Theatre of Blood/Strategies

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The Theatre of Blood is a raid located in Ver Sinhaza. It is the second raid released to date.

All normal forms of teleportation within the Theatre are blocked; however, the Mysterious Stranger outside sells escape crystals for 75,000 coins each, and is the only item players can use to teleport away from the Theatre safely.

If a party member dies against a boss, they are allowed to respawn if the team defeats the boss. If the team is wiped however, they will respawn outside the Theatre and the chests outside will hold their items for 100,000 coins each. If players die elsewhere with items in the chest, the items will be lost.

Getting there[edit | edit source]

There are multiple ways to reach Ver Sinhaza:

Equipment[edit | edit source]

Void ranger helm.pngMagic shortbow.pngVoid mage helm.pngTrident of the seas.png
Salve amulet (e).pngRune pouch.pngDragon dagger(p++).pngStamina potion(4).png
Ranging potion(4).pngSuper combat potion(4).pngCooked karambwan.pngCooked karambwan.png
Cooked karambwan.pngCooked karambwan.pngShark.pngShark.png
Shark.pngShark.pngSuper restore(4).pngSuper restore(4).png
Super restore(4).pngSuper restore(4).pngSaradomin brew(4).pngSaradomin brew(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).png
Chaos rune.pngDeath rune.pngWater rune.png
  • The rune pouch should contain chaos, death and water runes for bursting in the nylocas room.
  • The dragon dagger must be poisoned to instantly kill the Nylocas Athanatos in the Verzik Vitur room.

Void ranger helm.pngToxic blowpipe.pngVoid mage helm.pngTrident of the swamp.png
Necklace of anguish.pngAva's assembler.pngOccult necklace.pngImbued saradomin cape.png
Dragon warhammer.pngDragon claws.pngSuper restore(4).pngRanging potion(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngSuper combat potion(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngSuper combat potion(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngSuper combat potion(4).png
Saradomin brew(4).pngRune crossbow.pngSalve amulet (e).pngRune pouch.png
Blood rune.pngDeath rune.pngWater rune.png

Twisted bow.pngElite void top.pngElite void robe.pngAva's assembler.png
Necklace of anguish.pngVoid knight gloves.pngVoid ranger helm.pngToxic blowpipe.png
Sanguinesti staff.pngAncestral robe top.pngAncestral robe bottom.pngRune pouch.png
Occult necklace.pngTormented bracelet.pngKodai wand.pngSalve amulet (e).png
Dragon claws.pngCrystal halberd.pngScythe of vitur.pngDragon warhammer.png
Swift blade.pngDivine super combat potion(4).pngSuper combat potion(4).pngSuper combat potion(4).png
Guthix rest(4).pngRanging potion(4).pngSuper restore(4).pngSaradomin brew(4).png
Blood rune.pngDeath rune.pngWater rune.png


  • If using an abyssal tentacle, a Ghrazi rapier may be brought to save charges in the rooms prior to Verzik. The abyssal tentacle should still be used at Verzik to take advantage of her lower slash defense.
  • The main difference between a Neitiznot faceguard and serpentine helm is being able to eliminate the purple Nylocas at Verzik: if this is a non-issue, such as when using an abyssal tentacle, the faceguard or Torva is more cost-efficient.
  • Kodai wand can be downgraded to a toxic staff of the dead for freezers
  • Raiders should enter the theatre with their dragon warhammer and defender equipped, bring in an anglerfish in to eat after Maiden
  • Salve amulet (e) should be dropped after the Bloat room to gain an extra inventory space
  • Toxic blowpipe should be loaded with rune darts or better
  • Swift blade should be replaced with an abyssal tentacle if you are struggling in the Nylocas room
  • DPS roles should drop extra mage switches for additional food or role specific gear, only a powered staff and occult necklace is needed for the Nylocas room
  • If you do not own a twisted bow, replace it with food or role specific gear
  • Ranger should bring black chinchompas and a twisted buckler to speed up the Maiden and Nylocas rooms
  • All roles should bring both dragon claws and a crystal halberd, DPS roles should also bring both a dragon warhammer and a Bandos godsword since they have more inventory space
  • Ancestral can be downgraded to void mage for freeze roles, replace ancestral pieces with an imbued god cape and a void mage helm
    • For 100% freeze rate at Maiden, +103 magic accuracy is required for ancestral, and +54 magic accuracy is required for void, both assume Augury is active
    • Void freezers should take off their defender and boots to reach 100% freeze rate, if freezing with a powered staff put it on accurate for an invisible accuracy bonus
  • The rune pouch should contain runes for Ice Barrage if on a freeze role, Thralls or Vengeance if on a DPS role. With Vengeance, it is recommended to bring mud runes instead of earth runes to be able to cast Boost Potion Share/Stat Restore Pot Share to help teammates. If bringing thralls, a book of the dead is also required.

