Fortis Colosseum/Strategies

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This is a dangerous activity in an instance.
On death, Hardcore Ironmen will lose their status. Unprotected items will be moved to a grave outside the instance. Items left on the ground will always be lost.

The Fortis Colosseum is a very difficult solo PvM challenge, being a spiritual successor of the Inferno. Players who are successful will be rewarded with Dizana's quiver.

Before attempting it, it is highly recommended that you have the best gear that you can afford and maxed or very high combat stats. However, completions are possible with inexpensive gear, though at least a bow of Faerdhinen with full crystal armour along with an abyssal tentacle is recommended for a first quiver. More importantly, do not expect to complete it on your first few attempts; be mentally prepared to fail a lot and learn from your mistakes.

Suggested skills

The stats below are suggested as a minimum for completing the Colosseum for the first time. However, having higher stats will be very helpful, particularly with dealing with bad double-south spawns which place heavy pressure on the player to kill at least one NPC before reinforcements arrive.

Equipment

Due to Sol Heredit's incredibly high ranged and magic defence, a strong slashing melee weapon (i.e., abyssal tentacle or better) is essential for completing the Colosseum. However, the waves can effectively be cleared with strong ranged or magic setups, and at least one of these options is highly recommended for learners to simplify waves. In particular, dealing with south spawns while on the NW pillar is difficult without a ranged or magic option.

A twisted bow setup is the strongest option overall for a first quiver; a Tumeken's shadow setup provides significant QoL by one-shotting the melee frem, but suffers later into the wave from lower damage output against the other NPCs, along with minimal defensive bonuses. Note that even with a Scythe of vitur, a melee-only setup is extremely difficult to use on a first quiver. Learning proper wave-solving procedures, becoming comfortable with the prayer flicking needed for pillar stack solves, and being able to recover from mistakes quickly are more important than any given gear optimisation, but not bringing some kind of ranged option will make your first quiver much harder to obtain.

Notes on gear:

  • A twisted bow is the strongest ranged weapon for Colosseum waves, beating the Tumeken's shadow by a fair margin but losing to the scythe of vitur. Against the jaguar warrior, melee weapons do better damage than the twisted bow, so melee the jaguar if it is safe to do so.
  • A bow of Faerdhinen with crystal armour is a reasonably strong budget setup, though you should avoid taking handicaps that hurt more with low DPS, such as Reentry.
  • As minimal magic switches are brought, runes for Death Charge and thralls (optional) are much more useful than runes for Ancient Magicks.
  • A 4-way shadow setup is very convenient for one-shotting the melee frem, but it eats into inventory space. For your first quiver, a single way switch with a Sanguinesti staff, Trident of the swamp or Eye of ayak to two-shot the melee frem will suffice. Sanguinesti staff offers some healing occasional while Eye of ayak is 3-tick compared to 4-tick for the other two options and Trident of the Swamp is the most affordable option and easiest to obtain for Ironmen. You can bring the 4-way shadow if you find supplies are sufficient.
  • You can opt to cut melee switches down to a minimum until you learn to clear waves semi-consistently.
  • The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise from a rough wave start, or to heal from mistakes later during the wave.
  • Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws, due to the higher burst of damage.
  1. ^ 1.0 1.1 1.2 For a first quiver, the defence from Torva is more useful than the offensive stats from Oathplate.
  2. ^ Not worth the inventory space on a first quiver, unless you are an iron and limited on blood shards.
  3. ^ Makes the Sol fight significantly more difficult due to its range if Myopia is not taken.
  4. ^ 4.0 4.1 One-shotting melee frem
  5. ^ 5.0 5.1 Sol Heredit only, not recommended for first quiver

Inventory

800080008000

Notes on gear:

  • Tumeken's shadow is the only viable magic weapon for clearing waves, as enemy NPCs have high magic defences.
  • A saturated heart is convenient as it can be used to boost more than 4 times in a run, but its effects are lost until the cooldown ends if you drink a dose of Saradomin brew.
  • You may choose between Ancient Magicks and the Arceuus spellbook for death charge; blood barraging can help save supplies, though it will not help you in a high-pressure situation. It is better to one-shot the melee frem with the Tumeken's shadow than to freeze it.
  • You can opt to cut melee switches down to a minimum until you learn to clear waves semi-consistently.
  • The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise a rough wave start.
  • Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws.
  1. ^ 1.0 1.1 1.2 For a first quiver, the defence from Torva is more useful than the offensive stats from Oathplate.
  2. ^ Not worth the inventory space on a first quiver, unless you are an iron and limited on blood shards.
  3. ^ Makes the Sol fight significantly more difficult due to its range if Myopia is not taken.
  4. ^ With a shadow setup, Eternal boots give a sorely needed damage boost to the Shadow, which is the main weapon for waves.
  5. ^ 5.0 5.1 Sol Heredit only, not recommended for first quiver

Inventory

8000800080008000

Notes on gear:

  • In a budget setup, your best DPS will come from your melee setup. You should try to melee where possible, but make sure to use the ranged setup for tough situations.
  • Osmumten's fang is slightly better DPS than the Noxious halberd on all NPCs except Sol Heredit; however, many players enjoy using the halberd for its reach and utility, such as trivialising Solarflare. Reaching Sol with a Noxious halberd without having taken Myopia during the waves will result in a significantly harder fight.
  • If you have a sanguinesti staff, you can uncharge it for blood runes and bring a book of the dead in your offhand to use both thralls and Death Charge.
  • Without access to a bow of Faerdhinen, your next-best ranged option is a scorching bow with Masori armour. The hunters' sunlight crossbow underperforms the scorching bow, and its low range on the rapid attack style can make Myopia III a serious detriment. It is highly reccomended to obtain a bowfa setup for a first quiver.
  • The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise a rough wave start.
  • Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws.
  1. ^ Better than the Neitiznot faceguard as the additional strength bonus from the faceguard does not give either melee weapon a max hit.
  2. ^ Ava's assembler gives extremely minimal bonuses to the bofa and is not worth bringing.
  3. ^ Makes the Sol fight significantly more difficult due to its range if Myopia is not taken.
  4. ^ If using a Voidwaker to one-shot the melee frem
  5. ^ One-shotting melee frem
  6. ^ Sol Heredit only, not recommended for first quiver

Inventory

160001600016000

Notes on gear:

  • A melee-only setup is strongly discouraged for first quivers, as dealing with south spawns and certain pillar stacks on NW pillar are nearly impossible on a first quiver. Meleeing NPCs also increases handicap difficulty by making it more troublesome to manage Solarflares, Javelin Colossus sky javelins and Reentry pools, and Volatility explosions. Excessive supplies in a melee-only setup will rarely save you from mistakes, as NPCs in the Colosseum hit extremely hard and accurately.
  • If attempting a melee-only first quiver, a scythe of vitur should be considered mandatory, and you may want to consider learning to play around the south-west pillar. If you decide to play around the south-western pillar, prepare to face the equivalent of double south spawns at nearly 4x frequency.
  • A scythe of vitur with good strength gear is the highest-DPS option in the game for every NPC except the serpent shaman. You may wish to bring a one-handed weapon such as a Ghrazi rapier or an Osmumten's fang for the shamans.
  • A strength ring is highly recommended, as the scythe of vitur benefits immensely from increased max hits. However, a lightbearer is also an option to allow for more special attacks.
  • As a melee-only setup has excessive space for supplies, a 4-way Tumeken's shadow switch is very helpful for one-shotting the melee frem.
  • An amulet of blood fury is very useful for healing through the waves and in the Sol fight, especially with the scythe of vitur. However, it will not save you from mistakes.
  • As minimal magic switches are brought, runes for Death Charge and thralls (optional) are much more useful than runes for Ancient Magicks.
  • The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise a rough wave start.
  • Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws.
  1. ^ Not worth the inventory space on a first quiver, unless you are an iron and limited on blood shards.
  2. ^ In Bandos-tier gear, the Fang outperforms even a blade of saeldor on every NPC except Sol Heredit.
  3. ^ Makes the Sol fight significantly more difficult due to its range if Myopia is not taken.
  4. ^ 4.0 4.1 One-shotting melee frem
  5. ^ 5.0 5.1 Sol Heredit only, not recommended for first quiver

