User:Pharros/Zulrah/Strategies

From Old School RuneScape Wiki
Jump to: navigation, search

Zulrah is a level 725 solo-only snake boss found at a shrine east of Zul-Andra, accessible by boat. The only way to get out of Zulrah's shrine is through victory, death, logout, or teleportation.

Note: Should you die in the fight with Zulrah, Priestess Zul-Gwenwynig will hold all of your items that were not protected upon death, making the fight extremely safe. However, if you die anywhere a second time without returning to her to reclaim your items, all items she was holding from your first death will be lost.

Forms[edit | edit source]

A player fights Zulrah, the serpent of the Poison Waste, in its tanzanite form.

Throughout the fight, Zulrah will continually dive into the swamp, sending out a plethora of attacks before doing so. It will then re-emerge in its next phase and continue its attacks, usually as a different form. Although Zulrah has no Melee Defence in any form, Melee is discouraged as all forms are immune to melee damage.

Zulrah (serpentine).png
  • Zulrah's serpentine form, in which it will attack with Ranged, with a few exceptions such as its "Jad" phase (see rotations). While in this form, Zulrah is weak against magical attacks.
Zulrah (magma).png
  • Zulrah's magma form, in which it will attack with Melee. Zulrah will stare at the player's position for several seconds before whipping its tail at that area. If the player does not move away from the targeted area in time, they will be dealt up to 30 damage and be stunned for several seconds. While in this form, Zulrah gains increased magic and ranged resistance. However, it is still weak to magic attacks.
Zulrah (tanzanite).png
  • Zulrah's tanzanite form, in which it will randomly attack with both Magic and Ranged attacks, although it seems to prefer attacking with Magic over Ranged. While in this form, Zulrah gains increased magic resistance but is weaker to ranged attacks.

Special attacks[edit | edit source]

During the fight Zulrah can summon snakelings and/or venom clouds in any form, however the phase at which it does so, as well as when during the phase, is predetermined by the rotation.

Snakelings[edit | edit source]

Snakeling.png

Snakelings are monsters that Zulrah will summon during the fight via shooting white orbs. Despite their moderately high combat level of 90, they only have 1 Hitpoint. However, they should not be underestimated as they are very accurate, can hit up to 15 relatively often, and envenom the player. Snakelings attack with either magic or melee, but never both. It is highly recommended to bring a ring of recoil or ring of suffering(r/ri) to kill the snakelings.

While Snakelings spawn immediately, Zulrah will occasionally throw a white orb and then dive into the swamp. The summoned snakeling will not appear until Zulrah reemerges from the swamp.

If you are hiding from Zulrah, it is best to use this time to kill the snakelings as to lessen the need to eat and/or use recoil charges during the fight.

A player taking damage from Zulrah's venom clouds.

Venom clouds[edit | edit source]

Zulrah will spawn in venomous clouds during the fight via a barrage of dark-green orbs. If a player stands within a cloud's 2x2 radius, they will be dealt varying damage per tick which can add up quickly. Players will want to position themselves accordingly for each phase as to minimize the potential damage from these clouds.

Certain phases may force the player to run through venom clouds in order to re-position themselves. Doing so will deal some damage to the player, however, this is a much better outcome than the potential damage inflicted by an unprepared Zulrah attack.

While these clouds inflict venom damage, they do not envenom the player.

Setup[edit | edit source]

Ideally, the best set-up entails using both Ranged and Magic. A Magic or Range only based method is possible, although it will significantly decrease your kills per hour. Beginners may find it easier to bring fewer Magic/Ranged switches until they are comfortable with Zulrah's mechanics and phases. Zulrah is only weak to Ranged while in tanzanite (blue) form; therefore, it is best to opt for a Magic-based approach.

Due to Zulrah's high Magic level, a Twisted bow is very effective against it, and can completely negate the need for a Magic switch, allowing for much more inventory space and possibly more kills per trip.

A Serpentine helm is very useful for its immunity to venom, despite it having negative Magic and Ranged bonuses. It prevents the need for Anti-venom+ potions, therefore freeing up an inventory slot, but over time it's less cost efficient than the potions, considering it needs to be charged with Zulrah's scales. It's recommended for beginners to wear the Serpentine helm until they are able to kill Zulrah consistently.

