Venenatis/Strategies
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Warning: Venenatis resides in a multi-way area in moderately high-level Wilderness. You may be attacked at any time during the fight, and this is always a possibility in any deep wilderness multicombat area. Do not bring any items that you are not willing to lose. Items like the Dragon defender become broken if not protected on death.
Venenatis is a level 464 spider boss that is found in the Silk Chasm. Completion of the medium Wilderness Diary is required to fight Venenatis. Spindel is the level 302 lesser variant of Venenatis found in the Web Chasm, requiring the hard Wilderness Diary to access, but otherwise her mechanics are identical. Being on a Venenatis slayer task bypasses the diary requirement for both bosses.
Transportation
Venenatis is located in the Silk Chasm, which is a lair in the far east of the Wilderness at level 35.
- A Wilderness crabs teleport is the fastest way to reach Venenatis, and will teleport you to the dark crab fishing spot just south-east of the lair.
- With 90 Magic, players on the Ancient spellbook can use Annakarl Teleport, which will teleport them into the Demonic Ruins. Simply go south-east of your location after arriving. Be wary of PK'ers upon arrival.
- Alternatives to this also include the Annakarl teleport tablet and a portal attuned to Annakarl. Be wary of PK'ers on arrival; if using the house portal, you should have a scrying pool to check the area first.
- With 57 Woodcutting, players can make a Waka canoe and use it to go to the Wilderness. Go east of your location past Vet'ion's rest and the poisonous spiders.
- A games necklace to teleport to the Corporeal Beast's lair, exit the cave then run north-east.
- Players who have completed the Hard Wilderness Diary can utilize the Wilderness obelisks to teleport to levels 19, 35, or 55 to get closer to the Silk Chasm.
- Players who have completed the Hard or Elite Wilderness Diary can use the Wilderness Sword to teleport to the Fountain of Rune and run south-west to Venenatis.
Attacks
Venenatis has many attacks that she uses against her target.
- Melee attack: She simply lunges at the player
- Ranged attack: Launches green spit at players
- Magic attack: Launches webs at players
- Sticky Web: Venenatis will occasionally deploy a sticky web at a player, sending a white-blue web at the target's location. It will then expand into a 7x5 AoE - while in this web, any player caught in it will take rapid hits of 3 damage, have their prayer drained by 3, and run energy by 10.
- Note that aranea boots will only negate the first tick of damage taken from the web attack. Because of this, it is not recommended to use them at Venenatis due to the extremely small benefit they will provide, while adding unnecessary risk.
- Spiderlings: Venenatis will occasionally call some spiderlings to assist her in battle. While fairly weak, they will drain prayer on every hit regardless if prayed against or hits. They will also increase her damage and allow her to hit through prayers if left alive. Thrall damage is reduced while spiderlings are alive.
Suggested skills
75 (85+ Recommended)
80 (90+ Recommended)
70 (85+ Recommended)
75 (85+ Recommended if ranging)
70 (75+ Recommended)
94+
Overview
Venenatis can attack with all three forms of combat. While she will only use one combat style at a time, players in melee distance will instead only be attacked by melee. Like Vet'ion, she is weakest to crush.
She will begin the fight using 8 range attacks, followed by 8 magic attacks, all while moving position every 4 attacks. She will spawn spiderlings on the 1st range attack in cycle, and deploy her web attack on the 3rd mage attack in the cycle. This pattern will repeat until Venenatis is defeated.
All players who enter the arena will appear to the north, so it is recommended to hang south as much as possible to escape player killers, as she is no longer under level 30 Wilderness following the Wilderness boss rework. This does not apply to the weaker variant of the boss, Spindel, as her lair is still below level 30 Wilderness and can be teleported out of directly.
Players should avoid the webs at all costs, as their ability to drain run energy will prevent them from escaping from player killers.
The web can be positioned safely by standing on the outskirt of the arena on the 3rd magic attack to help prevent accidentally walking into the web.
The spiderlings should be killed as soon as they spawn to prevent them from empowering her too much; fortunately, they only have 5 health and can be killed in one hit by any combat style.
- Darts or Throwing knives can quickly eliminate individual spiderlings.
- Any tier of Chinchompa can eliminate multiple spiderlings with a well-placed shot (Ensure PK Skull prevention is activated).
- Players with 70+ Magic and Ancient Magicks can use a burst spell with Blighted ancient ice sacks to eliminate multiple spiderlings at once.
Equipment
For Venenatis, her location in deep wild in multicombat should warrant extra precautions. Bring defensive armour, especially against magic attacks from other players, as even with a scout and perfect reactions you can be caught inside the cave. Reduce risk accordingly.
For Spindel, her location below 30 wilderness means escaping other players is much easier. However, players may bring more powerful equipment that can deal more damage. Spindel also has a lower defence level compared to Venenatis, so your equipment and setup can focus more on strength bonus and longevity.
The Ursine chainmace is the strongest weapon against Venenatis while costing 4,921,504. The strongest 4 items to bring are generally the Chainmace, your strongest defender, the Amulet of rancour, and your best strength ring (Ultor ring or Berserker ring(i)). A 4th item can be brought if you are confident in not getting Smited by Pkers. Further upgrades are generally very expensive and add little additional damage for their risk and cost. Trouver parchments can be used on certain gear, such as an Infernal cape or Fighter torso, to gain additional strength bonus for additional risk of 883,767 each, however this is not generally recommended due to the risk of multi-wilderness.