Inventory

800080008000

Notes on gear:

  • Many inventory setups are usable for GM time, and the time threshold can be comfortably reached without any megarares. Adjust the setup to what you have.
  • The venator bow should be used whenever triple bounces are possible - mainly on waves 1-6, and on 10-11. Scything large NPCs is the next-best DPS, though the twisted bow is still useful for tick-filling and tight situations.
  • You can opt to bring an amulet of rancour switch if you can spare the inventory space.
  • Instead of the dragon warhammer, you can opt to bring an elder maul at the cost of one inventory space.
  • Adjust other supplies according to your preference. With some lazy flicking of offensive prayers, 7 super restores is a comfortable amount of prayer to have per KC.
  • You can bring a saturated heart instead of the occult necklace to cut a switch, but Saradomin brew will render you unable to one-shot the melee frem until the heart boost cooldown ends.
  • The difference between burning claws and dragon claws is very minimal for most players. To use burning claws effectively, you have to avoid staying on 100% special attack energy, and do your best to get the maximum burn time on NPCs.
  1. ^ Can be dropped for more inventory space.
  2. ^ Requires one more inventory space, as you can no longer offhand the book of the dead.

Inventory

16000160001600016000

If you are pushing to go faster but aren't comfortable with these supplies, drop switches as needed, switch the 3-way Tumeken's shadow for a 1-way eye of ayak, or run Barrows gloves.

Notes on gear:

  • This assumes you are comfortable with completing the Colosseum and are capable of, or aiming to do consistent sub-20 minute runs.
  • The venator bow should be used whenever triple bounces are possible - mainly on waves 1-6, and on 10-11. Scything large NPCs is the next-best DPS, though the twisted bow is still useful for tick-filling and tight situations.
  • If not wearing Avernic treads (max), the venator ring gives 3 max hits for the venator bow, but can be dropped for more supplies.
  • You can opt to camp the amulet of blood fury for more supplies.
  • Instead of the 4-tick weapon, you can still opt to bring a Saradomin godsword, or simply scythe the ranged frem in max melee. This will require you to free up one more inventory slot.
  • Adjust other supplies according to your preference. With some lazy flicking of offensive prayers, 7 super restores is a comfortable amount of prayer to have per KC.
  • You can bring a saturated heart instead of the Ancestral hat to cut a switch, but Saradomin brew will render you unable to one-shot the melee frem until the heart boost cooldown ends.
  • The difference between burning claws and dragon claws is very minimal for most players. To use burning claws effectively, you have to avoid staying on 100% special attack energy, and do your best to get the maximum burn time on NPCs.

Inventory

16000160001600016000

If you are pushing to go faster but aren't comfortable with these supplies, drop the surge potion, Masori mask, and maybe even consider camping the Amulet of blood fury, or running Barrows gloves.

Monsters

Fremennik Warband Berserker, Seer, and Archer

Max hit Hitpoints Magic Size Attack speed
12 (seer)
14 (ranger)
29 (berserker)
50 (seer)
50 (ranger)
48 (berserker)
110 1x1 6

The Fremennik warband are the weakest monsters in the Colosseum, but can quickly overwhelm new players. Similarly to the Jal-Nibs from the Inferno, the warband will spawn in the centre of the arena, though unlike the nibs, they will immediately dart towards the player upon spawning. Despite the archer and seer using ranged weapons, the trio will only attack upon reaching melee range of the player. Upon reaching the player, the trio will begin attacking on different ticks, starting with melee, magic then ranged. The warband will position themselves accordingly, provided that there is space for them to stand there; the berserker will prioritise standing north of the player, the seer to their east and the ranger to the west. If these tiles are blocked by an obstacle they will attack from a different position, but the attack rotation is still the same.

If the player uses a hit-and-run tactic on them in an attempt to delay their hits, this may cause them to attack off sync; e.g a ranger attacking first over the seer. Learners frequently sabotage themselves by doing this, as it is important to kill them as quickly as possible, especially if other enemies have sight of the player, which can likely prove fatal.

If the Quartet handicap is active, a fourth member will spawn to the south, creating a diamond-like formation. This fourth member will attack on the same tick as its fellow.

Despite their weapons, their combat stats are identical; 50 hitpoints (48 for the Berserker), with an Attack, Strength, Ranged, and Magic level of 110, and 80 Defence. The seer has a max hit of 12, the archer has a max hit of 14 and the berserker has a max hit of 29. The trio are very accurate regardless of the player's defensive gear, so it is necessary to kill them once it is safe to do so to minimise damage taken.

When using a combat style corresponding to their weakness, the player's attacks will always hit and for a maximum hit. The only exception is Ice Barrage on the berserker; a minimum magic attack bonus of +104 and Augury is needed to guarantee a freeze on it and the other frems. The table below shows the strongest options for each NPC.

Frem Weapon Details
Tumeken's shadow + Confliction gauntlets + Avernic treads (max) with Saturated heart or Occult necklace This is the simplest switch capable of one-shotting the melee frem without use of a special attack, and also requiring no prayer usage. If you use a Saturated heart, drinking Saradomin brew will prevent you from reaching the one-shot threshold until the heart comes off cooldown.
Eye of ayak x2 >
Sanguinesti staff, Trident of the swamp, Trident of the seas x2
The two-shot threshold changes with Magic level; see each weapon's respective page. You need to hit a 24 to two-shot the melee frem. The Eye of ayak is slightly better due to its faster attack speed.
Ice barrage, Blood barrage, or Undead grasp x2 Slower than using a powered staff. Ice Barrage needs a minimum magic attack bonus of +104 and Augury, or +140 without Augury to guarantee a freeze. Do not barrage the other frems after the melee is dead!
Venator bow + Dragon arrows + Rigour The only weapon that can one-shot the frem with a one-way switch at base stats.
Twisted bow+ Dragon arrows + Necklace of anguish + Masori body + Rigour If potted, fewer ranged switches are needed. Slower than the venator bow.
Toxic blowpipe with Dragon darts + Necklace of anguish or Masori body + Rigour x2 If potted, fewer ranged switches are needed. You can use a special attack to get some extra healing, if needed.
Saradomin godsword special attack on Aggressive + Piety + 28 strength bonus Extremely useful even for experienced players due to the guaranteed large heal in the hardest part of the wave. If potted, fewer melee switches are needed.

Other options for the Berserker (at 99 Magic)

Other options for the Seer (at 99 Range with Rigour)

Other options for the Archer (at 99 Strength with Piety)


Serpent shaman

Max hit Hitpoints Magic Size Attack speed
27 125 220 1x1 5

Serpent shamans (also known as magers) are simple enemies in the Colosseum that use a moderately strong magic attack against the player. They have a range of 10 tiles, and no other special mechanics. However, they are particularly troublesome enemies due to their small size and high accuracy, especially when handling other monsters.

Jaguar warrior

Max hit Hitpoints Magic Size Attack speed
47 per hit (3 hits) 125 100 2x2 5

Jaguar warriors (also known as meleers) are enemies in the Colosseum armed with a pair of claws. These enemies only appear as reinforcements from waves 1-6.

Their claws will allow them to strike the player three times per attack. Each of these attacks makes their own independent roll on accuracy and damage like that of nail beasts. With a maximum hit of 47 and high melee stats, this means that the warrior can easily kill players, potentially dealing up to 141 damage in a single attack. Therefore, keep Protect Melee on at all times if the warrior is not in position and isolate them from other enemies to avoid such a scenario.