For banking and teleportation, there are several ways to do so:

Recommended skills[edit | edit source]

Equipment[edit | edit source]

Recommended equipment for Magic & Ranged
SlotItem (most effective → least effective)
HeadAncestral hat.pngAncestral hatAhrim's hood.pngAhrim's hoodFarseer helm.pngFarseer helm / Healer hat.pngHealer hatInfinity hat.pngInfinity hatVoid mage helm.pngVoid mage helm[1]
NeckOccult necklace.pngOccult necklaceAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryAmulet of power.pngAmulet of powerN/A
BackImbued god capes.gif Imbued god cape / Ava's assembler.pngAva's assemblerGod capes.gif God capes / Ava's accumulator.png Ava's accumulatorCapes of accomplishments (trimmed).gif Cape of AccomplishmentCapes of accomplishments.gif Cape of AccomplishmentN/A
BodyAncestral robe top.pngAncestral robe topAhrim's robetop.pngAhrim's robetopInfinity top.pngInfinity topElite void top.pngElite void top [1]Void knight top.pngVoid knight top [1]
LegsAncestral robe bottom.pngAncestral robe bottomAhrim's robeskirt.pngAhrim's robeskirtInfinity bottoms.pngInfinity bottomsElite void robe.pngElite void robe [1]Void knight robe.pngVoid knight robe [1]
WeaponSanguinesti staff.pngSanguinesti staffTrident of the swamp.pngTrident of the swamp / Trident of the seas.pngTrident of the seasIban's staff.pngIban's staff / Void knight mace.pngVoid knight mace (with Charge.pngCharge)N/AN/A
ShieldArcane spirit shield.pngArcane spirit shieldMage's book.pngMage's bookMalediction ward.pngMalediction wardBook of darkness.pngBook of darknessBook of balance.pngBook of balance
Ammo/SpellRada's blessing 4.pngRada's blessing 4God blessing.gifGod blessing / Rada's blessing 3.pngRada's blessing 3/2Diamond bolts 5.pngDiamond bolts (e)Amethyst broad bolts 5.pngAmethyst broad boltsBroad bolts 5.pngBroad bolts
GlovesTormented bracelet.pngTormented bracelet / Barrows gloves.pngBarrows glovesCombat bracelet.pngCombat braceletVoid knight gloves.pngVoid knight gloves [1]N/AN/A
BootsEternal boots.pngEternal bootsInfinity boots.pngInfinity bootsWizard boots.pngWizard bootsBoots of brimstone.pngBoots of brimstoneMystic boots.pngMystic boots
RingRing of suffering (i).pngRing of suffering (ri)Ring of recoil.pngRing of recoilN/AN/AN/A
References
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Only use with the full set of Void knight armour

Ancestral/Armadyl[edit | edit source]

Inventory[edit | edit source]

Toxic blowpipe.pngArmadyl chestplate.pngArmadyl chainskirt.pngNecklace of anguish.png
Ava's assembler.pngArmadyl helmet.pngBarrows gloves.pngPegasian boots.png
Shark.pngCooked karambwan.pngShark.pngDivine ranging potion(4).png
Shark.pngCooked karambwan.pngShark.pngAnti-venom+(4).png
Shark.pngCooked karambwan.pngShark.pngPrayer potion(4).png
Shark.pngCooked karambwan.pngShark.pngShark.png
Zul-andra teleport.pngImbued heart.pngRing of dueling.pngRune pouch.png

Note that all the listed Ranged switches can be substituted out for cheaper items, such as Blessed dragonhide armour.

Void[edit | edit source]

Inventory[edit | edit source]

Void ranger helm.pngToxic blowpipe.pngDivine ranging potion(4).pngMagic potion(4).png
Ava's assembler.pngPegasian boots.pngAnti-venom+(4).pngPrayer potion(4).png
Necklace of anguish.pngImbued heart.pngCooked karambwan.pngCooked karambwan.png
Cooked karambwan.pngCooked karambwan.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.pngZul-andra teleport.pngRune pouch.pngRing of dueling.png

