Royal Titans/Strategies

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Royal Titans/Strategies
A pair of players take on the Royal Titans.

The Royal Titans are a pair of ice and fire giant bosses located in the Asgarnia Ice Dungeon: the fire giant queen Branda and the ice giant king Eldric. There are no requirements to access or fight them. They can be fought in a duo or solo.

To reach the bosses, after entering the dungeon, players must run north past the pirates and muggers, then west. Alternately, players with 60 Agility can use a shortcut directly to the west of the entrance.

Recommendations

  • Moderate combat stats in all styles
    • Level Attack 70 or higher
    • Level Strength 70 or higher
    • Level Defence 70 or higher
    • Level Ranged 70 or higher
    • Level Magic 75 or higher for a max hit of 40 with Fire Wave and Water Wave on elementals
      • Levels below this will not be able to 1-shot elementals
    • Level Hitpoints 70 or higher
    • Level Prayer 43 for protection prayers

Transportation

Players can use the tunnel shortcut just west of the dungeon ladder with 60 Agility to get to the boss room faster if they don't have the giantsoul amulet yet.

Fight overview

The fight against the Royal Titans takes place on a five-tile-wide strip of land between the Crandor and Karamja Dungeon and Asgarnian Ice Dungeon. The encounter is recommended for two players, though a player can fight the Royal Titans alone if desired. Most damage taken during the fight is avoidable, so the major difference a solo player can expect is a significantly lengthier fight.

All three combat styles are highly recommended but serve different purposes. A typical setup will primarily consist of melee damage and should prioritise a strong melee weapon. It's possible to kill the Titans with only melee or only ranged attacks, but it can be much slower than bringing both. Magic is primarily used to adjust the playable area of the arena and destroy elemental minions who would otherwise deal unavoidable damage. It's possible to complete the fight without magic, but this is only recommended for higher-levelled players.

The Titans have 600 health each, with a Defence level of 100. They are slightly weaker to crush, though not significantly enough to prioritise a crush weapon over something stronger. Additionally, despite their high ranged defences of +700, players get a hidden +500% (a 6x multiplier) to ranged accuracy whenever the titans are out of melee distance.[1] This lasts until the Titans turn around to start engaging in melee combat once again. This accuracy boost also applies during the entirety of the Elemental Blast attack, which includes the charging and a few ticks after the attack has completed.

Despite the strength of this boost, the Titans still have considerably lower melee defence and players are incentivised to attack with melee whenever possible.

Attacks

The titans use several different attacks during the fight:

  • Stomp - a melee attack in which the Titans will stomp the ground (affecting the three rows in front of them), which can be blocked with Protect from Melee. Only used whilst in melee distance during the first phase of the fight. This can deal up to 26 damage.
A player deals with walls and elementals using magic. A twinflame staff works best here due to its spell-switching ability.
  • Fire/Icicle Walls - a row of fire/icicles will begin to manifest, fully forming and blocking said row after four ticks. Standing on a targeted tile will deal up to 12 damage to the player, but prevents the obstacle from forming. They will dissipate on their own in time, but can be destroyed with their opposing element without incurring any attack delays, regardless of the player's magic attack bonus:
    • The fires are doused with Water Blast or greater, extinguishing the two others adjacent to the targeted tile. Ice spells are also effective.
    • The icicles are melted with Fire Blast or greater, melting the two others adjacent to the targeted tile.
  • Fire/Ice elementals - The Titans will summon three fire/ice elementals that attack with melee. If not killed, they will self-destruct, dealing 8-10 damage in a 3x3 area around them.
    • Players with a +70 magic attack bonus (or +39 if wearing the full void mage set) are guaranteed a successful hit, dealing their max hit with water or fire spells, which uniquely attack in a 3x3 area around its primary target during this fight. The elementals also have an elemental weakness to their opposing element, taking double damage.
    • For each elemental killed, the player receives a 1-tick reduction to their attack delay, allowing spells to be cast consecutively much quicker than usual.
  • Elemental Blast - The Titans will blast the entire area with their respective elements three times, except for one safe tile, dealing up to 30 damage per blast. Only used once the Titans enter the second phase of the fight.