Javelin Colossus

Max hit Hitpoints Magic Size Attack speed
48 220 225 3x3 5

Javelin Colossi (also known as rangers) are one of the more dangerous enemies in the Colosseum. They attack by throwing a pair of javelins at the player, which can deal up to 48 damage. They also have an incredibly long attack range of 15 tiles, making them impossible to safespot even when other enemies are in front of it.

After every four auto-attacks, the colossus will launch a javelin into the air, which will proceed to land on the player's position 6 ticks afterwards. If they do not move out of the way, they will take up to 40 typeless damage.

The Reentry 1 modifier causes the special attack to leave behind a pool of molten sand on the targeted tile, which will deal up to 15 damage every two ticks while standing on them. This is cleared at the end of the wave.

The Reentry 2 modifier causes the special attack to leave behind a pool of molten sand on the targeted tile, along with the tile to its south-west (or a random tile if that tile is blocked/covered). This also makes the sand permanent, making players be cautious about how they place the special attack to avoid ragging vital tiles.

The Reentry 3 modifier causes the special attack to leave behind a pool of molten sand on the targeted tile, the tile to its south-west (or a random tile if that tile is blocked/covered), and then the tile to its west (or a random tile if that tile is blocked/covered). As with the previous level, the sand is permanent.

Manticore

Max hit Hitpoints Magic Size Attack speed
34 per hit (3 hits) 250 300 3x3 10

Manticores are another dangerous enemy in the Colosseum. Unlike other monsters, the Manticore will charge up a three-hit attack which takes 10 ticks to complete. The attack arrangement is dependent on spawn, and it will utilise a magic-ranged or ranged-magic as the first two attacks in sequence; the third attack is always melee. The magic attack is a bright blue orb, the ranged attack is a green arrowhead, and the melee attack is an orange spiky ball. These attacks are launched one tick after each other, followed by a 7-tick lull while the Manticore recharges. The melee and magic orbs deal up to 31 damage, while the ranged orb deals up to 36 instead. This can deal a total of 98 damage if all three hits land as maximum hits; although such a scenario is unlikely, the rapid attacks can overwhelm a player if not properly prepared.

Because of this, manticores can be potentially dangerous when paired with colossi, such as a manticore stacked alongside a ranger and shocker, as it is impossible to flick against all three.

Beware: Despite their visual similarity to the The Leviathan's projectile attacks, you must pray accordingly against projectiles before they are launched, as opposed to being able to pray against the projectiles while they are mid-flight.

The Mantimayhem 1 modifier changes the Manticores damage output, causing 2 attacks per style for a total of 6, but not changing how you would handle prayer flicking them. These attacks roll separate accuracy checks and damage. While harmless if the player can flick their attacks, they will be severely punished if they fail to do so, as each set of orbs can deal up to 62/72 damage and cause an even quicker death.

The Mantimayhem 2 modifier causes the Manticores attacks to inflict venom upon an unprotected hit, though it clears at the end of the wave. With this modifier, a sanfew serum is necessary to avoid taking unnecessary damage while clearing a wave, especially if envenomed early. Other forms of venom curing are generally unhelpful due to the nature of the fight, but Noxious halberd special attack can be used if bringing one.

The Mantimayhem 3 modifier will unlock any pattern of the manticore's attacks, allowing for attack patterns such as Melee-Mage-Ranged, Ranged-Melee-Mage, etc. This can adversely affect the way pillar solves work and makes them extremely dangerous due to their increased damage and venoming capabilities.

In wave 9, 10 and 11, two manticores will appear. When one of these manticores has sight of the player, the other manticore that is within 15 tiles of them and also having sight on the player will copy the pattern of the first one. If the first manticore is killed before that happens, the second one will pick a random attack pattern. This can be used to manipulate their first or second attack to handle pillar solves depending on what else is behind them. When two manticores have sight of the player and are able to attack them, one manticore will dump its attacks on the player, and 5 ticks after that, the second manticore will do so, resulting in their attack speed effectively being reduced to 15 ticks.

Warning: It is possible for two manticores to attack in rapid succession and ignore the 5 tick delay if the player hides from one's line of sight and then pops out while the other is attacking. The manticores will not stagger their attack speed if this occurs, and can result in swift death if unprepared.

Shockwave Colossus

Max hit Hitpoints Magic Size Attack speed
56 125 350 3x3 5

Shockwave Colossi (occasionally known as shockers) are enemies in the Colosseum. They attack using magic, and much like their ranged counterparts, they have a very long attack range of 15 tiles. While they are more accurate and damaging than them, they do not have any special mechanics and are less durable. Nonetheless, they are still very dangerous, as they have an even higher max hit than their ranged counterparts.

If the handicap Dynamic Duo is active, players will have to face two of these enemies when they appear, and this second colossus will spawn around the location of the first.

Minotaur

Max hit Hitpoints Magic Size Attack speed
74 225 250 3x3 5

Minotaurs are the final common enemy encountered in the Colosseum, starting from wave 7 and ending at 11 as reinforcements. Unlike other reinforcements, minotaurs immediately move upon spawning, and with a maximum hit of 74 and high melee stats, it is important to stay well away from the reinforcement spawn points.

Unlike most melee-using monsters, a minotaur's damage is calculated one tick after the melee attack animation.

Similarly to the Yt-MejKot of the Fight Caves, Minotaurs will heal other enemies if they have been damaged. However, the minotaur will continuously heal them to full health if they are within 6 tiles of them and in line of sight. Their line of sight is based on their centre tile, so their healing can be blocked by the pillars under certain circumstances, such as the minotaur standing north of a pillar and a large enemy south of the pillar. If in melee range, they will prioritise attacking the player over healing damaged NPCs.

If the handicap Red Flag is active, the minotaur will gain the ability to routefind and become capable of moving around pillars; other NPCs, such as the reinforcement serpent shamans in waves 10 and 11, will also be able to move into the minotaur's occupied tiles. Routefinding minotaurs have a different NPC ID from the regular minotaurs, so players using NPC tile markers or radius markers should be mindful of this.

Wave breakdown

Wave Break Down Visual

If the wave is not cleared within 40 seconds, the reinforcement NPCs will spawn. Realistically, only waves 1, 2, and 4 can be cleared without letting any reinforcements spawn. If reinforcements spawn in the same tick that the wave is considered cleared, they will be automatically killed off.

Generally, the hardest waves are waves 6, 8, 10, and 11 due to the large number of NPCs. The serpent shaman reinforcements in 4, 5, 6, 10, and 11 can be challenging as there is a chance for them to spawn in front of the melee NPC. There is an exception on waves 10 and 11; standing next to the minotaur's spawn point when it appears will instead cause the shaman to spawn in the centre of the arena. However, given the large amount of enemies that are likely to attack the player, this is not recommended.

If this is not met and you are busy handling a south NPC and the shaman spawns in front, you may need to manually offtick it before it arrives. If it spawns behind, the melee NPC will block the shaman until it is un-safespotted or killed.

  • Wave 1: Fremennik Warband, Serpent shaman
  • Wave 2: Fremennik Warband, Serpent Shaman, Javelin Colossus
    • Reinforcement: Jaguar Warrior
  • Wave 3: Fremennik Warband, Serpent Shaman, 2x Javelin Colossus
    • Reinforcement: Jaguar Warrior
  • Wave 4: Fremennik Warband, Serpent Shaman, Manticore
    • Reinforcements: Jaguar Warrior, Serpent Shaman
  • Wave 5: Fremennik Warband, Serpent Shaman, Javelin Colossus, Manticore
    • Reinforcements: Jaguar Warrior, Serpent Shaman
  • Wave 6: Fremennik Warband, Serpent Shaman, 2x Javelin Colossus, Manticore
    • Reinforcements: Jaguar Warrior, Serpent Shaman
  • Wave 7: Fremennik Warband, Javelin Colossus, Manticore, Shockwave Colossus
  • Wave 8: Fremennik Warband, 2x Javelin Colossus, Manticore, Shockwave Colossus
    • Reinforcement: Minotaur
  • Wave 9: Fremennik Warband, Javelin Colossus, 2x Manticore
    • Reinforcement: Minotaur
  • Wave 10: Fremennik Warband, 2x Javelin Colossus, 2x Manticore
    • Reinforcements: Minotaur, Serpent Shaman
  • Wave 11: Fremennik Warband, Javelin Colossus, 2x Manticore, Shockwave Colossus
    • Reinforcements: Minotaur, Serpent Shaman
  • Wave 12: Sol Heredit

Modifiers

Before starting a run, the player will be allowed to set up where they may choose to go before speaking to Minimus, who will then offer three modifiers to choose from before the wave begins. After the first wave is cleared, the player will not be able to move when Minimus appears until they make a selection. You must return near to the start tile (see below) immediately after killing the last NPC in a wave, or you are likely to be caught out of position and die to the next wave.

