Abyssal Sire/Strategies

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A player takes on the Abyssal Sire.

The Abyssal Sire is a level 85 Slayer boss that can only be killed when assigned Abyssal demons or the Sire itself.

It is mainly killed for its unsired drops, which can be used at the Font of Consumption to obtain valuable rewards such as the abyssal dagger, parts of the abyssal bludgeon, or the abyssal orphan pet.

Suggested skills[edit | edit source]

  • Slayer 85 (Required)
  • Attack 75 (85+ Recommended)
  • Strength 75 (85+ Recommended)
  • Defence 75 (85+ Recommended)
  • Ranged 75 (85+ Recommended)
  • Hitpoints 80 (90+ Recommended)
  • Magic 75 (92+ Recommended)

Quests[edit | edit source]

Required[edit | edit source]

Recommended[edit | edit source]

Equipment[edit | edit source]

Phase 1 and respiratory systems[edit | edit source]

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 defense so your accuracy will still be high, and saving the inventory spaces and weight is more important.

Recommended equipment for Magic
SlotItem (most effective → least effective)
HeadSlayer helmet (i).pngSlayer helmet (i)Black mask (i).pngBlack mask (i)N/A
NeckOccult necklace.pngOccult necklaceAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of glory
BackImbued god capes.gif Imbued god capesN/AN/A
BodyAncestral robe top.pngAncestral robe topN/AN/A
LegsAncestral robe bottom.pngAncestral robe bottomN/AN/A
WeaponSanguinesti staff.pngSanguinesti staffTrident of the swamp.pngTrident of the swampTrident of the seas.pngTrident of the seas
Ammo/SpellRada's blessing 4.pngRada's blessing 4God blessing.gifGod blessingN/A
GlovesTormented bracelet.pngTormented braceletBarrows gloves.pngBarrows glovesN/A

Phase 2 onward[edit | edit source]

Melee is only used for the second and final phase of the fight.

Recommended equipment for Melee
SlotItem (most effective → least effective)
HeadSlayer helmet (i).pngSlayer helmet (i)Black mask (i).pngBlack mask (i)N/AN/AN/A
NeckAmulet of torture.pngAmulet of tortureAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryN/AN/A
BackInfernal cape.pngInfernal capeFire cape.pngFire capeArdougne cloak 4.pngArdougne cloak 4Max cape.pngMax cape / Hitpoints cape.pngHitpoints capeN/A
BodyBandos chestplate.pngBandos chestplateJusticiar chestguard.pngJusticiar chestguardTorag's platebody.pngBarrows bodyN/AN/A
LegsBandos tassets.pngBandos tassetsJusticiar legguards.pngJusticiar legguardsTorag's platelegs.pngBarrows legsN/AN/A
WeaponScythe of vitur.pngScythe of viturArclight.pngArclightGhrazi rapier.pngGhrazi rapierBlade of saeldor (c).pngBlade of saeldor (c) / Blade of saeldor.pngBlade of saeldor / Inquisitor's mace.pngInquisitor's maceZamorakian hasta.pngZamorakian hasta
ShieldAvernic defender.pngAvernic defenderDragon defender.pngDragon defenderDragonfire shield.pngDragonfire shieldRune defender.pngRune defenderN/A
Ammo/SpellRada's blessing 4.pngRada's blessing 4God blessing.gifGod blessingN/AN/AN/A
GlovesFerocious gloves.pngFerocious glovesBarrows gloves.pngBarrows glovesDragon gloves.pngDragon glovesN/AN/A
BootsPrimordial boots.pngPrimordial bootsDragon boots.pngDragon bootsGuardian boots.pngGuardian bootsRune boots.pngRune bootsN/A
RingBerserker ring (i).pngBerserker ring (i)Ring of suffering (i).pngRing of suffering (i)Ring of the gods (i).pngRing of the gods (i)Treasonous ring (i).pngTreasonous ring (i) / Warrior ring (i).pngWarrior ring (i)N/A
Special attackDragon warhammer.pngDragon warhammerDragon claws.pngDragon clawsArclight.pngArclightDragon dagger.pngDragon daggerBandos godsword.pngBandos godsword

Inventory[edit | edit source]

If it is your first time at the Sire, you may want to bring less Stamina, prayer or super restore potions and replace them with food instead (e.g. 1 Stamina potion, 4-5 Prayer potion/Super restores).

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 darts, but due to the difference being very small and much more expensive, it is not recommended.

