Alchemical Hydra/Strategies

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The Alchemical Hydra is a level 95 Slayer boss encountered in the Karuulm Slayer Dungeon. In order to fight it, players must be assigned a hydra task.

To reach the boss, players must run north past the Tasakaal, then east past the hydras. They will then reach the entrance to the lair by Orrvor quo Maten. Alternatively, players with level 88 Agility can reach it safely by using the mysterious pipe just behind Kaal-Ket-Jor, though this takes roughly the same time as reaching it by running past the hydras.

Fight overview[edit | edit source]

The fight is instanced; if players die while fighting the Hydra, then they may reclaim their items from Orrvor quo Maten outside for 100,000 coins each time. Dying elsewhere with items still held by him will result in them being lost forever!

Note: While the Hydra is in the room, players cannot leave through the doors, as they are jammed when this occurs. Teleports will still work, however. The Hydra has a respawn time of 20 seconds.

The hydra has four phases, each one beginning upon hitting or going past each 25% health threshold (~275 health). A head will fall off each time this occurs as the hydra roars and changes forms, signifying the start of the next phase.

The hydra attacks with both Magic and Ranged, with the left heads attacking with magic and the right with ranged. In the first two phases, this consists of two instant hits that deal less damage individually. In the last two phases, this will consist of one hit that does higher individual damage. The hydra will begin the fight with either combat style. Regardless if the hits connect or not for the first three phases and after every three auto-attacks, the hydra will sway its heads backwards as a warning indicator that it is changing combat styles. Players should be aware that the Hydra's phase transition animation can override the attack swapping animation, so counting the attacks is still beneficial.

During the first three phases, the hydra's carapace is strengthened and will immensely reduce incoming damage by 75% of what it would have dealt. This must be removed by luring it to the appropriate chemical vent. If takes chemicals from an incorrect vent, its enrage stack will go up, increasing the damage of its attacks. At the start of each phase, the hydra will perform three auto-attacks before performing a special attack.

A player fighting the Alchemical Hydra in its poison phase.

Poison[edit | edit source]

In this phase, the hydra starts with a green carapace, and should be lured to the red chemical pool. After the first kill, the player should stand right next to the red chemical vat (to the west) so that the Hydra is automatically lured to the red chemical pool as soon as it spawns.

After the first three attacks, the hydra will launch 4 or 5 poison blobs around the player's location; 1 on the player and 4 randomly around it. The blobs have a 3x3 splatter effect dealing up to 7 damage, and standing on the poison pools will deal up to 12 poison damage per tick. Both will cause a poison effect that deals 6 damage; if players get poisoned, immediately clear its effects. The best way to avoid this attack is by standing west of the red chemical vat, all the way south, then move north two tiles when the hydra is positioned over the chemical pool. When it spits poison, move west two tiles - this avoids the one targeting the player, and the other four will splatter east.

Once the hydra reaches 75% of its health, the bottom-right head falls off and it changes its carapace to blue. Next, the player should run north to the green vent.

Lightning[edit | edit source]

A player fighting the Alchemical Hydra in its lightning phase.
Stand in the corner and wait until the lightning is two tiles away. Then move 1 - 2 quickly to trap the lightning.

Now with a blue carapace, the hydra should be lured to the green chemical pool.

Throughout the phase, the hydra will launch an electric ball in the centre of the room, which spawns four lightning currents in the four corners of the chamber, although the order in which they appear in is random. The four pieces of lightning converge on the player's location. Getting hit by them will bind the player and deal up to 20 damage. Starting near the middle of the room and looping around one of the last lightning spawns, to escape the box they form, is the easiest way to avoid their damage. Players may also hug the northern wall and quickly move their way west while damaging the hydra, which works especially well with any ranged weapon with a distance of 10. It is possible to trap the lightning by standing in the north-west corner, moving one tile diagonally south-east when the lightning is two tiles away from you, and instantly moving one tile north. This does not despawn the lightning, so if the player were to move off of the tile, the lightning will start following them again.

Once the hydra reaches 50% of its health, the bottom-left head falls off and it changes its carapace to red. Next, the player should run west to the blue vent if not already there from the lightning.

Note: If the hydra transitions to the next phase while there is lightning on the field, they will dissipate immediately.

Flame[edit | edit source]

A player fighting the Alchemical Hydra in its flame phase.

Now with a red carapace, the hydra should be lured to the blue chemical pool.

Throughout the phase, the hydra will occasionally walk to the centre of the chamber and face the direction the player is at. Once it reaches the centre, the player is stunned, but they can still attack it. If the player is underneath the hydra, then it forces them out into a random direction. Upon reaching the centre, it breathes 5x5 layer of fire to the player's sides based on their location before staring down the middle and launching a tracking fire. This tracking fire follows the player's movement, and travels significantly faster the further the player is (or if they start running). Turning off run and walking in a line as the fire trails is the best course of action. Getting hit by any of the fires will result in the player taking up to 20 damage, followed by a subsequent bleed of 5 damage for five hits. Moving onto another fire resets the bleed. Fires may be tile skipped, though it's only recommended to do so after the tracking fire stops. The hydra does not attack until four seconds after the tracking fire is sent out.