The first wave will always consist of a selection of Relentless, Blasphemy and Frailty. Red Flag and Dynamic Duo become available before wave 7 starts. The remaining modifiers are picked at random with a preference towards upgrades to previously picked Tier 1 and Tier 2 modifiers. Picking multiple, manageable T1 modifiers as soon as possible will reduce the chance of being forced to pick an undesirable modifier in the later waves.

The suggestions assume that the player is learning for their first quiver, have a few completions under their belt or are not going for the One-off or Reinforcements Combat Achievements, which requires players to pick bad modifiers. The player should ideally have experience in more challenging content. In addition, the choices you make will depend on currently active modifiers, gear, skill level and preference. However, if the player is able to handle less desirable modifiers, they will be able to clear later waves or the entire Colosseum without relying on a reset in the event of very bad offerings.

Modifier Effect Recommendation Details
Bees! A jar will be thrown into the arena, releasing a Bee Swarm that tracks the player; this swarm moves every 12 ticks and has psuedo smart pathing. If underneath the player, it will deal 15-20 unblockable poison damage every tick, and inflict poison starting at 1 damage. This damage is halved when under the effects of antipoison.

Bee Swarms are 2x2, have 1 Hitpoint and will respawn after 30 seconds. The location of future spawns can be seen on the minimap and standing under those tiles when the swarm has not appeared will not damage the player.

No This is universally deemed as one of the worst modifiers - it wastes time and demands attention like Quartet, but throughout the whole wave instead of just at the start. Even worse, it can mess with your positioning if you attack the Bees in melee range, making you step out of the pillar or melee safespot. The damage Bees can do to your run far outweighs any benefit gained from using them for SGS specs or Death Charge. This is almost certain to kill you in the Sol fight.
Bees! (II) The amount of bee swarms is increased to two. No
Bees! (III) The amount of bee swarms is increased to three. No
Blasphemy The player's prayer points are drained by 20% of damage taken from enemies. Yes This modifier is a drain on resources, but requires no conscious effort to deal with, and you are far more likely to die to a mistake that doesn't involve running out of prayer supplies. The only way this kills you is if you habitually camp low prayer.
Blasphemy (II) Prayer drain is increased to 40% of damage taken. Yes
Blasphemy (III) Prayer drain is increased to 60% of damage taken. Yes
Doom A stack of Doom is gained whenever damage is taken, indicated by a hitsplat . The player is killed upon gaining 15 stacks.

Stacks of doom are cleared after completing a wave.

Yes This takes no conscious effort, but higher tiers can kill you on a wave that you should have lived through by spamming brews. Extra sources of damage such as Mantimayhem or Volatility make this a worse pick. Experienced players can work comfortably with Doom (II) and even (III) while playing to minimise mistakes.
Doom (II) The player is now killed upon gaining 10 stacks. Maybe
Doom (III) The player is now killed upon gaining 5 stacks. No
Dynamic Duo Shockwave Colossi will now spawn in pairs.

The paired Colossus spawns near the main Colossus, but not necessarily on one of the 12 default spawns.

No This modifier has a decent chance of ruining your wave start if the colossi spawns in a bad location. However, this is generally preferable to Bees! or other annoying modifiers at wave 11, since it is not guaranteed to cause a bad spawn.
Frailty The player's base Hitpoints are reduced by 10%, and overhealing is disabled. Yes At level 99 Hitpoints, (I) reduces health to 90 and (II) to 80. This is not a big problem especially with good sustain and damage management. It is nowhere near as dangerous as the reduced health implies as long as the player is cautious. (III) should be completely avoided at all costs, as this will bring a player with 99 Hipoints to 60. With such low health, the player can risk being one-hit or combo'ed out by a large amount of hazards while having next to no chance of survival in a bad situation. This is especially true at Heredit, where a combo attack can easily kill the player if two hits are missed and the lasers being a guaranteed death if caught in them.
Frailty (II) Base Hitpoints are reduced by 20%. Yes
Frailty (III) Base Hitpoints are reduced by 40%. No
Mantimayhem (I) Manticores now add an additional projectile per orb, effectively attacking twice per attack cycle.

Will not be given as an option after wave 11 if not chosen.

Maybe If the player is able to flick manticores easily, this is an easy pick. However, if they struggle to, or make a mistake, especially with Relentless active, the player will likely be severely punished for a missed flick. The venom from (II) is a non-issue if you bring Sanfew serums or a Noxious halberd and use the special attack to cure it, but you still take heavy damage from the doubled orbs. (III) has a high chance of ruining pillar stacks and should not be taken unless as a last resort.
Mantimayhem (II) Manticores are now venomous, applying it if its attacks are not prayed against. Venom is cured at the end of each wave. Yes
Mantimayhem (III) The manticore's attack patterns are now less predictable, now being set in any order of magic, range, and melee. No
Myopia The player's attack range is reduced by two tiles. Manually casted spells are unaffected. Yes While (I) does nothing for the most part, higher tiers can be dangerous if you carelessly get dragged out of a safe position. With care, even Myopia III will not be a problem, and learning to play within the safe zone of Myopia III is important for avoiding being forced into worse modifiers. Myopia does not affect the range of most melee weapons, although it will affect halberd weapons when attacking from cardinal directions. Myopia of any level does not affect halberd weapons when attacking diagonally across from a target.
Myopia (II) Attack range is now reduced by four tiles. Yes
Myopia (III) Attack range is now reduced by six tiles. Maybe
Reentry Javelins launched into the air by Javelin Colossi are now ignited and will leave behind a pile of molten sand on the targeted tile, lasting until the end of the wave. Maybe With a strong ranged option this can be managed at tier (I), but as a learner, you are likely to rag important tiles while starting out. (II) can be taken at wave 10 or later, but should be avoided before that. This modifier becomes extremely bad if running a budget setup, because the Javelin Colossus will rag many more tiles before you can kill it. It is highly recommended to avoid Reentry if utilizing a melee-only setup.
Reentry (II) The molten sand is now permanent, and now affects two tiles, with the second tile affected being south-west of it, permitted that there is space. If not, it will pick a random unaffected tile.

This will also cause the sand created from the explosion of Volatility III to become permanent.

No
Reentry (III) The tiles where molten sand is left behind now includes the tile west of the second tile, permitted that there is space. If not, it will pick a random unaffected tile. Yes
Red Flag Minotaurs gain the ability to routefind, allowing it to move around obstacles and becoming impossible to safespot. No This is highly likely to kill learners and experienced players alike, since it ruins the reliable minotaur safespot and allows the serpent shaman reinforcements on wave 10 and 11 to pass through the minotaur, which likely spells certain death if the player is slow in killing south spawns. This may be preferable to Bees! on wave 11 if the player does not get any south spawns or quickly eliminates them.
Relentless Enemy attacks will now bypass 33% of the player's Defence level and have their max hit increased by 1. Yes This modifier takes no conscious effort to handle. It causes you to take more damage if attacks are not blocked as enemies' accuracy skyrocket even further, punishing you harder for missed prayers or sloppy frem kills, and making tank armour less useful. This has less impact on players good at praying against enemy attacks, or in lower-defence armour.
Relentless (II) Attacks now bypass 66% of the player's Defence, and max hits are now increased by 3. Maybe
Relentless (III) Enemies will fully ignore accuracy checks, and max hits are now increased by 6. Maybe
Solarflare A damaging orb circles around the pillars, moving every 2 ticks, then stopping for 7 ticks when it reaches a corner.