Recommended equipment for Ranged
SlotItem (most effective → least effective)
HeadSlayer helmet (i).pngSlayer helmet (i)Black mask (i).pngBlack mask (i)N/AN/AN/A
NeckNecklace of anguish.pngNecklace of anguishAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryN/AN/A
BackAva's assembler.pngAva's assemblerAva's accumulator.pngAva's accumulatorMax cape.pngMax capeRanging cape.pngRanging capeInfernal cape.pngInfernal cape / Mythical cape.pngMythical cape (for special)
BodyArmadyl chestplate.pngArmadyl chestplateKaril's leathertop.pngKaril's leathertopArmadyl d'hide body.pngBlessed body (any god)Black d'hide body.pngBlack d'hide bodyN/A
LegsArmadyl chainskirt.pngArmadyl chainskirtKaril's leatherskirt.pngKaril's leatherskirtArmadyl chaps.pngBlessed chaps (any god)Black d'hide chaps.pngBlack d'hide chapsN/A
WeaponTwisted bow.pngTwisted bowToxic blowpipe.pngToxic blowpipe / (Adamant dart.pngAdamant darts or better)N/AN/AN/A
ShieldAvernic defender.pngAvernic defender (for special)Dragon defender.pngDragon defender (for special)N/AN/AN/A
Ammo/SpellDragon arrow 5.pngDragon arrowAmethyst arrow 5.pngAmethyst arrowRune arrow 5.pngRune arrowN/AN/A
GlovesBarrows gloves.pngBarrows glovesDragon gloves.pngDragon glovesRune gloves.pngRune glovesN/AN/A
BootsPegasian boots.pngPegasian bootsRanger boots.pngRanger bootsArmadyl d'hide boots.pngBlessed boots (any god)Guardian boots.pngGuardian bootsSnakeskin boots.pngSnakeskin boots
RingArchers ring (i).pngArchers ring (i)Ring of suffering (i).pngRing of suffering (i)Tyrannical ring (i).pngTyrannical ring (i) (for special)N/AN/A
Special attackDragon warhammer.pngDragon warhammerToxic blowpipe.pngToxic blowpipeDragon claws.pngDragon clawsN/AN/A

Inventory[edit | edit source]

Inventory (PoH/Nardah method)[edit | edit source]

The PoH/Nardah method uses the equipment setup as listed above, except food and potion supplies are massively reduced; at most, 5 food and a single prayer or super restore potion for emergency use.

This is up to personal preference, but players may either opt to teleport after two or all four respiratory systems are destroyed, although the former does give a time advantage since the Sire will despawn if not in combat within a minute from phase 2 and further. At the start of phase 2, players use their godsword/warhammer special on the Sire and clear it out as normal. On the next kill, the player simply teleports after destroying a desired number of respiratory systems, upon which they teleport back to their house and restore all drained stats, including their special attack, from the ornate rejuvenation pool, then use a fairy ring to teleport back to the Nexus. If the player doesn't have access to either one, using one by a host also works, although it's generally better to have your own on hand.

With the Nardah variant, players use their desert amulet 4 to teleport to Nardah, then use a quest point cape to teleport to the gates of the Legend Guild and return to the Abyssal Nexus with the nearby fairy ring. This variant is less commonly used due to the higher requirements needed.

This method only works with the southern chambers, as the northern ones are too far and will most likely deplete the player's run energy by the time they reach there.

As a result of this method, players have numerous spaces to manage their inventory (which can clutter extremely fast), waste very little money on each kill (as this method significantly cuts down the use of prayer potions), the ability to use two special attacks per kill (players would be forced to use one special for each kill to manage special attacks for consistency) and make a significant amount of profit from the boss.

How to get there[edit | edit source]

The Abyssal Sire is located in the Abyssal Nexus, which is found in the Abyss. If you enter through the Mage of Zamorak, you will need to head to the south central section of the Abyss to reach the Abyssal Nexus.

The far safer way to access is through use of the fairy ring network. You will need to have access to the fairy rings, which is accessed after partial completion of Fairytale II - Cure a Queen. Use the code DIP and you will be sent straight to the Abyssal Nexus without being skulled and losing all of your prayer points.

There are four Sires in each world, in the north-east, north-west, south-east and southwestern areas of the Nexus. There are four eyes near the Font of Consumption; interacting with them will tell you if there is another player in that chamber.


Fight overview[edit | edit source]

The poisonous fumes that players must avoid.

The Sire is a solo-only boss, despite being in a multi-combat area. Other players cannot assist in the fight (although they can drop supplies if desired). The Sire and the spawn/scions will only attack the challenger; however, the Sire's attacks can hurt other players if they are in range, and spawns/scions may attempt to focus them, although they will be unable to attack them.

