Fight Caves Speed-Runner

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Fight Caves Speed-Runner
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 Karamja Karamja✓
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.

Equipment

200
  1. ^ It is strongly recommended to use dragon darts if possible, but amethyst are an acceptable substitute if not.
  2. ^ Primordial boots are better than Pegasian boots, as Pegasians only give a small ranged attack bonus and no ranged strength bonus which is more important. Primordial boots increase strength bonus and deal much more damage with special attacks. Additionally they give more tankiness.

Inventory

Other tasks

There are 10 Combat Achievement tasks (totalling 50 points) available for TzTok-Jad.

NameDescriptionTypeTierComp%
Facing Jad Head-onComplete the Fight Caves with only melee.Restriction Elite (4 pts)8.3%
A Near Miss!Complete the Fight Caves after surviving a hit from TzTok-Jad without praying.Mechanical Elite (4 pts)28.9%
Fight Caves VeteranComplete the Fight Caves once.Kill Count Elite (4 pts)60.9%
Denying the HealersComplete the Fight caves without letting any of the Yt-MejKot heal.Mechanical Master (5 pts)14.9%
You Didn't Say Anything About a BatComplete the Fight Caves without being attacked by a Tz-Kih.Mechanical Master (5 pts)7.9%
Fight Caves MasterComplete the Fight Caves 5 times.Kill Count Master (5 pts)16.5%
Fight Caves Speed-ChaserComplete the Fight Caves in less than 30 minutes.Speed Master (5 pts)3.7%
Fight Caves Speed-RunnerComplete the Fight Caves in less than 26 minutes and 30 seconds.Speed Grandmaster (6 pts)1.8%
No Time for a DrinkComplete the Fight Caves without losing any prayer points.Restriction Grandmaster (6 pts)1.3%
Denying the Healers IIComplete the Fight Caves without TzTok-Jad being healed by a Yt-HurKot.Mechanical Grandmaster (6 pts)5.2%

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 sourceFight Caves Speed-Runner
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureTzHaar Fight Cave · file details

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