Combat only pure/End-game

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Combat only pure/End-game

End-game Slayer

Most of your end game slayer will be focused on achieving a trident of the seas, occult necklace, brimstone ring, and an imbued heart. If you made no mistakes while questing you should have very good assignments from Konar and Nieve along with one slayer block (recommend black demons). It's worthwhile to do every 10th task milestone at Konar so you can buy slayer rings, extensions, broad bolts, and skips.

See mid-game slayer section for recommended slayer point unlocks.

Kraken

The Kraken isn't a difficult boss and with an update, Fishing explosives can now be used to wake the kraken. This completely removes the need to bring range for tagging the tentacles.

Generally, you'll want to make as much inventory space as possible (don't forget your fishing explosives, and some coins!). Teleport to house, and travel via Captain Barnaby to the west. Travel to Brimhaven, this will cost 30 coins. Proceed south to buy as many Karambwan as possible from the shrimp and parrot, then return to Captain Barnaby and travel to Ardougne. Proceed to run (mostly walk) to the Kraken Cove.

Mainly killed for its Trident of the Seas (full), Kraken Tentacle, Dragonstone ring, and to stockpile Sanfew Serums.

Thermonuclear Smoke Devil

The Thermonuclear Smoke Devil is best killed when you have the Ferox Enclave respawn unlocked as it has a portal to castle wars. Like the special attack method, an 807 can use the respawn teleport on the Arceuus spellbook, restore their stats, and use the castle wars portal to return.

Mainly killed for its Occult necklace, smoke battlestaff, and Sanfew Serums.

Alchemical Hydra

The Alchemical Hydra or lower level regular Hydra are mainly killed for their Brimstone ring pieces, as it is the only drop that an 807 can currently make use of. However, the various potions and ammo drops are also worth noting.

End-game Bossing

Nightmare of Ashihama / Phosani's Nightmare

The Nightmare of Ashihama is primarily killed for the best-in-slot inquisitor's armour and inquisitor's mace as well as the Eldritch nightmare staff which can greatly aid an 807s lack of prayer restoration options. All Sanfew serums collected during slayer should be saved for the nightmare as it is the only way to cure the parasite attack. It is recommended to kill the stronger nightmare variant, Phosani's nightmare, rather than the standard nightmare due to Phosani's using less Sanfew doses overall and having a significantly faster collection log completion rate.

Gear

Inquisitor's mace > Elder maul > Ursine chainmace + Avernic defender > Cudgel + Avernic defender

Inquisitor armour > Void Knight armour > Obsidian helmet + Fighter torso

Dragon claws > Dragon Warhammer > Eldritch staff > Granite maul > Volatile staff

Ham joint > Goblin paint cannon

The cugdel + avernic defender combo surpasses elder maul with certain inquisitor pieces

Tips

  • The main objective besides getting a killcount is to minimize Sanfew Serum dose usage. A typical Phosani nightmare kill uses 2-4 sanfew doses. However, there are several ways to reduce the number of doses needed to an average of 2 per kill and potentially even to zero.
  • Maximize damage output during parasite phases (save specs for these phases, re-pot, avoid idle ticks)
  • Tank a parasite burst once per parasite phase while the pillars are active.
  • While impregnated but before the parasite burst, position yourself near fully charged pillars and away from partially charged ones. This will cause the parasite to slowly move across the room and do very little healing.
  • Do not tank parasite bursts before the pillars are active. If the parasite is not quickly dispatched Phosani will be healed extremely quickly.
  • The Fenkenstrain Castle Teleport on the Arceuus spellbook is the quickest method to get to the nightmare.
  • Use the zamorak brews dropped from phosani for a damage boost and minor prayer restoration.
  • Full Dharoks is strong at phosani but good luck never messing up.

Grotesque Guardians

Worth killing for the best-in-slot crush granite gloves, some potion drops, and the pet. You can also attach the black tourmaline core to create guardian boots after getting the Bandos boots from General Graardor.

Further, you can attach Echo crystals to the guardian boots to create the Echo boots.

Cerberus

Technically killable but not worth it since there are no useful drops and very low kills per hour.

Wilderness Bosses

Chambers of Xeric

It is not recommended to do either end-game raid without substantial prior experience on an unrestricted account

5000
100
500500500

Getting there

Official Location - Initially you'll want to get to Port Sarim (Pest Control mini-game teleport can get you close) and talk to Veos, taking the boat to land's end. Proceed north, then north-west and go through the battlements leading into the Lizardman swamp. You'll have to traverse through this area; ideally you'll have protect from range, and food/antipoison depending on your level. Head through the Lizardman Settlement to the west, then south-west. Proceed south over a bridge and follow the path leading to the Chambers of Xeric. You will pass by some trolls, be cautious. When you arrive, be absolutely sure you talk to the mountain guide as he can lead you from the Shayzien battlements (just inside the lizardman settlement) to where you talk to him, right outside of the Chambers.

