Fight Caves Speed-Runner
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| Fight Caves Speed-Runner (#156) | ||||
|---|---|---|---|---|
| Released | 21 July 2021 (Update) | |||
| Members | Yes | |||
| Description | Complete the Fight Caves in less than 26 minutes and 30 seconds. | |||
| Tier | Grandmaster | |||
| Monster | TzTok-Jad | |||
| Type | Speed | |||
| League region | ||||
| Advanced data | ||||
| ID | 156 | |||
Fight Caves Speed-Runner is a grandmaster combat achievement which requires the player to complete the Fight Caves in less than 26 minutes and 30 seconds.
Strategy
It is highly advised to use rotation 5 if going for this achievement due to it having the best spawns (e.g. wave 62 has both magers spawn close together), although any rotation may be used if learned well enough.
While doing the run itself is relatively simple, there are many minor time saves that should be used throughout:
- Drink a dose of stamina potion, divine super combat potion, and divine ranging potion before entering. The boost from an imbued heart or saturated heart may also be used for slightly longer thralls during the initial waves, although this is optional.
- Roughly memorising the spawns of each wave as well as where to stand at the beginning of each wave will help greatly in dealing with every wave properly. The Fight Caves Spawn Predictor plugin on RuneLite's Plugin Hub is especially helpful, as it has an option to display the next wave's spawns.
- Stand in between the spawn point of the high-HP NPCs and the rest of the NPCs (while still being close enough to attack). When the wave starts, begin attacking and dragging the high-HP NPC towards the weaker NPCs.
- Killing the large blobs early in the wave allows you to attack something else while waiting for them to split into the two bloblets.
- While attacking a mob, it's possible to dance other mobs inbetween attacks in order to chin them after the mob you are attacking dies.
- Always end the wave by killing bats/bloblets, as their death animation is 2 ticks faster than that of the other NPCs, along with the fact that they can be clumped and killed all at the same time with chinchompas.
- Safespotting the meleer by using other mobs saves time in not having to run to actual safespots along the edges.
- Use as many claw special attacks on meleers prior to wave 31. After wave 31, blowpipe special attacks should be used when needed to heal chip damage taken.
- You may also claw special attack the one blob on wave 2 and both blobs on wave 6. They are not needed for the ranger on wave 7, as the blowpipe will kill it quickly regardless.
- Death charge is procced on all mobs, and should be constantly used throughout the cave, ideally before speccing (also to shorten cooldown, as that timer starts on cast and not proc), in order to restore spec when the mob dies. If using spec as soon as bar is up, spamming death charge on cooldown is sufficient.
- Mobs die 2 ticks slower if they are moving compared to if they are stationary. While this seems small, ending every wave by killing moving NPCs results in roughly a minute and 14 seconds of time loss. This should generally not be a problem when setting up clumps of bats/bloblets to kill with chinchompas, although this should be kept in mind for waves that lack either of those mobs.
- Mobs die 1 tick faster if they are hit by multiple hitsplats when dying. Thralls will help in occasionally achieving this. Multiple hitsplat weapons such as the Scythe of vitur and Dual macuahuitl will result in this happening, although the latter has a faster attack speed and will suffice for bats or blobs. Notable special attacks with this feature are dragon claws and burning claws.
- Use as many supplies as you can each attempt - Prayer will not be an issue with this setup. As the inventory will be filled with super restores, keep Rigour activated throughout the entire run. Additionally, resummon thralls whenever they are not attacking anything (eg. if they are too far away from any mobs to attack).
Pre-potting
Note: These potions should be used before entering, then the inventory refilled in the bank. This gives the benefits of the potions without using extra inventory space.
- Ancient mace to go past full prayer points
- Prayer regeneration potion for prayer regeneration buff
- Stamina potion for run energy conservation buff
- Divine combat potion and Divine ranging potion for free potion doses, though these may not be necessary providing you get a good time
- Anglerfish to go past max hitpoints, or Saradomin brew (Anglerfish overheals more)
- Restore potion to restore stats lost by Forgotten brew and Saradomin brew
- (Optional) A Vengeance cast prior to switching to the Arceuus spellbook; or Vengeance other received from a friend. This is likely not necessary, however, as it will probably only make the difference of a few seconds
- (Optional) Summer pie to increase agility level, allowing for better run maintenance. This effect is small
Equipment
| Slot | Item (most effective → least effective) | |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
Inventory
- Webweaver bow/Craw's bow for attacking bats and blobs outside of the blowpipe's range
- These bows have a range of 9 tiles and an attack speed of 3 ticks on Rapid, which is 4 tiles more than the blowpipe on Rapid (or 2 more if the blowpipe is set to Longrange) while also being 1 tick faster than the bow of Faerdhinen on Rapid.
- Toxic blowpipe with amethyst or dragon darts for bats, blobs, rangers, and meleers
- Twisted bow/bow of Faerdhinen for magers and Jad
- Black chinchompas and a Ranged offhand for clumped bloblets/bats at the end of a wave, as well as for attacking bats stuck near the south-western tile of any bigger NPC
- Dragon claws or burning claws and a melee switch for their special attack on Jad and meleers prior to wave 31
- A book of the dead with runes for casting Resurrect Greater Ghost and Death Charge
- Divine ranging potions and a divine super combat potion (for claw special attacks)
- Two stamina potions (or a single Extended stamina potion)
- A Saradomin brew and/or a Guthix rest for healing in case of emergency
- Fill the rest of the inventory with super restores or Sanfew serums
- It's recommended you use a Surge potion to speed up special attack restoration. Only one is needed as each dose has a 5 minute cooldown.
- Ferocious gloves swap to supplement the claw special attack, if using Zaryte vambraces (With Barrows gloves, use an Amulet of rancour or Amulet of torture instead)
Other tasks
There are 10 Combat Achievement tasks (totalling 50 points) available for TzTok-Jad.
| Name | Description | Type | Tier | Comp% |
|---|---|---|---|---|
| Facing Jad Head-on | Complete the Fight Caves with only melee. | Restriction | 8.3% | |
| A Near Miss! | Complete the Fight Caves after surviving a hit from TzTok-Jad without praying. | Mechanical | 28.9% | |
| Fight Caves Veteran | Complete the Fight Caves once. | Kill Count | 60.9% | |
| Denying the Healers | Complete the Fight caves without letting any of the Yt-MejKot heal. | Mechanical | 14.9% | |
| You Didn't Say Anything About a Bat | Complete the Fight Caves without being attacked by a Tz-Kih. | Mechanical | 7.9% | |
| Fight Caves Master | Complete the Fight Caves 5 times. | Kill Count | 16.5% | |
| Fight Caves Speed-Chaser | Complete the Fight Caves in less than 30 minutes. | Speed | 3.7% | |
| Fight Caves Speed-Runner | Complete the Fight Caves in less than 26 minutes and 30 seconds. | Speed | 1.8% | |
| No Time for a Drink | Complete the Fight Caves without losing any prayer points. | Restriction | 1.3% | |
| Denying the Healers II | Complete the Fight Caves without TzTok-Jad being healed by a Yt-HurKot. | Mechanical | 5.2% |
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