Recommended equipment for Ranged
SlotItem (most effective → least effective)
HeadArmadyl helmet.pngArmadyl helmetRobin hood hat.pngRobin hood hatArmadyl coif.pngBlessed coifN/A
NeckNecklace of anguish.pngNecklace of anguishAmulet of fury.pngAmulet of furyAmulet of glory.pngAmulet of gloryN/A
BackAva's assembler.pngAva's assemblerAva's accumulator.pngAva's accumulatorRanging cape.pngRanging capeN/A
BodyArmadyl chestplate.pngArmadyl chestplateArmadyl d'hide body.pngBlessed bodyKaril's leathertop.pngKaril's leathertopBlack d'hide body.pngBlack d'hide body
LegsArmadyl chainskirt.pngArmadyl chainskirtArmadyl chaps.pngBlessed chapsKaril's leatherskirt.pngKaril's leatherskirtBlack d'hide chaps.pngBlack d'hide chaps
WeaponTwisted bow.pngTwisted bowToxic blowpipe.pngToxic blowpipeN/AN/A
Ammo/SpellDragon arrow 5.pngDragon arrowsAmethyst arrow 5.pngAmethyst arrowsRune arrow 5.pngRune arrowsRada's blessing 4.pngRada's blessing 4
GlovesBarrows gloves.pngBarrows glovesDragon gloves.pngDragon glovesArmadyl bracers.pngBlessed vambracesBlack d'hide vambraces.pngBlack d'hide vambraces
BootsPegasian boots.pngPegasian bootsRanger boots.pngRanger bootsArmadyl d'hide boots.pngBlessed bootsSnakeskin boots.pngSnakeskin boots
RingRing of suffering (i).pngRing of suffering (ri)Ring of recoil.pngRing of recoilN/AN/A
Toxic blowpipe.pngPrayer potion(4).pngAnti-venom+(4).pngDivine ranging potion(4).png
Cooked karambwan.pngCooked karambwan.pngCooked karambwan.pngCooked karambwan.png
Manta ray.pngManta ray.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.pngManta ray.pngManta ray.pngRing of dueling.png
Zul-andra teleport.pngRune pouch.png
Astral rune.pngDeath rune.pngEarth rune.png

Inventory[edit | edit source]

Fight overview[edit | edit source]

All damage towards Zulrah is capped at 50; if players would have dealt over 50 damage to Zulrah, it is reduced to 45-50 damage.[1] However, if using the twisted bow, using dragon arrows are still recommended, as dealing above 50 damage more often will result in more hits dealing 45-50 damage, and still increase the overall average damage output.

At the start of the fight, Zulrah will be in one of four possible rotations (see picture), with each rotation consisting of predefined phases. It takes Zulrah about three minutes to complete each rotation. After it finishes a rotation, Zulrah will then begin a new one; it is possible to be the same rotation as the previous one. During the new rotation(s), there is a chance for Zulrah to randomly be in a phase different from the expected phase. Because of this, it is best to try to kill Zulrah within the first rotation.

Each column in the image corresponds to one of Zulrah's rotations, with each row corresponding to that rotation's phase. The green, red, and blue circles indicate Zulrah's form and position in each phase.

It is recommended to always use Protect from Missiles (serpentine) or Protect from Magic (tanzanite) when learning Zulrah, as its attacks are very accurate and often hit hard. Note that not every serpentine and tanzanite phase has Zulrah attacking the player, however it is only recommended to disable these prayers accordingly once the player is comfortable with the fight's rotations. Zulrah's attacks are capable of hitting high in the 40s and with the high damage of the snakelings, can easily combo a player in seconds. The only exception for Zulrah's serpentine form is its "Jad" form, where you will need to alternate between Protect from Missiles and Protect from Magic after every attack it performs.

All rotations[edit | edit source]

Zulrah's Shrine, with Zulrah in its starting phase.

At the start of the fight, Zulrah will always be in its serpentine form in the middle of the shrine. It will never attack directly at the start; rather, Zulrah will fill the area with venom clouds, leaving the tips on the east and west sides clear. After filling up the area with venom clouds, Zulrah will dive into the swamp and continue on to one of the four rotations.

The safespot to evade Zulrah's melee form is in the square highlighted in yellow. The other safespot is in the equivalent space beside the other pillar.

At the end of every rotation, Zulrah will once again appear in the middle of the shrine in its serpentine form. However, Zulrah will now attack the player with ranged attacks several times, before filling the area with venom clouds. This phase counts as the first phase of the new rotation.

A Zulrah rotation guide, designed to be open alongside the game. Each column is a different rotation.

Shared rotations[edit | edit source]

Rotations 1 & 2[edit | edit source]

After filling the shrine with venom clouds, Zulrah dives back into the swamp and reappears in the same spot in its magma form. It will use two melee attacks before diving back down, appearing at the same spot in its tanzanite form.

When it performs enough attacks in its tanzanite form, Zulrah dives back into the swamp and the rotations separate until the second-to-last phase in the rotation.