Supplies (Pre-raid)

You'll want to fill up the remaining inventory slots with Cheese potatoes from the Warriors guild or Cooked karambwan from the shrimp and parrot. It is not recommended to bring potions to Chambers, however, pre-potting certain potions can be beneficial depending on the raid layout. This includes stat-boosting potions like elder, kodai, and twisted. You should aim to get an Overload and Prayer Enhance every raid.

Supplies (During raid)

Optimally, as an 807 you will raid with other ironmen. That's not to say you can't raid with a normal account, but another ironman should be present in the raid. This is so that you can be fed supplies from Muttadile, Tekton, Vasa, Vanguards, Vespula (For Vespula in particular, you do not need to go into the room. These supplies drop for everyone). Though for every other boss, you will need to get a hit in order to be able to pick up the drop.

Scouting

Certain rooms are much more beneficial than others for points. It is strongly recommended to scout a layout with at least one room that gives an overload potion.

Overall value of combat rooms(points+potions)- Vanguards>Muttadile>Shamans>Tekton>Mystics>Guardians>Vasa>Vespula

Overall value of puzzle rooms(points+potions)- Tightrope>Crabs>Thieving>Ice demon

Crabs

There is a hammer spawn at the entrance of every crab room. Using protect from melee, crabs must be dragged to specific locations in order to bounce an orb to collide with crystals. Hitting a crab with a specific combat style will change the crabs colour. The orbs need to be the correct colour in order to negate the combat style, thus turning the crystal white.

  • Range (green) cancels out Purple
  • Melee (red) cancels out Blue (mage)
  • Blue (mage) cancels out Yellow
  • White (neutral) cancels out Black

Thieving

807s do not participate in this room, though they can be fed bats, which can be found in the room. All players doing thieving room should have the Bats locator plugin on Runelite, and 1 inventory slot open. They should proceed to search chests, dropping the single grub received until bats are found for the 807. An 807 can pick up the extra four bats that fall to the ground.

Tightrope

Shoot Mages and rangers, gain points. An unrestricted account should tank, as they have access to more food and can make more food within the raid.

There should be 0 instances where an 807 can misclick on the tightrope to cross for the crystal, as the agility level scales within the raid.

Ice Demon

The only part of ice demon an 807 can participate in is the killing of the ice demon itself. Do not pick up an axe, as you can chop kindling at level 1 Woodcutting, which awards Woodcutting XP. Fire wave is the best option here.

Lizardman Shamans

Some Shaman rooms can be safespotted, making use of the Magic Longbow, or Magic shortbow on Longrange. Though if an 807 wants to participate in the shamans room without a safespot, it is suggested to make use of your teammates as bait. The shamans will attack the closest player and therefore an above average range distance weapon such as a Karil's crossbow(8 tiles) or Craws bow(9 tiles) should be utilised in order to avoid aggression.

Muttadiles

Small muttadile phase- Focus on damage output until he becomes invincible and attempts to heal. A teammate should freeze the boss via ice barrage or a zamorak godsword special attack. While the muttadile is frozen, walk under him and protect from magic to reduce damage from the large muttadile's fire attacks.

Large muttadile phase- Ticking eating with either purple sweets or a sack of potatoes/onions is advised to reduce food usage while the large mutttadile is active. Avoid standing too close to other players in order to see if the muttadile is targeting you. The large muttadile's fire attack now hits multiple people if they are close together and can potentially be invisible.

Skeletal Mystics

The mystics can be lured by having one person run passed each mystic and using corner safespots. Use bones-to-peaches on the big bones for additional healing is needed. Although this room is fairly easy it yields poor points due to the skeletal mystic's high defence.

Tekton

Avoid this room if you do not have a dragon warhammer. Flinching or circling the boss is strongly recommended to avoid taking significant damage.

Vanguards

Arguably the best room for 807s due to the option to use your strongest combat style and the high number of Xeric aids dropped. Be sure to tag each vanguard once in order to be able to receive their loot. Vanguards will always drop a minimum of 1 overload potion in addition to the combat potion of their respective combat style.

Vasa

It is recommended to avoid the Vasa room due to its unavoidable damage, high energy usage, and need for high damage output. It does have a redeeming quality of excellent potion drops (2 aids+2 range potions) should you choose to do it.

Vespula

Vespula is considered the worst combat room UNLESS you already have a prayer enhance potion from a prior room. If an enhance is used then it is possible to flick redemption and avoid using any supplies other than a single stamina dose.

Guardians

With level 1 mining the damage output is about 50% of most players. Using a dragon pickaxe will help deal significantly more damage.