During wave 12, they will circle a set pattern within the allotted arena.

Maybe Does little damage at (I) and (II), and can often be trivialised with ranged weapons. (III) can be annoying at wave start if not used to dodge timing, but the prayer-disabling effect is rarely a direct cause of death. However, learners attempting Sol are likely to be overwhelmed, especially without tile markers.
Solarflare (II) The orb now moves every two ticks without stopping, and deals more damage. Maybe
Solarflare (III) The orb now moves every tick, stopping for 2 ticks when it reaches a corner. It will also now disable prayers if hit, alongside dealing even more damage. Maybe
Quartet An extra random Fremennik Warbander spawns every wave. This extra warbander will spawn to fill the south end of the formation when possible and will always attack on the same tick as its fellow; e.g a berserker/seer/berserker/ranger formation means that both berserkers attack first, then the seer and finally ranger, rather than the berserker, seer, other berserker and ranger. No While Fremmies can be killed quickly, this modifier robs you of valuable time in the wave opening, which is extremely important when handling a wave start. This is further exacerbated if two berserkers spawn, the player has Volatility active or is unable to kill them in a single hit. While not as bad as Bees! or Red Flag, it is not recommended to pick this modifier, especially as a learner.
Totemic When an enemy is reduced to 50% hitpoints or below, a healing totem will appear to their south-west if space permits, spawning elsewhere if this is not possible. There is a slight delay (~5 or so ticks) before the totem attempts to heal its target, launching a snake projectile at them. When this projectile reaches them, they will heal for 30% of their maximum hitpoints, and the totem will continually heal them until they are back to full health.

They have 1 Hitpoint and will respawn two minutes after being destroyed, or after the enemy dies. Additionally, it will not heal the enemy if they are destroyed before their healing projectile reaches them.

No Similarly to Bees!, this forces you to divert attention and damage away from important targets throughout the wave, especially with bad starts and Myopia. It is not as threatening as Bees!, but it should be avoided at all costs apart from Sol (as the player can quickly position themselves) unless less dangerous modifiers are offered.
Volatility Upon death, the enemy will explode one tile greater than their size. For example, a manticore, whose size is 3x3 tiles, will explode in a 5x5 radius. Maybe While the explosions don't do heavy damage and can be dodged, they are easy to forget and make hard spawns more difficult to deal with, especially when using melee. (II) significantly reduces room for error while killing the Fremmies at wave start. This modifier is worse with Quartet enabled.

This is an easy pick at wave 12, since it only does damage after Sol is already dead.

Volatility (II) The explosion radius is now two tiles greater, ex. a 3x3 monster will now explode in a 7x7 radius. Maybe
Volatility (III) The tile at the centre of the explosion now leaves behind a temporary pool of molten sand, disappearing after the wave ends.

Reentry II or III will cause this pool of molten sand to become permanent.

Yes

Wave clearing procedure

Start each wave on this tile. The pillar shown is the NW pillar.

For waves 1-11, follow these steps to maximise your chances of survival:

  1. Start by waiting on the start tile as shown. This prevents NPCs from spawning too close. Pray Protect from Magic on waves 1, 4, 7, 8, and 11, and Protect from Missiles on all other waves.
  2. On the 5th game tick after the handicap selection menu disappears, click towards either tile A or tile B as shown on the NW pillar. Using RuneLite metronome plugins, or simply walking in place, can be used to time this properly.
  3. As you move towards the pillar, look to the south to see if any NPCs spawned in the two south spawn locations, and pray accordingly. The serpent shaman has a much lower maximum hit than the Javelin Colossus, which in turn has a lower max hit than the Shockwave Colossus. Remember that a Manticore needs 10 ticks to charge up once it sees you, so you have some time before it fires.
  4. Kill the fremmies. Start by killing the melee, followed by the mage and finally the ranger. You can use a Saradomin godsword special attack to get a large heal off the ranger if needed. It is best to kill them one by one, as fast as possible. Another good option is to Ice Barrage all three of them and stand a short distance away, thus taking no damage while finishing them off. If you opt to do this, use the correct weapons for the mage and range frem, as barraging them wastes precious time that you need to set up for reinforcements. There is a significant chance you will need to barrage seven times or more.
  5. Kill south spawns. This is simple if only one NPC spawned south; if two spawned south, it is challenging but still possible to pray against their attacks. By standing on tile A or tile B, you will always be able to hit a south NPC with a 10-range weapon, even with Myopia 3.
  6. (Once 40 seconds have passed) Kill reinforcements. If a reinforcement serpent shaman is going to arrive first and south NPCs are still alive, it may need to be manually offticked. If a jaguar warrior or minotaur will arrive first, make sure you safespot it.
  7. Kill the pillar stack NPCs. You will need to step out of the pillar in a specific way to offtick their attacks and be able to pray against them. See the relevant section below (WIP) for examples of how to offtick various pillar stacks.
  8. Return to the start tile before the next wave begins.
A set of tiles useful in the Colosseum.

Tile markers

This is a set of tile markers that can be used in the Colosseum. It includes:

  • Wave start tiles for both NW and SW pillars
  • Commonly-used A and B tiles for offticking double south spawns
  • Deadzones (tiles on the edge of the arena that you cannot enter)
  • Solarflare paths for the Sol fight
  • Destacking tiles
  • NW jaguar trap tiles
  • Tiles for offticking (NW) or stalling (SW) the reinforcement serpent shamans
  • A marker for the starting tile used to offtick a shaman + ranger stacked, in any order, on the south side of the pillar
  • A tile for dragging a shaman out if it gets caught on a triangle stack.
Tile markers
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Tile markers guide • Data


Wave start

The pillar recommended for first quivers is the NW pillar. This is because:

  • It minimises the risk of being attacked by two NPCs on wave start. You have a 1 in 6 chance to get a double south spawn on waves 8, 10, and 11. On SW, you have nearly a 2 in 3 chance for double north!
  • It allows the melee reinforcement NPCs to be safespotted while dealing with the south spawns on the west side.
  • It maximises opportunities to set up double ricochets with the venator bow, which does better damage than even a scythe of vitur if Masori armour is equipped. This is not a consideration for a first quiver.
  • By clicking towards the pillar on the 5th tick, NPCs are prevented from spawning in the west area, minimising the number of NPCs the player has to deal with at wave start.

For more details on the tradeoffs of SW and why it is not recommended for a first quiver, you may refer to this guide.

Kill fremmies

As fremmies have routefinding, chase you constantly at running speed, and can do serious damage, they must be killed at the start of the wave. Failing to kill fremmies quickly results in a spiral of taking more and more damage.

Fremmies attack on a fixed 6-tick cycle relative to wave start. It is not worth devoting extra clicks to pray against their attacks, especially when south spawns are present. Kill them ASAP and get to dealing with south spawns. If and only if you can squeeze in the clicks without losing ticks, you can ctrl+click or turn off run to walk between hits and avoid some frem damage.

Note that walking to avoid frem damage is an extremely common trap that learners tend to internalise early, only to sabotage themselves repeatedly by continuing to walk away from frems late into the wave with no damage done to south spawns. It is worth standing still and taking damage from frems to kill them as fast as possible! If there is a double south spawn, walking frems will likely get you killed as a result of wasting clicks by walking instead of prioritizing prayers. If your frems tend to be alive past 12-14 seconds into the wave, you are sacrificing frem kill speed and will die more to mage first reinforcements as a result.

Kill fremmies in the order: melee, mage, range. The only exception to this is to kill the ranger with a Saradomin godsword special attack before the mager if the player is critically low on HP due to a mistake. Barraging the non-melee fremmies is slow, inconsistent, and may indirectly get you killed more often by reinforcements.

