Chaos Elemental/Strategies

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A group of players take on the Chaos Elemental.

Fighting the Chaos Elemental is a matter of countering its unequip attack by keeping your inventory full and avoiding player killers. As it attacks with random damage types, you will always be taking damage unless you are flinching or using the safe spot. Therefore, it is critical to maximise the amount of healing you bring while minimising your risk. Dragonhide armour is effective. Always check your Items Kept on Death before fighting this boss, and never bring anything you are not willing to lose.

Transportation

Chaos Elemental's location.

Attacks

The Chaos Elemental's primary attack, Discord, is a projectile attack that resembles series of three different colours fired at the target. This attack can deal either Magic, Ranged, or Melee damage — it is impossible to distinguish what damage is dealt. The projectiles hit into the 20s, but it is still suggested that players utilise Protect from Magic to reduce the chance of being hit, as the projectile deals magic damage most frequently.

It also has two special attacks. The first one, Confusion, teleports players a short space or several spaces away from it. The second attack, Madness, unequips up to four items that players are wielding, forcing them to take time to re-equip their armour and weapons before continuing the battle. Like most monsters, its attacks will continue to follow the player until impact and can travel through walls. The weapon of the player is always prioritised, so when this attack is successful, the player will always have to re-equip their weapon.

Discord Confusion Madness
Deals Melee, Ranged or Magic damage Teleports the target somewhere nearby Unequips up to four worn items

Countering Madness

Bringing food that leaves an item behind, such as Guthix rest, curry, and summer pies, will force the Chaos Elemental to never use its Madness attack, as it cannot unequip the player's items if there is no room in the inventory to do so. Players who have completed Alfred Grimhand's Barcrawl should also disable vial smashing via the barbarian guard or through the game settings as well, so that finishing a potion will leave the vial behind.

This does, however, give the Chaos Elemental a chance to use its Discord and Confusion attacks in turn, so you could leave just a single empty spot in your inventory for the Chaos Elemental to unequip one of your items instead of up to four. With enough practice this can save some supplies in the long run, since its Madness attack does not deal any damage and replaces the potentially high-hitting Discord attack.

Another strategy to prevent this attack from being launched is to bring a sack (or basket) of potatoes, cabbages, onions, etc. Whenever you need to eat, simply empty the sack or basket after each bite. With practice this can be done quite quickly without interrupting your attacks. Additionally, if you leave an open inventory slot and wait for its Madness attack to be launched, you can empty the sack before the attack lands to fill the empty inventory slot and negate the effect, guaranteeing a zero damage attack.

Solo Flinching Method

The dead trees at the south-west tip of Rogues' Castle can be used to flinch.
Stand in the tile marked 1 as the Chaos Elemental spawns. As soon as it spawns, run to the tile marked 2. The Chaos Elemental will only be able to make one attack against the player, and will then get stuck by the flinching safespot.

The safest method for soloing would be taking advantage of the hit-and-hide tactic (also referred to as flinching or hit-and-run which is a melee-only method) with the usage of nearby trees. This can be done by attracting the Chaos Elemental's attention, and then immediately running behind a tree so it can't attack you. Wait for its Hitpoint bar to disappear, hit it once, and run back behind the tree. Repeat until the elemental is dead. This method can be done with any Melee weapon. A full set of Verac's equipment is recommended for fast kills, but you WILL risk the Verac's helm if you get smited by a PK team.

An alternative, 3-item-safe layout could include a melee weapon with high stats (disregarding attack speed)- a Godsword, Dragon warhammer+Defender or Dharok's greataxe, along with 1-3 extra items to boost offensive bonuses, plus some cheap prayer-boosting gear such as monk robes for the times when offensive prayers and Preserve might be active.

If not using the hit-and-hide tactic, using a Karil's leathertop, Verac's helm and plateskirt with a Crystal shield or Dragonfire shield and a Rune crossbow or Armadyl crossbow with Diamond bolts (e) makes this boss very easy to kill, even at sub-100 Combat levels, but beware of the risk. As there's a strong chance to encounter player killers, it would be better to stick to lower-cost gear to alleviate the risk.

Solo Safe Spot Method

Mark the tiles on the left first and then the right second. They should all be on the same north/south line. The image on the right is not oriented north.

You can also set up a safe spot where you can freely attack the Chaos Elemental without it being able to attack you back. To use this method efficiently, you will need to mark a column of tiles running north to south, near the Wilderness Resource Area.

The northernmost tile to mark lines up with the north-easternmost Yew tree (left image). Staying on this line, run all the way south to the Wilderness fence and mark this southernmost tile (right image). This tile line is the farthest west the Chaos Elemental can attack.

Now, with the Chaos Elemental near its spawn by the Rogue’s Castle, aggro it and then run straight south to the Wilderness fence. (There is a 2x2 tree near its spawn you can hide behind to avoid a few hits as you lure it south). With the Chaos Elemental still trying to attack you, run west along the Wilderness fence—staying as close to the fence as possible—until you reach your marked tile. Wait here until the Chaos Elemental catches up to you. As soon as you see the Elemental, run directly north. Once you get to your two northernmost tiles, stop and wait for the Chaos Elemental to catch up to you again.

An example of how it will look when using this safespotting method. The player can attack the Chaos Elemental, but the Chaos Elemental will not fight back. The marked tiles are on the same north/south line as the previously marked tiles.

When you can see the Chaos Elemental, run directly towards it. You can do this by attacking it. As you get close to melee range, step one tile to the west and attack the Chaos Elemental from its western side. If you have done this correctly, the Chaos Elemental will be floating on your tile line (which, again, is as far as it can roam or attack) and the player will be one tile west of that line. At this point, you can freely attack the Chaos Elemental and it will never attack you back as long as you do not cross back over the tile line.