Phase 1

Upon entering the fight area, Branda and Eldric will briefly be in melee distance at the centre. Players have enough time to run from the entrance and strike one of them with any melee weapon (Eldric being easiest) before they distance themselves from the platform. When this occurs, the player's ranged accuracy is increased by 6x, lasting until the Titans start to move back within melee distance.

While out of melee range, the Titans will conjure icicles and fire walls, with elementals being summoned once one of the Titans have taken 100 damage. The elementals can stack on each other and do not have a clear indicator on when they self-destruct, so it is recommended to kill them, as the damage can quickly add up. It is also possible to lure the elementals onto an emerging wall of the opposing element, which will kill them instantly when it forms, although this is not a fully reliable strategy due to the unpredictable placement of the walls.

After roughly 20 seconds, they will enter melee distance and perform their stomp attacks. When one of the Titans drops below 210 (35%) health, the fight will transition to the second phase.

When soloing, it's advisable to try to stagger the melee/range phases for both Titans so that at least one of them is in melee range for as much of phase 1 as possible, with one titan entering into melee when the other one is just about to enter into ranged. This can be accomplished by staying as far away from a Titan as possible so that they have to walk the max distance to get to you upon transitioning to melee, delaying their sequence. When done correctly, there should barely be any situations where neither titan is in melee range, which increases DPS as you can just run back and forth without needing to switch to lesser ranged DPS.

If the player remains in the instance after slaying the titans, it's possible to use a four-tick weapon to attack each of the titans a single time before they walk away; Or a four-tick weapon followed by a halberd swap can allow two hits on a single Titan before it leaves melee range.

Phase 2

A full rotation of the second phase of the fight.

Both Titans will make their way onto the main fight area, occupying three rows at both ends. If a player is standing on the position a Titan will occupy, the player is knocked back and takes roughly 15-30 damage. The Titans will then begin charging their Elemental Blast attack after a short delay; the player's ranged accuracy gets a 6x multiplier during the charging, attack, and for a few seconds after.

Depending on gear and attack styles, a player may wish to bring both Titans down equally to this point, or focus on a single titan to reach this phase as soon as possible. While the Titans will now always be in melee distance, lower-levelled players may find it more difficult to manage as the titans will now follow a more dangerous, albeit generally consistent attack rotation.

During this phase, the Titans will now use Elemental Blast, summon elementals and stomp. The Titans will generally sync their attacks, though this may desync once they fall below 100 hitpoints, such as one Titan stomping and the other summoning elementals rather than both stomping at once. Notably, the stomp will cover the entire arena.

Try to leave the Titans' health as low as possible before subduing them, as defeating one Titan will cause the other to go unchecked by their opposing element. This will result in their stomp attacks dealing up to 10 damage through prayer, and the safespot for the Elemental Blast always being placed at the furthest row from them.

During the Elemental Blast, there is one safe tick between each blast that the player can exploit with melee to attack once and then run back to the safespot. This is only damage-free if the safespot is two tiles away from the respective Titan so the player can return on the next tick, or the player will be hit by the following blast. If three tiles away, a halberd can be used instead. A useful indicator for timing this method is to attack immediately after a Titan raises its staff to perform the blast. Otherwise, attack them with ranged. Utilising this strategy minimises time spent swapping gear and prayers.

If one of the Titans is subdued before the Elemental Blast fully charges, the blasts will no longer cover their corresponding area for that cast, thus making it a brief safespot for that instance.

Equipment

All three styles of combat are beneficial to the fight, so balancing the best equipment available with your limited inventory space is a concern. Bring switches that have high magic attack bonuses; spells will have a chance to splash on the minions if your magic attack bonus is below the following values: 70+ magic attack bonus (39+ magic attack bonus with void).