Deal with south spawns / double south

When only one NPC spawns south, it can be easily drawn in by standing on the A or B tile and killed safely from behind the pillar. However, being attacked by two south NPCs at wave start is a common cause of death for learners, as they struggle to juggle the movement and menu management of killing frems with flicking prayers between two NPCs. Learning to survive double south spawns makes a dramatic difference in the likelihood of achieving a completion.

To maximise your chances of surviving double south spawns:

  • Practice good inventory management and awareness. Do you know where your weapons used to kill the frems are? Do you use F-keys to quickly swap menus and avoid wasted clicks?
  • Avoid Quartet and Volatility if possible, since these handicaps make dealing with fremmies more difficult.
  • Watch examples of double south spawn offticks to learn them, then practice applying the solves in your own runs.

There are two main methods for solving double south: rotating north, and the A/B method.

Rotating north for double south

This method has you rotate north to set up a familiar offtick with double south. In many cases, you will exploit the long 10-tick charging time a manticore needs before it fires at you.

This method has several benefits:

  • Since you rotate and use the manticore charge-up times, you can usually comfortably kill at least two frems before having to rotate back west and flick the south spawns.
  • The flick patterns are common two-stack patterns you would have learned elsewhere in the Colosseum.
  • You take less damage from frems, since you spend time rotating.
  • You can avoid taking explosion damage from Volatility frems easily.

However, there are several downsides:

  • You need to make 2-3 more clicks than you would with the A/B method.
  • If both a ranged and magic NPC are east, you may need to tank a hit on the east side before quickly returning west, unless you can pull off a fast one-tick south peek.
  • If the east NPCs are side-by-side, you need to avoid staying on the corner on the north side, or offticking the south spawns will become more difficult.

The general procedure for this method is as follows. You may want to refer to this video guide.

1. Kill melee frem and rotate north
  • Stand in place on the A or B tile and kill the melee frem when it approaches you.
  • Click to go north as soon as you see the XP drop for the frem kill.
  • Switch your prayer, if necessary.
2. Kill mage frem and rotate west
  • Kill the mage frem.
  • Glance at the south spawns. If they start with the same style, prepare to same-tick them from the pillar edge. If they start with different styles, prepare to offtick them from the middle of the pillar.
  • There is a specific set of tiles you need to use if a shaman and ranger are stacked on the south side - it is included in the tile pack.
  • Click to go back west.
3. Flick south spawns and finish frem(s)
  • Flick the south spawns.
  • Kill the remaining frem(s).

You may adjust this as needed, such as not killing the mage frem on the north and immediately rotating back instead if there are a ranger and mager on the east side.

Harder situations

There are a few situations where you will need to be careful with this method:

If a shaman has made it all the way to the NW pillar

You cannot rotate back west safely if a shaman sees you from the corner of the NW pillar, as it will follow you back down west; you need to kill it.

If you freed a ranger from the NE pillar while rotating north, they will be offticked.

If there are a shocker/shaman and ranger east

You can tank a hit from the ranger or shaman, then rotate back immediately. You may also do a 1-tick south peek, if you were fast enough.

If one of them was caught on the NE pillar, it will be offticked.

If the east spawns are side-by-side

The south spawns will become harder to offtick if you let the nearest south spawn hug the pillar (you will need to do the triangle stack offtick, one tile away from the pillar). To prevent this, avoid staying on the corner of the north side when you rotate.

A/B offtick for double south

The prayer flick patterns for the north method and the A/B method. A/B flicks give you less free time, and you have to focus hard to start flicking early. The north method flicks are the same as those for regular pillar stacks.

This method has you stand still on either the A or B tile (except for the double south manticore spawn) to offtick double south. You need to stay on the tile until the rear NPC sees you.

This method has a few benefits:

  • You need to make 2-3 fewer clicks, since you do not rotate.
  • You never have to tank off-prayer hits, since there is no chance you rotate into a pair of ranged- and magic-using NPCs.

However, there are several downsides:

  • You take more damage from frems, since you stay still for longer.
  • If a manticore spawned south, you need to flick it earlier than if you had rotated north.
  • The prayer flick patterns involving a manticore are more difficult than the standard two-stack flick patterns, and give you less breathing room to kill frems.
  • Volatility frems become much more troublesome to deal with.
Shaman + Javelin Colossus

The serpent shaman works differently from the other 3x3 NPCs, as due to his size he does not get caught behind the pillar for several spawn locations which 'catch' the other 3x3 NPCs. You may have to manually offtick them by stepping away from the pillar as the shaman approaches. Generally, the A tile will offtick them.

Manticore + Javelin Colossus / Shockwave Colossus

When a manticore and another 3x3 NPC spawn south, they can be offticked by staying on the A tile if the manticore spawned close, and on the B tile if the manticore spawned far. Once both NPCs stop moving, it is safe to start moving to dodge hits from the frems. It is always possible to kill at least 2 frems before the manticore attacks you.

Manticore + Manticore

You have two options: one, you can stay on the south corner of the pillar or walk one west of B and let them see you at the same time, then pray against their staggered attacks. Two, you can run to the A tile to cause them to attack you for 6 ticks in a row without interruption, followed by a 4-tick breathing period. If you opt for the first option, be very careful to wait for the closer manticore to attack first before dragging them in by running to the A tile or around the north side, as you may cause them to overlap their attacks by interrupting their line-of-sight.

Javelin Colossus + Shockwave Colossus

These spawns will always be offticked by staying on the A or B tiles. The NPC that spawns close will attack first, and the rear NPC will attack 2 (if on B) or 3 (if on A) ticks later. Focus on getting the prayers right, equip your weapons, and click the frems when you have breathing room. Momentarily rounding the corner can be useful for buying time to kill a frem, but make sure to return if things get dangerous or if reinforcements are about to spawn.

Running pillars for double south

Running to a different pillar is a flimsy survival strategy often used to cover for not learning frem procedure and panicking. In tanky armour such as Torva armour, you can sometimes buy a few seconds of survival if you are lucky, but there are many downsides:

  • You are still able to die from unlucky hits - if only camping Protect from Magic, rangers and Manticores can easily hit and kill you.
  • Reinforcements - since you are panic running, you will probably be too busy healing, clearing frems, or panicking after your pillar run to set up safely for reinforcements. This will usually just kill you from 2-3 enemies hitting you at the same time, or prompt another desperate pillar run.

Running pillars to survive double south is not an advisable option for learning to survive the content, and relying on running pillars will often get you killed by reinforcements.

How to survive mage-first reinforcements

These are your three main options.

Regardless of which option you choose, the most important point is to plan ahead instead of being caught off-guard and panicking. It is very useful to enable the wave timers using the Fortis Colosseum plugin to be aware of when reinforcements are about to spawn.

Pray against the shaman

Even if you do not move and continue to hug the NW pillar, you have a decent chance (40-80%, depending on the south NPCs still alive) of having the shaman naturally offticked.

Manually offticking the shaman by running into its line of sight early.

To ensure your safety, you can step out to the offtick tile to do a manual offtick as the shaman is about to reach the middle of the pillar. While challenging, this is the only way to guarantee safety with mage-first reinforcements.

Dump special attacks on the shaman

If you have the special attack energy and brought a strong special attack weapon such as dragon claws, burning claws, or a voidwaker, using special attacks on the shaman can kill it quickly before it has the chance to do a lethal amount of damage. Once the shaman rounds the corner (stand on B or south of B to force it to do so), you can damage the shaman without letting any minotaurs heal it by attacking it from the A tile.

Run pillars

Running to another pillar while praying against as many attacks as possible can sometimes give you another chance to solve the wave under low pressure. This can work remarkably well in tanky armour such as Torva armour or Justiciar armour, even with a few missed prayers. However, overreliance on running pillars comes with the following issues:

  • You can still easily die to unlucky hits - even more so if you picked Relentless, or only rely on Protect from Magic.
  • You might drag the reinforcements into the middle of the stack, leading to unsolvable stacks that require you to tank more hits or run again.