Bosses[edit | edit source]

The Theatre of Blood is a linear raid. Thus, there is no randomisation involved, and the bosses will always be encountered in this order.

  1. The Maiden of Sugadinti (level-940)
  2. Pestilent Bloat (level-870)
  3. Nylocas Vasilias (level-800)
  4. Sotetseg (level-995)
  5. Xarpus (level-960)
  6. Verzik Vitur (level-1040, final boss)

When each boss is killed, the hitpoints, prayer points, run energy and special attack energy of all team members are restored to full (drained stats will not be restored). When the Pestilent Bloat and Sotetseg are killed, players will gain access to a chest with supplies provided by entertained vampyres containing food and potions.

Item Price (points) Item Price (points) Item Price (points) Item Price (points)
Stamina potion(4) inventory image Stamina potion(4) 1 Prayer potion(4) inventory image Prayer potion(4) 2 Saradomin brew(4) inventory image Saradomin brew(4) 3 Super restore(4) inventory image Super restore(4) 3
Mushroom potato inventory image Mushroom potato 1 Shark inventory image Shark 1 Sea turtle inventory image Sea turtle 2 Manta ray inventory image Manta ray 2

These supplies can be purchased with points, which are earned based on the individual performance of each player:

  • Above average: 10-13 points
  • Average: 8-11 points
  • Below average: 6-9 points

The points earned can carry over to the second chest within the Theatre.

If a player has died during both the Maiden and Pestilent Bloat fights, the chest will only contain an onion. As long as the player has taken the onion out, they will be eligible to receive more points for the next supply chest, provided they perform well in the next two fights. Regardless, a message is always found in the chest.

The Maiden of Sugadinti[edit | edit source]

A group of players fighting Serafina, the Maiden of Sugadinti.

The Maiden of Sugadinti is a former human named Serafina, and is the first boss in the Theatre of Blood.

She attacks by sending a magical black storm toward the nearest player, which also will drain their combat stats (the style for which the player's accuracy bonus is highest will have its corresponding stat(s) drained). Occasionally she can also throw blood where raiders are standing; there is a 3 attack cooldown before she can throw blood again. One targeted player will have two additional splats thrown randomly in a 5x5 area centred around the player.

Passive mechanics:

  • Blood splats
    • Standing on splats will deal rapid damage and drain prayer
    • Damage inflicted heals the Maiden
    • Standing on splats will increase the chance that a blood spawn spawns
  • Blood spawn
    • Leaves a trail of blood splats
    • 120 hitpoints
  • Nylocas Matomenos
    • 200 hitpoints (175 in 4-man, 150 in solo, duo and trio)
    • If these reach the Maiden, they will heal her by double the amount of their remaining hitpoints, increase the damage of blood splats, and increase her max hit
    • Two spawns per player
    • Spawn when Maiden's health reaches 70, 50, and 30%

Before starting the encounter make sure everyone drops their salve amulet (e) and a piece of food so there are two free inventory spaces to equip 2 handed weapons and to be able to take off gear that give negative magic attack bonus (e.g. primordial boots) for freezing. Raiders should also assign freezing roles to each other, these being: N123, and S124 (tank) with the rest of the raiding team as DPS roles.