It is important to note that the red teleportation attack when running from the southern to northern tiles can teleport you west of the attackable line. If this happens and you're not able to re-aggro the Chaos Elemental before it starts resetting, you may have to wait for the Chaos Elemental to return to the spawn area and restart the lure entirely.

This method can be very useful for lower-leveled or lower-geared accounts (such as irons). It can take some practice and trial and error to set up, but once the lure is complete you can finish the kill almost entirely AFK and much faster than flinching every hit with a tree.

You should plan to bring food with you, as you will be attacked by the Chaos Elemental on average 10 times during the setup. Even low healing food, such as Tuna, may be sufficient.

If you have access to stamina potions or energy potions, they can be useful if you have to restart your lure, as this method does require a lot of run energy.

Team

Players fighting with Melee should take armour with high Ranged and Melee Defence, such as Dragon or Barrows equipment, and use Protect from Magic. As there's a strong chance to encounter player killers, it would be better to stick to lower-cost gear to alleviate the risk.

Suggested skills

  • Attack 80+
  • Strength 80+
  • Defence 70+
  • Ranged 75+
  • Prayer 37+ (70 Recommended)

Equipment

Only bring the 3 or 4 valuable items from this setup into the wilderness unless you are experienced enough to easily escape. The risk of getting killed by pkers is high and there is always the possibility of getting smited. Activate Protect from Magic and Protect Item if high risk, or just use the safespot. Don't linger in the same world for too long as there's a high chance to encounter player killers.

  1. ^ If risked, lock with a trouver parchment
  2. ^ 2.0 2.1 2.2 If using Bow of faerdhinen. Ensure all crystal components are protected items
  3. ^ Craw's bow is very slightly better in performance compared to the twisted bow, but due to it consuming ether, it is significantly more expensive and risky to use. However, it is also significantly cheaper to obtain than the twisted bow.
  4. ^ 4.0 4.1 If using Webweaver/Craw's bow, Toxic blowpipe or Bow of faerdhinen

Inventory

  • 1 Divine ranging potion
  • 3-5 Blighted super restores
  • Looting bag (optional)
  • Summer pies or curry as food so your items do not get unequipped
    • Alternatively, Armadyl brews can be used in place of both food and the ranging potion, as they are cheap, heal more than any hard food per inventory slot, and boost your Ranged level. They also do not cause any attack delay.
    • However, keep in mind that you may wish to bring more blighted super restores, as the brews drain your Defence and Magic levels. You must also remember to toggle off automatically smashing vials as so to not leave empty spaces in the inventory.
  • Anti-venom or Antidote++ to remove venom from pkers
  • Optionally, you can bring a Ring of wealth (i) switch for a doubled chance at a Clue scroll (elite).

Only bring the 3 or 4 valuable items from this setup into the wilderness unless you are experienced enough to easily escape. The risk of getting killed by pkers is high and there is always the possibility of getting smited. Activate Protect from Magic and Protect Item if high risk, or just use the safespot. Don't linger in the same world for too long as there's a high chance to encounter player killers.

  1. ^ 1.0 1.1 1.2 1.3 If using full Verac's set
  2. ^ 2.0 2.1 2.2 2.3 2.4 If risked, lock with a trouver parchment

Inventory

Avoiding and escaping player killers

Due to the Chaos Elemental's location in multi-combat deep Wilderness, you will likely encounter player killers in both teams and as individuals. The nearby Rogues' Castle is useful for attackers to hop worlds (sometimes using low-level scouts) and spot potential victims, as the projectiles are visible beyond normal viewing range. It may be effective to switch worlds between kills to potentially avoid PKers, although Chaos Elemental's short respawn time of 8.4s leaves little room for switching worlds.

If you are spotted and/or attacked, quickly select and pursue an escape option:

  • A Wilderness Obelisk (Level 50) lies on the south-east side of the Rogues' Castle. By default the obelisks' destination is random, but it is likely you will be teleported to relative safety such as single-way combat or a lower Wilderness level. Completing the hard Wilderness Diary allows you to select a destination (the level 13 obelisk being the safest, as it is close to the Ferox Enclave). Warning: You cannot use obelisks while under the effect of Tele Block.
  • The Rogues' Castle has many doorways and staircases that can be used to confuse and shake loose of an attacker. Moving unpredictably and closing doors behind you can buy you time to log out. This is less effective when being chased by a team.
  • The Resource Area to the west requires 7,500 to enter, or less depending on completion of the Wilderness Diary (6,000 for medium, 3,750 for hard, or 0 for elite). If your attacker(s) did not bring coins and lacks the elite diary perk, you can escape them here.
  • The Magic axe hut to the north-west requires a Lockpick and 23 to enter. Although there are aggressive magic axes contained within which prevent you from logging out, it is in single-way combat. It is very likely that either you or your attacker will be attacked by an axe, which may allow you to X-log. There are also two entrances/exits, which can help you create space.
  • The Deserted Keep to the west has a teleport lever which can take you to Ardougne (or Edgeville, if the easy Wilderness Diary is completed). A web blocks the entrance, so bring a knife or slash weapon to open it. Warning: You cannot use the lever while under the effect of Tele Block.

If it isn't likely that you will survive, prioritise keeping your prayer points so that you can keep Protect Item active. If you run out of prayer restoration, it may be advisable to accept your fate rather than continue eating food, as taking damage allows your attackers to potentially smite you for your fourth valuable item. Consider bringing a Falador shield for a last-resort prayer restoration option, as it is free to reobtain. The Demonic Ruins to the south also passively restore 1 prayer point every 3 seconds, which may provide a slim chance of reactivating Protect Item.

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

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