The Abyssal Sire's combat stats consist of 180 Attack, 136 Strength, 250 Defence and 200 Magic, with an attack accuracy bonus of +65. Defensively, the Sire has +40 stab, +60 Slash, +50 Crush, +20 magic and +60 ranged defence bonuses. This means that stabbing attacks are most effective. Being a demon, it is weak to demonbane weapons, and it's high Magic level makes it susceptible to the twisted bow despite the ranged defence bonus.

Unlike other slayer bosses, the Sire partially has traditional combat; it only directly attacks the player during phase 2 with melee attacks. Similarly to the Grotesque Guardians, prayers reduce the accuracy and strength of its attacks. This is highly important as the Sire utilizes three different melee attacks, with its strongest, a double tendril swing, dealing up to 66 damage if it isn't protected against.

Scattered across the arena are six tentacles that are active during phase 1 and 3. The tentacles will only hit the player if they are in melee range, dealing up to 30 typeless crush damage. Protection prayers reduce the accuracy and strength of these attacks. Although classified as NPCs, they cannot be attacked.

Throughout the fight, the Sire will periodically summon spawns to assist it in combat. Spawns are aggressive, possessing 15 health, an Attack level of 120, Strength and Defence level of 30, and Ranged level of 50, dealing up to 9 damage, although they are fairly inaccurate. If the spawn is not killed within 12 seconds upon being attackable, it will mature into a scion, increasing its combat stats significantly - an additional 35 health (added onto their current health if the spawn took a non-fatal hit), 60 Strength, 50 Defence and Ranged, +30 melee and ranged accuracy, +30 ranged strength, deals up to 16 damage, and can also hit through protection prayers, dealing up to 6 damage. Scions automatically die off if they cannot attack the player for 30 seconds. All spawns and scions are automatically killed alongside the Sire when it dies.

Phase transitions are done automatically when the Sire's health falls under the required threshold.

Note: When killing the Sire, make sure that Auto Retaliate is off.

Phase 1[edit | edit source]

The Abyssal Sire in stasis.

The fight begins when the player attacks the sleeping Sire. The Sire will awaken and control the tentacles in the chamber. The Sire's attacks only consist of launching poisonous fumes and ejecting spawns from its mouth. Any spawns that appear should be killed immediately.

In order to progress to the next phase, the four respiratory systems in the room must be destroyed. The tentacles are much of a hindrance during this phase, as they greatly reduce the max hit of your attacks to 3, and even then an experience drop does not guarantee that any damage is dealt to the respiratory system.

This can be bypassed by disorientating the Sire:

When disorientated, the Sire and the tentacles will be stunned for 30 seconds, allowing the player to deal full damage against the respiratory systems. Although they can be seemingly reached with melee, the player will get the message "I can't reach that!", meaning that a ranged weapon must be used. The cheapest weapon to use is the crystal bow (which also has more range), although a toxic blowpipe loaded with adamant darts also suffices. A Craw's bow can also be used, but this is not recommended if the player has access to the two weapons already listed.

The slayer helmet's effects will work on the respiratory systems. If the systems are killed at a reasonable rate, only two spells will be needed at most (more if using shadow spells other than barrage). If the systems are attacked when the Sire has regained consciousness, the experience drops will indicate that the hit was complete while its damage was in fact drastically reduced; a message in the chatbox will appear stating "You can't deal much damage with those tentacles getting in the way".

On average, a player should destroy one side of respiratory systems; with some luck on your hits, it's possible to destroy three respiratory systems during the stunned time. If the tentacles start to awaken again and the targeted system has low health (10 or less), try to destroy it.

Stand on any spot along this vein as you await the Sire to start Phase 2.

The optimal procedure for this stage is as follows:

  1. Hit the Sire once at the beginning with your blowpipe on "Long Range" (change to "Rapid" quickly) and disorientate it with your shadow spell. This skips the wake-up animation so a shadow spell will immediately disorientate it.
  2. Attempt to take out two respiratory systems on one side.
  • Cast another shadow spell to disorientate the Sire (or resetting the timer if they are destroyed very quickly), then clear the other side. If the second respiratory system survived, destroy that first. You will most likely have to cast a third shadow spell if this occurs.
  1. Switch to Melee gear and Protect from Melee for Phase 2. (See the image to the right for the best spot to prepare for Phase 2.)

