elder God Wars Developer Mod Sponge! (part 1)." (49:05), YouTube video. 4 November 2021.