Deal with pillar stack

Killing NPCs stacked on the pillar requires that they be offticked, or you will take massive damage. A set of summary graphics and examples are shown below.

Mantimayhem 3 adds three potential stacks in total that require z-solves; two of them are standard double line and triangle stacks which might now require stepping in and out of the pillar depending on the manticore's orb order. A triple line stack with a middle manticore that is melee orb first and the opposite style of the closest mob second also requires stepping back behind the pillar. There is one last unique stack: a T-stack where a manticore between a ranger and a mager has melee orb second and the opposite style of the closest mob third, which can be solved with one click of movement like this. Mantimayhem 3 is strongly not recommended on a first quiver.

Sol Heredit

Max hit Hitpoints Magic Size Attack speed
45 1500 300 5x5 Varies

Sol Heredit is the final boss of the Colosseum. When his wave starts, groups of gladiators will barricade the centre of the arena, limiting the player's movement against him to the area within the four pillars (roughly a 16x15 arena).

Sol is weak to slash, making the scythe of Vitur the strongest option; a soulreaper axe, blade of Saeldor, or abyssal tentacle are acceptable alternatives. A noxious halberd can outdamage an abyssal tentacle, but it is very difficult to use if Myopia was not taken or offered during the waves, as you will have to manually path. It is not recommended to use magic or ranged as Heredit has massive bonuses against them with a high Magic level of 300, with +750 magic and +825 ranged defence bonuses. He is not immune to stat reduction, so a dragon warhammer or elder maul can help make him easier to hit; however, for a first quiver, dragon claws or a similar special weapon are much more valuable to end the fight quickly once he goes below 10% HP.

Preparation before starting wave 12:

  • If you are using NPC highlights, make sure to tag Sol Heredit. You can do this on any of the previous waves. He is sat above the north gate.
  • If you use game sounds, make sure both game sounds AND area sounds are turned up. Sol's attack sounds are area sounds. Also, if you use RuneLite check the default Music plugin, make sure "Mute NPCs' area sounds" is unchecked.
  • Make sure you are not zoomed in too much, as one of Sol's special attacks shows a cue above his head.

Phase 1 (100% HP, 1500 HP)

Let's start by testing your footwork.

Sol Heredit primarily attacks with dodgeable AOE attacks. They deal up to 45 Typeless Melee damage which can be completely avoided if dodged correctly. Keeping your Protect from Melee prayer on should be avoided, as it does not reduce his AOE damage, and having the prayer on during the start of his Triple Attack will prevent you from blocking the first hit.

It is recommended to have enough space to run at least two tiles away from Sol; while both trident attacks and the first shield slam can be avoided by walking one tile away from him, the second shield bash requires two tiles.

The attack patterns follow a rule in which if 2 of the same style, Spear attack or Shield attack, are used in a row, the second one will use a different pattern. Using a single Spear attack and following up with a Shield attack, or vice-versa, will reset the pattern back to its first one. Sol will remember his previous attack during a phase transition, but will reset if a special attack (grapple or combo) was used. Sol Heredit will always use a Spear attack first after phase transitions; if his previous attack was Spear 1, his next attack will be Spear 2.

Sol will be unable to move for 4 ticks starting on the tick he uses an AOE attack. Additionally, Sol must be next to the player at the start of a tick (before movement is calculated) to initiate an AOE attack. If the player walks away from Sol on a tick before Sol finishes his attack cooldown, they can delay Sol's next attack. This works on all attacks except for phase transitions, which Sol will begin regardless of player position.

Sol Heredit has 4 different AOE patterns:

  • Spear 1: Sol Heredit begins the fight with this attack. 5x6 (under him+ in front) with two 4x1 lines towards the player's direction. Avoided by stepping back 1 tile from his centre tile, or his corner tiles.
  • Spear 2: 5x5 (under him) with three 4x1 lines towards the player's direction. Avoided by stepping back 1 tile diagonally on either side of his centre tile.
  • Shield 1: large 15x15 AoE with a safe line at 9x9. Avoided by stepping back 1 tile from his melee range.
  • Shield 2: large 15x15 AoE with a safe line at 11x11. Avoided by stepping back 2 tiles from his melee range.

Sol Heredit's attack speed is based on the attack he previously used, with the spear stabs being a 7-tick attack and the shield slam a 6-tick attack. These attacks speed up by 1 tick each after he goes below 75% health and does his phase transition.

How to dodge Sol's attacks

There are two main strategies to dodge Sol's regular attacks.

The hover method

Based on Sol's previous attack, there will be a tile that is always safe from his next regular attack. See the video below for demonstrations.

Previous attack Hover tile
Any special attack 1 tile back, sides or middle
Shield 1 2 tiles back, sides or middle
Shield 2 1 tile back, sides or middle
Spear 1 1 tile back, off-centre tiles
Spear 2 1 tile back, sides or middle

This method takes a bit of practice to learn, but lets you anticipate every regular attack, gives the greatest control and movement options for manoeuvering around molten sand.

The L method

By moving in an L shape from Sol's corner, you will automatically dodge Spear 1, Spear 2, and Shield 2. This is always safe after a phase transition, as Sol is guaranteed to use a Spear attack out of phasing.

However, unlike the normal method which lets you preemptively hover your mouse over the next tile, you must react to Shield 1.

As this method forces you to react, and thus takes your attention away from other reactionary hazards like his special attacks or lasers, it is most helpful to master the hover method, with the L method as a backup for when you forget Sol's previous attack after a phase transition.

Phase 2 (90% HP, 1350 HP)

Not bad. Let's try something else...

Sol Heredit will continue to use his primary AOE attacks like in Phase 1, but with the addition of arena obstacles and the triple combo special attack.

Molten Sand

During the phase transition, 6 random tiles will be marked with a pillar of light, leaving behind a puddle of molten sand that will remain for the rest of the encounter. One of these will always target the player's tile.

  • Stepping on them will damage the player for ~6-8 damage (and increment Doom, if applicable) per tick.
  • Additional tiles will be affected at the start of each phase.
  • Molten sand will only spawn in a 9 by 9 square centered on the player's tile.
  • If Sol attempts to spawn molten sand on a tile already covered, it will have no additional effect.
  • If the player is at an edge or corner of the arena, all 6 tiles will spawn inside of the arena, provided space exists.

Triple Attack

Sol Heredit will charge up an attack and strike 3 times. This attack must be prayed against with Protect from Melee, or you will receive heavy damage. The attack requires you to activate your prayer tick-perfectly with the attack landing. The initial attack hits 3 ticks after the start of the charging animation, the second attack hits 3 ticks after that, and the final attack after another 3 ticks (delayed to 4 ticks beginning in Phase 4 at 50% health).

  • Activating any protection prayer too early will disable it and force you to take the damage.
  • On phase 1-3, each attack will deal 15, 25, and 35 damage, respectively, if not properly prayed against. In phase 4 onwards, they will deal 15, 30, and 45 damage if not properly prayed against.

Light Beam

A crystal will spawn on the outside of the arena and move a random distance. Afterwards, it will stop and project a beam of light, which after a few seconds, will shoot a ball of light which can damage the player for 70+ damage.

  • An additional beam is added at the start of each phase.
  • If your position is targeted, you have 3 ticks to react and move out of the way.
  • This is by far the most dangerous hazard during the fight. While it is possible to theoretically survive a hit, having Blasphemy enabled will likely result in your prayer being smited, which in turn can cause you to die to the triple attack.

Phase 3 (75% HP, 1125 HP)

Impressive. Let's see how you handle this...

Phase 3 starts with the addition of another new Light Beam, 6 more Molten Sands, and the grapple special attack.

Additionally, Sol Heredit's primary AOE attacks will have their attack speed increased by 1 tick.