In this second-to-last phase, informally known as the "Jad" phase, Zulrah will appear to the west in a serpentine form. It will alternate between ranged and mage attacks, starting with ranged. Players are advised to switch between their Protect from Missiles and Protect from Magic prayers on each attack accordingly, otherwise they can be dealt high amounts of damage in a short amount of time. At the end of this phase, Zulrah fills the shrine with venom clouds, leaving the tips on both sides clear of them.

For the final phase, Zulrah appears in the middle in its magma form and uses two melee attacks. It will then continue on to the starting phase of the next rotation, in which it appears in the middle in its serpentine form and attacks the player with ranged attacks.

Rotations 3 & 4[edit | edit source]

In these rotations, Zulrah's initial phases are different, though the last three phases are similar to each other.

In Rotation 3, right before the second-to-last phase, Zulrah will send out snakelings; this does not occur in Rotation 4. Regardless, the mechanics are still the same in that phase.

In the second-to-last phase, a.k.a. the "Jad" phase, Zulrah appears to the east in its serpentine form. It will alternate between magic and ranged attacks, starting with magic. Players are advised to switch between their Protect from Magic and Protect from Missiles prayers on each attack accordingly, otherwise they can be dealt high amounts of damage in a short amount of time. Zulrah does not send out venom clouds at the end of this phase and simply dives back into the swamp when its done attacking.

At the final phase of these rotations, Zulrah appears in the middle in its tanzanite form, summoning four snakelings (two on each side). It will then continue on to the starting phase of the next rotation, in which it appears in the middle in its serpentine form and attacks the player with ranged attacks.

Rotation overview[edit | edit source]

Zulrah will start the fight in one of the four rotations below, chosen at random.

You can tell which rotation Zulrah is in by either the second or fourth phase:

  • If the second phase is Zulrah in its magma form, then its third phase will be in its tanzanite form. Afterwards, Zulrah will be in its serpentine form in the south (Rotation 1) or in the west (Rotation 2).
  • If the second phase is Zulrah in its serpentine form, then it's in Rotation 3.
  • If the second phase is Zulrah in its tanzanite form, then it's in Rotation 4.

The phases below specify Zulrah's position by bold and form by color, while the "Jad" phase has been underlined.

Rotation 1[edit | edit source]

  • Phase 1: Zulrah appears in the middle in its serpentine form, spewing out 4 venom cloud barrages.
  • Phase 2: Zulrah appears in the middle in its magma form, attacking twice with Melee.
  • Phase 3: Zulrah appears in the middle in its tanzanite form, attacking with Magic and/or Ranged 4 times.
  • Phase 4: Zulrah appears in the south in its serpentine form, attacking with Ranged 5 times, followed by 2 snakeling orbs, 2 venom cloud barrages, and 2 snakeling orbs.
  • Phase 5: Zulrah appears in the middle in its magma form, attacking twice with Melee.
  • Phase 6: Zulrah appears in the west in its tanzanite form, attacking with both Magic and/or Ranged.
  • Phase 7: Zulrah appears in the south in its serpentine form, spewing out 3 venom cloud barrages, followed by 4 snakeling orbs.
  • Phase 8: Zulrah appears in the south in its tanzanite form, attacking with both Magic and Ranged 5 times, followed by an alternating series of 5 snakeling orbs and venom cloud barrages.
  • Phase 9 (JAD): Zulrah appears in the west in its serpentine form, alternating between Ranged and Magic attacks 10 times, starting with ranged. It will then spew out 4 venom cloud barrages.
  • Phase 10: Zulrah appears in the middle in its magma form, attacking twice with Melee.
  • Phase 11: Zulrah appears in the middle in its serpentine form, attacking with Ranged 5 times, followed by 4 venom cloud barrages.

Rotation 2[edit | edit source]

  • Phase 1: Zulrah appears in the middle in its serpentine form, spewing out 4 venom cloud barrages.
  • Phase 2: Zulrah appears in the middle in its magma form, attacking twice with Melee.
  • Phase 3: Zulrah appears in the middle in its tanzanite form, attacking with Magic and/or Ranged 4 times.
  • Phase 4: Zulrah appears in the west in its serpentine form, spewing out 3 venom cloud barrages, followed by 4 snakeling orbs.
  • Phase 5a (Probable): With the 15 October 2015 update, there is a small chance for for this phase to occur. Zulrah will appear in the east in its serpentine form, attacking randomly with Ranged and Magic, much like its tanzanite form. After this phase, Zulrah will continue the rotation by moving on to Phase 5b.
  • Phase 5b (Always): Zulrah appears in the south in its tanzanite form, attacking with Magic and/or Ranged 5 times, followed by 2 snakeling orbs, 2 venom cloud barrages, and 2 snakeling orbs.
  • Phase 6: Zulrah appears in the middle in its magma form, attacking twice with Melee.
  • Phase 7: Zulrah appears in the east in its serpentine form, attacking with Ranged 5 times.
  • Phase 8: Zulrah appears in the south in its tanzanite form, attacking with Magic and/or Ranged 5 times, followed by an alternating series of 5 snakeling orbs and venom cloud barrages.
  • Phase 9 (JAD): Zulrah appears in the west in its serpentine form, alternating between Ranged and Magic attacks 10 times, starting with ranged. It will then spew out 4 venom cloud barrages.
  • Phase 10: Zulrah appears in the middle in its magma form, attacking twice with Melee.
  • Phase 11: Zulrah appears in the middle in its serpentine form, attacking with Ranged 5 times, followed by 4 venom cloud barrages.