Olm

"Running" the head is required to avoid taking the majority of damage from Olm's standard attacks and therefore a 3 man team is ideal for Olm. "Skipping" Olm's specials is advised but not required. The player should ideally walk during the mage hand portion of the fight to conserve energy until the said hand is killed. During the melee hand portion of the fight the player can run a 4:0 cycle to avoid all damage. When all of the above methods are combined it is possible to take zero damage through the entirety of the Olm fight.

Theatre of Blood

5000

It is entirely possible for a combat only pure to do Theare of Blood. It is however not possible for this account build to group up with similarly restricted accounts and get completions at the Theatre of blood. However it is possible to get completions but do note that due to the extreme restrictive nature of the account build, you will need to be carried. Just make sure your teammates are aware of this and are in accordance with this.

Maiden

Recommend prayer flicking to avoid the use of prayer restoration. Melee is the optimal damage option unless a twisted bow is available. Move while the boss winds up its attack to avoid blood pools. Attack any crabs that are not in the clump. The designated team freezer should tank most of Maiden's damage.

Bloat

Bloat is largely unchanged compared to fighting it with a normal account with the exception of needing to keep an eye on your run energy.

Nylocas

Recommend prayer flicking to avoid the use of prayer restoration. Melee is the suggested role for the nylocas room. Range is also doable but the strength of the blowpipe makes it better suited for a teammate. A single Stamina dose will likely be needed during the waves. Focus on any aggressive nylocas to prevent damage to yourself and your team.

Soteseg

Recommend prayer flicking to avoid the use of prayer restoration.

Xarpus

Melee is recommended throughout the fight.

Verzik Vitur

If all previous boss rooms were done properly you should be entering Verzik's room with 5-6 brews and 3-4 restores.

Phase 1

Use magic (trident) to avoid depleting run energy.

Phase 2

Nothing unusual in phase 2. Flicking prayers when possible is recommended. Praying range is NOT recommended.

Phase 3

Steel skin helps somewhat mitigate the high damage output of Verzik's standard attacks. A stamina dose is needed when Verzik reaches roughly 20% health.

Inferno

Most of the supplies grinded throughout the 807 account build should be saved for stuff like the inferno. It's highly recommended to practice the inferno on an account without a restricted supply stock.

One of the main issues with completing the inferno on an 807 is the lack of ancient magicks for ice barrage. This means the nibblers need to be taken out by using one of the methods listed below.

Nibbler Spec Weapons

  • Dinhs Bulwark special attack (hits up to 10 enemies in an 11x11 area around the player. Consumes 50% special attack energy)
  • Rune thrownaxe special attack (each hit consumes 10% special attack energy)

Zuk Weapons

Other Helpful Items

  • Eldritch Nightmare Staff special attack (restores prayer points by 50% of hit damage. Consumes 55% of special attack energy)
  • Sanguinesti Staff (runes stored in the staff to save inventory space. Passive healing effect with a 1/6 chance on hit to heal the player)
  • Guthan's set for healing effect
  • Justiciar armour combined with the Dinh's bulwark special attack is an excellent option for killing nibblers
  • Stamina Potion (for Zuk fight. Obtainable from Theatre of Blood or Jekyll random event)
  • Ranging Potion (for Zuk fight. Obtainable from Alchemical Hydra or Grotesque Guardians)

Completion Goals

Champions Cape

Corporeal Beast

Killing corporeal beast on an 807 is very difficult since Jagex has removed the ability to spec on an alternate account. Most 807s will have to use the method below which requires a ton of patience and many games necklaces (slowly obtainable from skeletons in Haunted Mine)

Not recommended on 807s but technically possible. This is an incredibly tedious method and horrible kills per hour.

Revenants

Nightmare of Ash / Phosani's Nightmare completion

Theatre of Blood completion

Chambers of Xeric completion

Clue milestones

Pets

There are currently 27 possible pets with 4 additional metamorphic items to acquire. Most of these pets are not easy to grind due to the 807 account build limitations.

Any pet with this mark is almost impossible to achieve unless very lucky.

  1. Baby Mole
  2. Callisto Cub
  3. Hellpuppy
  4. Ikkle Hydra
  5. Jal-nib-rek
  6. Kalphite princess
  7. Lil' Zik & Sanguine dust
  8. Little Nightmare & Parasitic Egg
  9. Noon / Midnight
  10. Olmlet & Metamorphic Dust
  11. Pet Chaos Elemental
  12. Pet Dagannoth Prime
  13. Pet Dagannoth Rex
  14. Pet Dagannoth Supreme
  15. Pet Dark core
  16. Pet Kraken
  17. Pet Smoke Devil
  18. Prince Black Dragon
  19. Scorpia's offspring
  20. Skotos
  21. Sraracha (red only)
  22. Tzrek-jad & Jalrek-jad
  23. Venenatis Spiderling
  24. Vet'ion Jr.
  25. Bloodhound
  26. Lil' Creator
  27. Pet Penance Queen

Source

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

Source siteOld School RuneScape Wiki
Canonical sourceCombat only pure/End-game
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