Potential spawn points of the Nylocas Matomenos

Freezers should ice barrage the nylocas to prevent them from reaching Maiden when she reach 70, 50, 30% of her health. There are 4 potential nylocas spawns on the north and south side of the arena, the nylocas are referred to as N1-N4 and S1-S4, N1 being the nylocas that spawns closest to Maiden on the north side. N1, N2, and S1 cannot be clumped together with other nylocas. Freezers should stand further away from Maiden so she does not drain their stats while they are freezing.

Upon starting the fight raiders should use dragon warhammer and Bandos godsword special attacks to reduce Maiden's to 0 defence. Dragon warhammer special attacks should be done sooner, then Bandos godsword's. After Maiden's defence has been lowered everyone should DPS Maiden and dodge blood splats until she is close to spawning the first wave of nylocas. The Scythe of vitur and twisted bow are the strongest weapons against Maiden, if you don't have either, use a toxic blowpipe with the best darts available to you.

With two freezers the convention is for north freezer to freeze N1, N2, then freeze N3 and S3 when they clump together in front of Maiden. The south freezer should freeze S1, freeze S2 in the clump, and then freeze both N4 and S4 in the clump. Freezers should then barrage the clump until it is dead or very low hitpoints, experienced teams will instead barrage a few times before letting the ranger chin the clump. DPS should kill the stray nylocas before getting back on Maiden. Repeat for the remaining nylocas spawns.

Maiden will prioritise attacking the raiders closest to her, if raiders are equally close she will target raiders in the north-east, if there's still a tie, she will go by the orb order. When the current tank is low on health another teammate should step in before she attacks again. It is common practice to let the DPS roles tank at the beginning of the fight, and let freezers tank after the last set of nylocas has been frozen. While learning teams can have one of the freezers bring soul runes for blood barrage.

Pestilent Bloat[edit | edit source]

A group of players fighting The Butcher's crazed creation, the Pestilent Bloat.

The Pestilent Bloat is an undead abomination made from various body parts, and is the second boss in the Theatre of Blood.

Before entering the room raiders should equip their salve amulet (e) and eat an anglerfish if they brought one, otherwise drop a potion near the room exit.

When active, Bloat attacks anyone in its line of sight with a ranged attack every game tick, this can deal 15 damage through prayer and bounce onto other raiders. Bloat follows a fixed path and should only be attacked when it deactivates. To start the fight have one raider enter the room when Bloat is on the opposite side of the pillar. Hug the pillar and hide from Bloat as it walks around the room, be cautious of it changing direction. As soon as Bloat deactivates the rest of the raiders should enter and begin attacking with melee. Raiders will have roughly 18 seconds to deal damage before it reactivates. Just before bloat reactivates it will stomp the ground and hit anyone in its line of sight for 40-80 damage, hide behind the pillar before it stomps. If you are close to bloat when it deactivates you can fit in 6 tentacle/rapier/saeldor hits or 5 scythe hits, if you are late do 1 less hit, always try to use a crystal halberd special attack for your last hit on Bloat.

When Bloat is below 90% health and is active, hands will begin to fall from the ceiling, where they land is indicated by shadows on the ground. Getting hit by falling hands will deal roughly 40-50 damage and stun the raider for a few seconds, these shadows can be skipped over while running. If raiders fall behind after getting stunned they should run through Bloat so they do not fly the rest of the team. When Bloat is below 60% hitpoints it has the ability to run, be careful and continue hiding until the next down. Under 20% hitpoints Bloat can walk or run dependent on the amount of hits it has taken, simply repeat the hiding and hitting process until Bloat is defeated.

Before entering the next room, raiders should drop their salve amulet (e) and buy a stamina potion(4) from the chest, if the party has a raider with potion share spells, only they need to purchase one.

Nylocas Vasilias[edit | edit source]

A group of players battle against the Nylocas hordes.
A group of players fighting the Nylocas Vasilias, a result of Verzik Vitur's diverse breeding program.

The Nylocas are found in the third room of the Theatre of Blood.

Before starting the room, sip a dose of stamina potion and repot combat potions if necessary.