Grapple Attack

Sol Heredit will announce a message over his model and in the chat-box indicating one of 5 slots he will be targeting. If the player does not defend the armour slot in time, or clicks on the wrong slot, he will deal heavy damage (up to 45). Defending a gear slot will not unequip the item for the duration of this attack.

  • This attack will be used even if the player doesn't have anything worn in that slot, and will therefore be unable to defend.
  • Countering the attack within 3 ticks will result in the chat message "You successfully defend from Sol Heredit's grapple!", blocking the damage. Countering it on the last possible tick, however, results in the chat message "You perfectly parry Sol Heredit's grapple!", which will also empower your next attack (within 5 game ticks) with a max hit.
  • The chat messages indicating which armour piece to remove are as follows:
    • I'LL CRUSH YOUR BODY! indicates that you must defend the gear in the platebody slot.
    • I'LL BREAK YOUR BACK! indicates that you must defend the gear in the cape slot.
    • I'LL TWIST YOUR HANDS OFF! indicates that you must defend the gear in the gloves slot.
    • I'LL BREAK YOUR LEGS! indicates that you must defend the gear in the platelegs slot.
    • I'LL CUT YOUR FEET OFF! indicates that you must defend the gear in the boots slot.

Phase 4 (50% HP, 750 HP)

You can't win!

Phase 4 starts with the addition of another new Light Beam and 6 more Molten Sands.

In addition, Sol Heredit's Triple Attack is slightly modified. The final hit in the combo is delayed by 1 tick to catch the player off guard. If not blocked, it will inflict 45 damage.

Phase 5 (25% HP, 375 HP)

Ralos guides my hand!

This phase is exactly the same as Phase 4, with the addition of another new Light Beam and 6 more Molten Sands.

No more Light Beams are added from this point, for a total of 4.

Enrage Phase (10% HP, 150 HP)

LET'S END THIS!

During Enrage Phase, Sol Heredit adds an initial 5 Molten Sands, and 1 extra Molten Sand every 1.8 seconds (3 game ticks), targeting a random unaffected tile in the arena. Like the phase transition sand, this sand is also in a 9 by 9 grid around the player, and can fail to spawn if Sol attempts to spawn sand on a tile already covered by it. It's important to finish off the boss here quickly before the arena is quickly covered. Special attack weapons like dragon claws or burning claws can help end the fight quickly, if you do not fumble the switches and special attack selection.

Light beams fire much faster and more frequently, sending out an attack approximately every 7 seconds. You have only 2 ticks to react from the moment a beam targets your position. During the chaos of the fight, dodging the light beams must be of highest priority, as it will result in your prayer getting smited and in turn being unable to react to the triple parry attack.

Warning: Even if Sol is killed, be aware of your Doom stacks and Volatility! Doom will still continue even after Sol dies and will kill the player if it reaches its max stacks. Likewise, Volatility will cause Sol to explode, which can kill the player if their health is low/doom stack is near max. If this occurs, you WILL lose all loot in the chest, including the quiver.

Modifiers

  • Because Sol is fought in the middle of the arena, players who have Reentry 2 or 3 active should avoid splattering the centre with molten sand, as this will severely limit space to avoid his attacks.
  • If Quartet is active, a random Fremennik warband member will spawn at the start of the fight and should be dealt with immediately.
  • Bees will continually spawn if active, making it necessary to kill them with the limited amount of space.
  • Solarflare orbs will continually rotate in a 5x5 pattern by the corners of the improvised arena.
  • If Totemic is active, the totems will begin spawning when Sol Heredit reaches 50% of his health and will heal him for 75 hitpoints every 4.2 seconds if given the chance until destroyed. You can safely one-shot it with any manually casted spell; any weapon attack also works, but be careful of being dragged under him or onto molten sand. After the first totem is destroyed, it will respawn in 2 minutes, giving you plenty of time to finish the fight.

Tips

RuneLite plugins

The following RuneLite plugins are useful in the Colosseum:

  • Better NPC Highlight: highlight the true tiles of the NPCs, and optionally colour-code them using the Presets. It is recommended to turn off Hull Highlight.
    • 12810 Jaguar warrior
    • 12811 Serpent shaman
    • 12812 Minotaur
    • 12813 Minotaur (with Red Flag active)
    • 12814 Fremennik warband archer
    • 12815 Fremennik warband seer
    • 12816 Fremennik warband berserker
    • 12817 Javelin Colossus
    • 12818 Manticore
    • 12819 Shockwave Colossus
    • 12821 Sol Heredit
    • 12823 Bees
    • 12825 Healing totem
    • 12826 Solarflare
    • 12810,12811,12812,12813,12814,12815,12816,12817,12818,12819,12821,12823,12825,12826
  • Fortis Colosseum: displays wave information, a handicap overlay, and a timer (used to anticipate reinforcements spawning, which occurs 40 seconds after the wave starts).
  • Visual Metronome: useful for counting ticks at wave start and flicking Manticores.
  • Custom Menu Swaps: allows you to prioritise certain actions, e.g., always left-click the melee frem when its clickbox overlaps with another frem.
  • Spell Reminders: helps with Death Charge uptime.
  • Attack Ranges: may be useful for keeping track of attack range with Myopia.
    • As of May 5th 2025, Attack ranges is bugged within the colosseum. Upon switching ranged weapons with a larger attack range than currently equipped, the plugin does not take into account any active Myopia modifier. For example, switching from a Venator bow with Myopia 1 to a Bowfa will show the attack range as 10 tiles, instead of 8 tiles. As an alternative, you can use the Line of Sight plugin and manually decrease the range setting when taking each tier of Myopia between rounds. Though this only allows you to show ranges for one weapon at a time, manually.

Safespot the melee NPCs

Melee NPCs can be safespotted on NW pillar by hugging the west side of the pillar; if Red Flag is active then this will not work for minotaurs.

Don't let manticores charge

Wherever possible, avoid letting east manticores gain line-of-sight until the south spawns and reinforcements are dealt with. Leaving the manticores in the stack uncharged makes it much easier to safely run to another pillar or destack.

Running pillars

Running to a different pillar (usually SW or SE) is a method used to simplify complicated stacks, potentially making them easier to deal with by breaking up a group of three or four stacked NPCs.

On your first quiver, it is likely that you will run pillars. It is strongly recommended to use the Line of Sight tool to plan your pillar run so that the NPCs settle in a way that you can deal with. In addition:

  • You should do your best to pray against the incoming attacks as you run. Even in strong melee armour, enemies in the Colosseum can hit very hard.
  • As stated above, having Manticores uncharged greatly simplifies a pillar run.

Although pillar runs are very useful for simplifying complicated stacks, it is not recommended to pillar run for easier stacks - i.e., two NPCs, or three NPCs that are not in a Z-stack pattern (range, mage, range). Excessive pillar running is not only a waste of time, but it deprives you of valuable practice for flicking the enemies in the Colosseum, and may not be viable if you have Doom stacks. Running pillars as a panic response to stressful situations is risky and often will get you killed later in the wave.

Jaguar Warrior safespot

Safespotting the Jaguar Warrior

You can use the jaguar safespot tiles from the tile pack above to safespot the reinforcement Jaguar Warrior as it spawns. Both tiles can be used; if you already have a ranger attacking you, you can use the tiles to dodge the sky javelins while praying against the ranger and shaman. This does not work for the Minotaur, as it is too large.

Stand on tile A as reinforcements spawn

If dealing with a triangle or T stack, this prevents the reinforcements from getting caught on the stack.

Solarflare skip

Solarflare skip

Solarflares can be skipped in different ways depending on the handicap level.

At Solarflare I & II, the flare moves every two ticks between corners. Only the second tick is damaging; you can wait until the flare's true tile overlaps with yours, and immediately click away to move without taking any damage.

At Solarflare III, the flare moves every tick between corners. You can skip it easily by clicking on its true tile as it is moving; by the time you move, the flare would have moved to the next tile.

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 sourceFortis Colosseum/Strategies
Content licenseCC BY-NC-SA 3.0
License statusdeclared

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