Phase 2[edit | edit source]

Note: At this point, the player must kill the Sire or the whole fight will be reset. The Sire will return into the chamber if it is not in combat for one minute. If the first attacker dies/leaves, another player can attack after 10–20 seconds have passed.

The Sire will leave its resting place and will attack the player with Melee. Use Protect from Melee to greatly reduce the accuracy and damage of its attacks, as the double tendril attack can deal up to 60 damage if not protected against. Like in phase 1, the Sire can create spawns and launch poisonous fumes, though they're rather uncommon.

During this phase, all six tentacles in the chamber will be disabled, so they will be unable to damage the player during this part of the fight. However, safespotting the Sire will result in it forcibly teleporting the player next to it, then discharging a blast from the portal in its stomach for over 60 damage if players do not run away in time. It's generally better to tank the attacks normally rather than trying to safespot it.

If you are using the POH method, use both of your Bandos godsword or Dragon warhammer specials at the start of phase two after returning from the fairy ring. Otherwise try to conserve your special attacks to consistently extend your trips.

Once the Sire is damaged to below half Hitpoints, Phase 3 will begin. Switch to Protect from Missiles during the phase transition animation.

Phase 3[edit | edit source]

Stay within the middle area to avoid damage from tentacles.

Stage I[edit | edit source]

The Sire walks to the middle of the area, and will stop attacking with Melee. As soon as it finishes attaching itself to the ground (becoming attackable once again), four spawns will appear. It will only throw out poisonous fumes as its only attack at this stage, with an attack range of 15 tiles. In addition, the Sire gets increased Hitpoint regeneration; it seems to be random, as there are cases where it slowly regenerates health (less than 1%), while in other cases it can rapidly regenerate health (1-2% every 4 ticks). The tentacles will also awake again, though they can still be easily avoided if standing in the middle.

The poisonous fumes can be easily avoided by moving back and forth. Select two tiles that are within melee range (make sure they're out of the reach of the tentacles), attacking the Sire in a 1-2 attack format. If health falls low, run south of the Sire and cast blood spells on the scions or let them die off before running back to attack it again.

Once the Sire reaches 139 Hitpoints or lower, stage two of this phase begins.

Stage II[edit | edit source]

The Sire opens a large portal within its body, causing spawns to emerge until it dies.

As soon as the Sire reaches 139 Hitpoints or lower, it will teleport the player south of it. It will then explode two ticks after teleporting the player, dealing massive damage if you don't move away in time. It can be simply avoided by running at least two tiles away from it. Roughly 6-8 spawns will appear from underneath the Sire as soon as it explodes, and it begins to rapidly summon spawns who appear underneath the Sire. A few spawns will also drop down around the player's position. There is a cap of 15 spawns present at any given time.

Like the previous stage, the Sire will use poisonous fume attacks, but only when the cap for spawns/scions has not been reached. If any spawns or scions are killed, this attack resumes until the cap is hit again. At the start of this stage, there is a minimum of three fume attacks.

Players with a dragon or crystal halberd can use the special to quickly kill the Sire before the summoned spawns turn into scions. If the Sire is struck with a magic attack, it will retaliate back with a single poisonous fume attack. Not being in combat with the Sire for a short duration (e.g trying to heal off scions) can also cause it to repeat up to three poisonous fume attacks once back in range.

The chances of dying increase dramatically in this phase as the fight drags on, as the scions can deal considerable damage and roughly half of them use melee, while the other half use ranged. You should keep your health around 50 or higher, since the scions can easily stack you out if you are at or below 30 health. Though it may seem feasible to use Protect from Melee as melee armour is more resistant to ranged, the Scions' ranged attacks have an additional 30 ranged accuracy and strength which make them more accurate and powerful than their melee attacks, even though they have 120 Attack compared to 100 Ranged.

The southeastern safe spot to heal off the minions.

If you need to heal yourself, lure the spawns/scions while casting Blood Burst/Blood Barrage; their Magic level of 1, along with their Magic Defence of -10 should ensure that your spells will hit and heal a large portion of your health, as long as the player's magic bonus isn't -65 or lower. This should be done when the player is near the southern area of the chamber, as there are two spots where players can safely cast blood spells on the minions, although the southeastern safespot is more reliable than the southwestern one, as the scions have an attack range of 4 (similar to a blowpipe).

If using the twisted bow, it may be useful to trap the minions behind one of the middle tentacles, as they will not actively move around it to reach the player. However, this is rather unfeasible unless the spawn cap has been reached, and the encounter should generally end before all of the spawns turn into scions.