The fight starts off with 31 waves of Nylocas Toxobolos (green), Hagios (blue) and Ischyros (white) from the tunnels. Each spider is immune to damage outside of their combat style - ranged must be used against the Toxobolos, magic against the Hagios and melee against the Ischyros. The goal is to kill all the Nylocas before all four pillars are destroyed (as indicated by their health bar). As a pillar crumbles, it sends stones falling on each player, hitting up to 35 hitpoints. If all pillars are destroyed, the team will be instantly killed.

Each raider should be assigned a style of Nylocas to kill, the amount of people on a given role depends on the scale. In teams of 5 there are 2 magers, 2 meleers, and 1 ranger, in teams of 4 there is 1 mager, 2 meleers, and 1 ranger, and in trios each person is assigned a style. Nylocas come in 2 sizes and both have low hitpoints, each raider should focus on clearing out their style to force the next wave to spawn. If there are too many nylocas in the room, the next wave will 'Stall' and pillars will suffer as a result. Some of the Nylocas are aggressive and will attack the raiders instead of the pillars, be sure to pray against these and kill them as soon as possible. On wave 16 some of the Nylocas will begin to change styles or 'flicker' as they come down the ramp, be careful not to hit it on the wrong style when it does this. If you do hit a nylocas with the wrong style you will not be able to damage it anymore. Nylocas left alive for long enough will explode which is something meleers will need to be wary of, especially in later waves.

The waves are not random, it is highly recommended to pick a role and memorise the waves to make the room easier. Magers and rangers should prioritise killing clumps of nylocas with barrage and chinchompas, and meleers should help the mager while they move to the next melee nylocas. After the last wave has spawned raiders should clean up the remaining nylocas and heal/repot in the centre to prepare for the boss to spawn.

Nylocas Vasilias will drop down from the middle and attack the team. It will always start in its melee form and will switch to a random style afterwards, Vasilias will attack with the same style it is weak to, any damage of the wrong style will heal the boss and be reflected back onto the raider that hit it. Begin with spec weapons, 1 raider should use a Bandos godsword on the boss to reduce its defence to 0, everyone else should spec with dragon claws then with a Crystal halberd. Vasilias hits 70 off prayer and 17 when correctly prayed against, focus on switching protection prayers first if inexperienced. Experienced raiders should pre-switch their gear to the next highest DPS style after their last hit on the current form, ranged is the highest DPS, folowed by melee, then mage. It is better to do a partial switch with Rigour or Piety than it is to miss hits doing a full gear switch.

Sotetseg[edit | edit source]

A group of players battle against Sotetseg, a dark beast corrupted through Haemalchemy and experiments in the Shadow Realm.
A player dragged into the Shadow Realm by Sotetseg, with the red path visible.

Sotetseg is a large dark beast imbued with blood through Haemalchemy, and the fourth boss in the Theatre of Blood.

Sotetseg has a unique defence mechanic that requires raiders to ration their specs, because of this everyone in the team should call a spec role before entering. These roles are 12, 13, 23, and backup. Numbers indicate what phase the raider will use a special attack on, the aim is to land 2 dragon warhammer special attacks each phase, backup should spec if another raiders misses.

Enter and spread out in a star pattern around Sotetseg, one raider on each corner of the boss, use defence lowering specials then switch to your melee weapons. Use Protect from Magic against red projectiles, and Protect from Missiles against black projectiles bounced off from the main projectile; if it is not protected against, it will disable the player's overhead prayers for five seconds and deal up to 50 damage. This can kill a raider very quickly, always focus on the split balls. Sotetseg can use a melee attack that is fairly inaccurate, however it can still hit 45 if not prayed against. Raiders should flick between the incoming balls and Sotetseg's melee attack.

Sotetseg will launch a larger red ball after 10 orb attacks which raiders must split the damage of, this is done by standing within a 3x3 radius of the targeted raider. When this ball is launched there will be an audible rumbling noise, go south of Sotetseg and stand next to the boss in the middle, this is the "Death dot". Raiders stand on the death dot until the ball reaches the target, then they will go back to their previous spot.