Once the Hydra reaches 25% of its health, the middle head falls off and it changes its carapace to grey.

Note: If the hydra transitions to the next phase while performing this attack, it ends abruptly. This also includes the tracking fire, but any fires started before the phase transition will still persist as usual. For the duration of the side fires, the hydra also becomes a solid NPC, meaning that it is not possible to walk under it.

Enraged[edit | edit source]

A player fighting the Alchemical Hydra in its enraged phase.

There is no counter to the grey carapace; do not lure it to any of the chemical pools for this phase. As such, it does not need to be lured as its damage reduction ability does not reset. The hydra's enrage stack will increase to max, with the message "The Alchemical Hydra becomes enraged!", dealing up to 55 damage per hit and potentially killing players in two hits.

The hydra starts off this phase with the combat style opposite of what it used in the previous phase; if it attacked with magic, then it will start the phase with ranged. This rule also applies if it had changed combat styles but was unable to attack with it; if the hydra attacked with magic and changes to ranged as it is phased, it will still start with ranged attacks. Similarly to Zulrah's unusual green form near the end of its phases, the hydra will alternate between both combat styles after every single attack; there is no warning animation for this, unlike the previous three phases.

It also uses the poison attack from phase 1, though it generally sends one poison blob on the tile it is on; however, it can still use the phase 1 variant of the attack, for which the poison effect increases from 4 damage to 6, if the fires from the previous phase have subsided. During this final phase, the hydra spits poison after the first three auto-attacks, then nine auto-attacks for subsequent poison attacks. Continually pray flick until the hydra is killed. It is recommended to keep prayer points up to prevent the possibility of the hydra landing a hit on the player. If the hydra is killed just as it sends an attack, it will deal no damage. Poison blobs will still deal damage, however.

Equipment[edit | edit source]

Prayer bonus is prioritised on gear because of the boss' relatively low defensive stats along with the fact that barely any damage will be taken with sufficient experience; the only damage players would take is the first hit at the start of kill. Alternatively, players may use gear that maximises ranged accuracy if they are confident with prayer flicking, as it negates the need for prayer potions.

Inventory[edit | edit source]

Divine ranging potion(4).pngDivine ranging potion(4).pngAntidote++(4).pngAntidote++(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngManta ray.pngManta ray.png
Manta ray.pngManta ray.pngManta ray.pngManta ray.png
Manta ray.pngManta ray.pngManta ray.pngManta ray.png
Toxic blowpipe.pngTeleport to house (tablet).pngRada's blessing 4.pngRune pouch.png
Nature rune.png1000Lava rune.png5000
  • About 4–20 prayer potions or super restores. Each kill should take around 2:00-2:30 with a toxic blowpipe, so generally 2-3 doses are required per kill (slightly less for twisted bow users).
  • Some food; 4-10 sharks or manta rays. Saradomin brews are also an option, though ranging potion usage must be carefully considered for this case.
  • Antidote++
  • Divine ranging potion, ranging potion, or bastion potion (note that the latter is entirely superfluous, as due to prayers almost all damage taken in the fight can be mitigated)
  • House tablets or rings of dueling to restore stats and bank
  • Rada's blessing 4 for fast teleport back, if using a twisted bow (can be equipped if using bow of Faerdhinen or toxic blowpipe)
  • Toxic blowpipe for healing special attack if using twisted bow or bow of Faerdhinen, or for using after the Alchemical Hydra has been brought below 420 Hitpoints if using a crossbow with blowpipe and dragon darts, or below 240 Hitpoints if using amethyst darts.
  • Rune pouch with runes for High Level Alchemy (leave a slot open in the pouch as the boss has frequent rune drops and this will save an inventory slot)
  • (Optional) At 74 herblore crystal dust can be brought to make the Ranging potion drops into divine Ranging potions
  • (Optional) Bonecrusher or bonecrusher necklace to auto-bury hydra bones. Bonecrusher necklace can also be equipped during boss death animation to restore an extra 8 prayer points per kill.

  • Strength bonus is preferred over prayer bonus for melee
  • Inquisitor's armour provides an extra +2 prayer bonus over bandos making it slightly better if you are flicking correctly. Bandos has more defence to tank range hits without prayer.
  • Range is recommended over melee, but it can be viable if you have low range or want to cut out the ammo and scale costs
  • Melee with dragonhunter lance is similar dps to killing with blowpipe if you have a good strength bonus
  • Learning to skip the flame phase will speed up kills a lot

Inventory[edit | edit source]

Super combat potion(4).pngSuper combat potion(4).pngAntidote++(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngPrayer potion(4).pngPrayer potion(4).png
Prayer potion(4).pngPrayer potion(4).pngManta ray.pngManta ray.png
Manta ray.pngManta ray.pngManta ray.pngManta ray.png
Manta ray.pngManta ray.pngManta ray.pngManta ray.png
Manta ray.pngBandos godsword.pngRune pouch.pngTeleport to house (tablet).png
Nature rune.png1000Fire rune.png5000