Rotation 3[edit | edit source]

  • Phase 1: Zulrah appears in the middle in its serpentine form, spewing out 4 venom cloud barrages.
  • Phase 2: Zulrah appears in the east in its serpentine form, attacking with Ranged 5 times, followed by 3 snakeling orbs.
  • Phase 3: Zulrah appears in the middle in its magma form, spewing out an alternating series of 6 venom cloud barrages and snakeling orbs. It will then attack twice with Melee.
  • Phase 4: Zulrah appears in the west in its tanzanite form, attacking with Magic and/or Ranged 5 times.
  • Phase 5: Zulrah appears in the south in its serpentine form, attacking with Ranged 5 times.
  • Phase 6: Zulrah appears in the east in its tanzanite form, attacking with Magic and/or Ranged 5 times.
  • Phase 7: Zulrah appears in the middle in its serpentine form, spewing out 3 venom cloud barrages, followed by 3 snakeling orbs.
  • Phase 8: Zulrah appears in the west in its serpentine form, attacking with Ranged 5 times.
  • Phase 9: Zulrah appears in the middle in its tanzanite form, attacking with Magic and/or Ranged 5 times, followed by 2 venom cloud barrages and 3 snakeling orbs.
  • Phase 10 (JAD): Zulrah appears in the east in its serpentine form, alternating between Magic and Ranged attacks 10 times, starting with magic.
  • Phase 11: Zulrah appears in the middle in its tanzanite form, spewing out 4 snakeling orbs.
  • Phase 12: Zulrah appears in the middle in its serpentine form, attacking with Ranged 5 times, followed by 4 venom cloud barrages.

Rotation 4[edit | edit source]

  • Phase 1: Zulrah appears in the middle in its serpentine form, spewing out 4 venom cloud barrages.
  • Phase 2: Zulrah appears in the east in its tanzanite form, spewing out 4 snakeling orbs, followed by attacking with Magic and/or Ranged 6 times.
  • Phase 3: Zulrah appears in the south in its serpentine form, attacking with Ranged 4 times, followed by 2 venom cloud barrages.
  • Phase 4: Zulrah appears in the west in its tanzanite form, spewing out 4 snakeling orbs, followed by attacking with Magic and/or Ranged 4 times.
  • Phase 5: Zulrah appears in the middle in its magma form, attacking twice with Melee, followed by 2 venom cloud barrages.
  • Phase 6: Zulrah appears in the east in its serpentine form, attacking with Ranged 4 times.
  • Phase 7: Zulrah appears in the south in its serpentine form, spewing out 6 snakeling orbs, followed by 3 venom cloud barrages.
  • Phase 8: Zulrah appears in the west in its tanzanite form, attacking with Magic and/or Ranged 5 times, followed by 4 snakeling orbs.
  • Phase 9: Zulrah appears in the middle in its serpentine form, attacking with Ranged 4 times.
  • Phase 10: Zulrah appears in the middle in its tanzanite form, attacking with Magic and/or Ranged 4 times, followed by 3 venom cloud barrages.
  • Phase 11 (JAD): Zulrah appears in the east in its serpentine form, alternating between Magic and Ranged attacks 8 times, starting with magic.
  • Phase 12: Zulrah appears in the middle in its tanzanite form, spewing out 4 snakeling orbs.
  • Phase 13: Zulrah appears in the middle in its serpentine form, attacking with Ranged 5 times, followed by 4 venom cloud barrages.

References[edit | edit source]

  1. Jagex. Mod Ash's Twitter account. 22 March 2017. Mod Ash: "I think any number you roll over 50 [at Zulrah] is replaced with a random number between 45 and 50."