At 66.6% and 33.3% of its health, Sotetseg will choose a raider and drag them into the Shadow Realm, becoming invulnerable in the process and teleporting the rest of the team to the other end of the room. The raider in the Shadow Realm is invisible to the other members of the team and is given a randomly generated path, this path must be followed by all raiders. The raider in the Shadow Realm should pause on the first and third rows of of the path while the rest of the team catches up, tiles cannot be skipped over while running. The raider in the Shadow Realm should then lead the rest of the party through the maze, experienced raiders can utilise diagonals and L movements to speed up the maze, those following just need to click the red squares when they show up to clear the maze.

After each maze is complete, repeat the defence lowering special attacks. Once Sotetseg is defeated, drop any partial potions and buy supplies needed for the final two bosses of the raid. Inexperienced teams will want as many brews and restores as possible, along with a full stamina potion. More experienced teams will expect to use 2-3 brews and restores and have a stamina shared during webs.

Xarpus[edit | edit source]

A group of players fighting Xarpus, the last of the Yarasa race and its king.

Xarpus is the last of the Yarasa, a race feared by the vampyres, and is the fifth boss in the Theatre of Blood.

Upon entering the room, raiders should drop some potions to make room for any two handed weapons they will be using during the fight, generally no supplies should be used in this room.

Xarpus is significantly weakened at the start of the fight. During the first half, exhumed skeletons will emerge from the ground and launch projectiles to heal it, stand on top of them to stop them from healing Xarpus. Select a corner of the room to cover, this will be where you stand for phase 1 and phase 2. Exhumes are significantly faster in 4 and 5 man scales. After 15 exhumes have popped out of the ground Xarpus will fly and transition into phase 2.

During phase 2 raiders should attempt to get Xarpus's defence to zero as quickly as possible, especially if using a toxic blowpipe. Stand on the corner of Xarpus to use your special attacks to avoid ragging tiles used in phase 3. After lowering Xarpus's defence, beginners should stand on the edges of the room and use a toxic blowpipe, experienced raiders should learn how to melee Xarpus since it is significantly better DPS.

Raiders blowpiping Xarpus should stand next to the wall and move 2 tiles along the wall whenever acid is about to land on them, stick to the back 2 rows so people meleeing Xarpus have enough room.

To learn melee Xarpus it is highly recommended to play with game sounds on. Stand 2 tiles away and attack Xarpus after it turns, then click back 2 tiles when Xarpus makes an audible spitting noise. Immediately click back on Xarpus after your character moves. Done right this puts you into the 'Scythe walking' cycle and is also used at phase 2 of Verzik. Your character should not visibly stop on the tile you clicked back to if done properly.

Using your method of choice bring Xarpus down to between 25-30% hitpoints to start phase 3.

In phase 3 Xarpus will rotate every 8 ticks and stare at one of the four corners of the room. If a player attacks from a corner that Xarpus is looking at, it will retaliate back with an unblockable poison hit dealing 50-80 damage for each hit inflicted by the player; essentially, using weapons that hit two or more times as part of its attack will result in instant death. Xarpus will never look in the same corner twice so raiders should be moving to where it last looked. Since it turns every 8 ticks, you can get 2 whip hits, 4 blowpipe hits, or 1-2 scythe hits in every turn.

Once Xarpus is defeated, pick up your dropped potions and have a team member grab the Dawnbringer before proceeding to the final boss of the raid.

Verzik Vitur[edit | edit source]

Before starting the fight raiders should drop 1-2 brews and restores where they intend to stand during phase 2. In the event of a disconnection or an early death the potions will be available for other raiders to use.

Phase 1[edit | edit source]

A group of players fighting Verzik Vitur on her throne.

Phase 1 involves using the Dawnbringer to break Verzik's shield, while dodging her extremely powerful magic attacks. Convention is to have each raider use the Dawnbringer spec twice before dropping it to the next raider in orb order. The cycle repeats after each raider has used the special attack twice. Verzik's magic attack hits up to 68 on prayer and up to 137 off prayer, do not turn Protect from Magic off for any reason until phase 1 is over.