As the Titans are primarily fought with melee, prioritise melee strength bonus. For when the Titans are out of reach of melee, bring a ranged weapon and equipment.

Additional gear switches can make the fight faster if executed correctly, but may shorten trips due to fewer supplies. Because the giants can have very high ranged defence in some parts of each phase it's better to prioritise getting high-hitting melee attacks primarily, although with slower kills, ranged equipment becomes more important.

If choosing to kill the elementals, bringing an additional staff is recommended. Despite the low inbuilt accuracy, the Twinflame staff is highly recommended due to the passive effect automatically swapping between fire and water spells.

Low Level / Sustain

When fighting the Titans solo or in a duo with low end gear and stats, it may be easier to bring fewer switches and more supplies so you can kill more Titans before you have to bank. With lower damage output, it is recommended to use the standard spellbook to deal with the elementals and barriers, as their damage will add up quickly.

Using Void knight equipment or Blue moon armour can greatly reduce the amount of gear switches required to meet the magic accuracy threshold for killing the elementals. This also makes transitioning from melee to ranged much easier for those getting familiar.

  • Using ranged armour throughout the fight also has the same benefits, as melee armour gives considerably less bonuses to attack. The Eclipse atlatl, which uses melee strength for calculating its maximum hit, is particularly effective for this approach as it requires fewer compromises on melee strength and ranged accuracy.
In order to determine which gear to use, it is important to look at the magic attack bonus of the total gear chosen.

For example, choosing a twinflame staff (+12) as your magic weapon with full void (+0), amulet of fury (+10), aranea boots (+5), Imbued god cape (+15), and a dragon defender (-3) provides exactly 39 magic attack bonus.

High Level / Resetting

When fighting the Titans in a duo with high end gear and high stats, damage taken from elementals per kill is very low. It is possible to forego use of fire and water spells for the elementals, and rely on thralls, especially if resetting health, prayer, and special attack energy between kills at the Nardah statue or an ornate rejuvenation pool. This strategy is most effective for maximising kills-per-hour, although the gear threshold required to execute this strategy is reasonably high.

If you instead opt for standard spells to kill elementals and remove barriers, reaching a magic attack bonus of a minimum of 70 is required. The most effective switches to reach this threshold are typically magic armour and a staff, with expensive gear such as ancestral robes / virtus robes (+61) only providing a modest accuracy boost over armour such as Ahrim's equipment (+52). If using amulet of rancour (-6) or ferocious gloves (-16), swapping to occult necklace (+12) / amulet of fury (+10) and barrows gloves (+6) / tormented bracelet (+10) might be required to hit +70 magic attack bonus.

Most Titans fights start with 1–2 melee hits, then transition to a ranged phase. Melee is still used frequently in the final stages of the fight.

  1. ^ If on a Fire giant or Ice giant task, will work against the respective boss only
  2. ^ 2.0 2.1 2.2 With a slash weapon
  3. ^ 3.0 3.1 3.2 3.3 With full Inquisitor's armour and Inquisitor's mace
  4. ^ 4.0 4.1 With full Blood moon armour and Dual macuahuitl
  5. ^ Can attack twice at the start of the fight and occasionally reach a Titan during the elemental blast
  6. ^ Use as a last hit on melee phases or at the end of the kill

Inventory

References

  1. ^ "Game Jam: POH Improvements". Old School RuneScape News. Jagex. 26 February 2025. Archived from the original. "The moment a Royal Titan starts retreating from Melee range, it becomes far more vulnerable to Ranged attacks. While it's in this state, your Ranged Accuracy gets a whopping 500% boost - meaning your hits are going to land much more reliably. This effect lasts until the Titan turns around to re-engage in Melee combat, so keep those arrows flying while you have the advantage! The Accuracy buff also applies during the charge-up pulse attack in Stage 3, covering both the charging phase and the attack itself."

Source

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