The first player in orb order starts the fight by talking to Verzik; they will also be the first Dawnbringer user. The Dawnbringer's special attack, Pulsate, must be used to deal damage to Verzik's shield, as all other sources of damage are capped. Ranged/mage is capped at 3 and melee is capped at 10 damage. Each special attack cast costs 35% energy. Once the fight has begun raiders will have enough time for four attacks before needing to hide behind the north-west pillar, safespots are in the middle of the pillar and the Dawnbringer should be dropped there. After the first raider specs twice they should drop it at the throne for the second raider, all subsequent drops are done behind the pillar. It is safe to leave the safespot when Verzik claps her hands, if you are on time you can fit in 2 melee attacks, skip one if stepping out late. Attack Verzik with melee when not using the Dawnbringer, hide and eat up if hit by Verzik's attack. If the north-west pillar is about to fall, move to the north-east pillar.

Once her shield is removed, she will fly out of her throne and phase two begins. At this point, all the pillars will crumble and will still deal the damage it normally does if player(s) stand adjacent to it. Thus, as soon as Verzik moves away from her throne, run away from any pillar.

Phase 2[edit | edit source]

Verzik will fly from her throne to the middle of the room. Protect from Missiles should be used for this portion of the fight because it will halve the damage of her white-purple urn bombs attack. Defence-draining special attacks from weapons like the dragon warhammer and Bandos godsword do not work on her. If this occurs, the chatbox message will state "Verzik Vitur absorbs the defence reduction!"

A group of players fighting Verzik Vitur, now hoisted on a harness.

During phase 2 raiders should split up and move to opposite sides of Verzik. In trios, one raider goes south, one east, and one west. In 4 mans, two go east, and two go west. In 5 mans, two go east, two go west, one goes south. Maintain this formation when dodging urnbombs to protect against the lightning attack.

A lightning bomb will occur every 4 urnbomb attacks and will deal 48 damage to the last raider it hits if it does not pass through Verzik, or if the raider is far away from its group. If it passes through Verzik, she absorbs it for 15–20 damage.[1] Wearing insulated boots will halve the damage of the blue ball explosion.

During phase 2 Verzik will continously throw urnbombs at raiders every 4 ticks, however if a raider is in melee distance when she throws an urnbomb there is a chance she will instead slam them away and stun them, do not stand under Verzik at any point. To dodge urnbombs and the slam attack raiders must flinch by stepping back to a different tile or by stepping back before the scan tick. To effectively use a Scythe of vitur during phase 2 you must use the latter method, this is commonly referred to as "Scythe walking". To scythe walk you must be next to Verzik for all 3 safe ticks, the visual cue to click back is when the urnbomb explodes on the ground. As soon as it explodes click back, then click back on Verzik, done right your character should never stop on the tile the bomb exploded on.

She can summon exploding Nylocas at a random point in phase 2, they will then spawn every 45 seconds after. They cannot spawn if Nylocas Athanatos is alive. The Nylocas do not attack the raiders but will target a specific player and explode on contact, dealing heavy damage. They will automatically explode after a set amount of time if they cannot reach their target. It is best to flinch them then run away, if done properly raiders will take 0 damage, and improperly 8-27 damage, depending on distance. Raiders must be 4 tiles away when it explodes to avoid all damage.

Alongside the common Nylocas, a purple Nylocas Athanatos will also appear, who heals her. They can be killed by inflicting poison or venom with a tentacle whip or by using a Serpentine helm with a scythe of vitur.

When Verzik reaches 35% of her health, she will begin using two red magic attacks that drain prayer or heal her (hitting up to 45 and healing based on damage dealt and if prayed against);[2] switch to Protect from Magic, she will continue to use her urn bomb attack and the electric ball albeit less frequently. From 35% until the end of Phase 2, she will periodically summon two Nylocas Matomenos which must be whittled down to as low health or killed as soon as possible, as she will absorb them after some time and heal equal to their remaining health. Attacking Verzik while she is summoning the Nylocas will instead heal her. If the team is confident in their ability to DPS Verzik, potions can be picked up at 10% and the Nylocas can be ignored to push to phase 3.

Heal to full during the transition to phase 3.

Phase 3[edit | edit source]

A group of players fighting Verzik Vitur, now transformed into a vampyre-nylocas hybrid.

Verzik's chains break and she lands on the floor in a vampyre-nylocas form. During this phase Verzik has four special attacks that she uses in a fixed, repeating order. Verzik will attack every 7 game ticks when above 20% hitpoints, and attack every 5 game ticks when under 20% hitpoints.

She can use all combat styles and her projectile attacks will hit all players in the room - stomping her front limbs launches ranged barbs, while crackling with blue energy will launch a blue orb magic attack. These can deal up to 16 damage through protection prayers, and 32 damage off prayer. Verzik is extremely accurate so it's important to switch prayers accordingly.

Verzik will focus on a single raider and follow them around the room, this raider is the tank for the remainder of the fight. The tank must step under or back before she scans who is in melee distance, the scan is done 1 tick before her next attack. If the tank gets scanned in melee distance Verzik will have the chance to use a powerful melee attack that cannot be prayed against and hits up to 62. Her melee attack will hit anyone that was in melee distance when she scanned. Raiders learning to tank can simply trade 1:1 hits with Verzik, only stepping out after she attacks, experienced tanks can step under only for the scan tick.

The tank can be swapped by standing under Verzik for 2 autoattacks, however this isn't recommended for anyone but absolute beginners.

Verzik's special attacks are as follows:

  • Nylocas - Phase 2 Nylocas, spread out in a pattern similar to Sotetseg and flinch them.
  • Sticky webs - Verzik goes to the centre of the room and starts shooting out webs from her abdomen. All raiders meleeing during webs should "death dot" directly south of Verzik and spam click, when raiders see an XP drop they should then run clockwise around Verzik and attack her once per side, in the middle. If not in sync with the rest of the team, or not confident in meleeing, run far away from the centre of the room and attack Verzik using a rune crossbow with ruby bolts (e) or a powered staff. Any other raiders that have gotten stuck in the webs should be freed by others using a powered staff, otherwise they will be hit for a hefty damage.
    • Experienced teams will potshare a stamina potion during webs, if you do not have someone bringing potshares drink a dose of stamina in between hits
  • Yellow projectile - Verzik becomes invulnerable and charges up a powerful attack, able to deal up to 80 damage. Yellow safespots will appear around the arena, raiders should stand on these safespots to block her incoming attack. The safespots only protect one raider. Eat up to full health here.
  • Green ball - Verzik launches a green ball at a raider, the raider it targets will receive a message in their chatbox. It can be bounced between raiders to disarm it, however the most commonly accepted strategy is to just tank the ball for up to 75 damage. Eat up after.

The cycle will repeat once completed.

Verzik Vitur, on her last legs, launches a purple tornado attack for each team member.

When she reaches 20% of her hitpoints, she will attack with increased frequency, and will yell I'm not finished with you just yet!, summoning a purple tornado of fire for every player in the room, which slowly homes in on them. These must be avoided by continuously running around and through Verzik. The tank should drag Verzik around the room trading 1:1 hits, L shapes are very helpful to avoid the purple tornadoes. If raiders are hit by the purple tornadoes, it will cut the player's current hitpoints in half and she'll heal for a percentage of the damage dealt (e.g. A player hit by the purple tornado at 99 hitpoints would be dealt 49 damage and healing Verzik for 4.9% of her health). Raiders should end this part of the fight as quickly as possible, and also save their special attack energy dragon claws or crystal halberd can be used here

Once Verzik is finally defeated her throne will collapse revealing a secret entrance to her treasure room.

References[edit | edit source]

  1. ^ Jagex. Mod Ash's Twitter account. 30 July 2020. (Archived from the original on 18 January 2022.) Mod Ash: "15-20. No accuracy calculation."
  2. ^ Jagex. Mod Ash's Twitter account. July 20 2020. (Archived from the original on 18 January 2022.) Mod Ash: "She's got a 75% chance of using a healing spell. It hits everyone near its target up to 45 (halved by prayer), counting the damage dealt, and then heals her for half of the total. So if she just hit 1 person for up to 45, and they prayed, that'd be ~22, healing her for 11."