The Webweaver and Craw's bow are both very competitive damage against Venenatis and Spindel despite their higher ranged defences. Ranged also has the luxury of staying closer to the exit in case of pkers, however you need to monitor and change your overhead prayers depending on the attack cycle. The Twisted bow and Bow of faerdhinen are also both strong alternatives to some melee setups. Crossbows generally perform worse than most melee weapons.
Inventory
You should aim to take 4 valuable items you wish to keep if killed by another player, usually Craw's bow, Necklace of rupture, Slayer helmet (i) (on-task), and Dinh's bulwark provide the best balance of damage against Venenatis and survivability against other players.
- Dinh's Bulwark, Grey chinchompas, Darts/Throwing knives, or Blighted ancient ice sacks — kill spiderlings quickly, ordered from fastest to slowest
- Note that setting your Combat Options to defensive provides an invisble +5 level boost to your defence and also reduces non-pvp damage by 20% (with the Bulwark equipped) [Prevents attacking]
- The shield's animation will play when the wielder fails to block an incoming attack. This can alert the wielder to heal as it occurs prior to the hit landing.
- Looting bag
- Stamina potion
- Ranging potion
- Anti-venom/Sanfew serum(s) — cures/prevents venom from player killers and poisonous spiders in the Escape Caves
- Blighted super restores
- Blighted anglerfish/Blighted manta ray for the rest, at least one Blighted karambwan(s)
Optional:
- Phoenix necklace — emergency healing whilst tanking
- Saradomin brews — more expensive outlast healing, combo eating with hard food is invaluable
- Royal seed pod — if not bringing a charged amulet of glory or ring of wealth
- Wilderness crabs teleport, Annakarl teleport (tablet), or Wilderness sword 4's fountain of rune — reach the Silk Chasm faster
Example melee setup
The aim is to maximise damage output while minimising risk. The protected items should be items that either grant very high melee strength bonus increases or a large percentage damage increase like the Slayer helmet (i). The ultor ring and the avernic defender both give major buffs to the player's offensive stats, and can be used along with cheaper items to deal high damage with limited risk. Items that can be easily replaced such as barrows gloves, amulet of strength, and dragonhide armour are wise choices as the chance of dying is fairly high.
If on a boss task, the player can use bracelet of slaughter to extend the task. This will affect damage output, but lower the player's risk slightly.
Items protected:
- Ultor ring
- Ursine chainmace[a] / Viggora's chainmace[a] — This adds between 189,200 and 258,000 to the value risked, as it uses revenant ether for charges. The DPS difference from Inquisitor's mace is significant.
- Avernic defender (Can be switched out to Book of war in order to use Dinh's bulwark, as this can be used to AoE minions and survive attacks from PKers)
- Slayer helmet (i) if on a slayer task
Items lost:
- Mixed hide boots 16,426 and Mixed hide cape 19,244
- Black d'hide body[b] 7,284 and black d'hide chaps 3,233
- 1,500 Revenant ether 258,000
- Barrows gloves 130,000 — Culinaromancer's Chest (or 104,000 after completing the elite Lumbridge & Draynor Diary)
- Amulet of strength 1,345
- Rada's blessing 4
Example ranged setup
The Masori body (f) can be traded out for a Black d'hide body and Dinh's bulwark for survivability and AoE damage against the spiderlings. Ranged allows the player to more easily damage the enemy for the duration of the entire fight, and stand closer to the door where it may be more safe. In lower risk gear, the damage output of the bow doesn't match up to melee; the difference is significant.
Additionally, due to the bows faster attack speed, the player consumes more revenant ether than if they were using melee. This is compounded by the longer fights with more hits. Because of this, extra ether is risked and used for slower fights, reducing potential profits.
As with melee, the player can use bracelet of slaughter to extend the task, if on a boss task for Venenatis. This will affect the player's accuracy and magic defence slightly.
Items protected:
- Slayer helmet (i)
- Webweaver bow[a] / Craw's bow[a] — This adds between 189,200 and 292,400 to the value risked, as it uses revenant ether for charges.
- Masori body (f) or Dinh's bulwark
- Necklace of anguish
Items lost:
- Mixed hide boots 16,426
- Black d'hide chaps 3,233 and Black d'hide vambraces 1,992
- 1,700 Revenant ether 292,400
- Rada's blessing 4
- Ava's accumulator
Inventory
Inventory setup will vary greatly depending on your gear and team. When deciding what supplies to bring, keep in mind that Venenatis frequently drops large quantities of un-noted blighted food or potions that replace supplies used during the fight. Make sure to have the following:
- Dinh's Bulwark, grey chinchompas, blisterwood stakes, darts/throwing knives, or Blighted ancient ice sacks — kill spiderlings quickly, ordered from fastest to slowest
- Looting bag
- Stamina potion
- Divine/Super combat potion
- Anti-venom/Sanfew serum(s) — cures/prevents venom from player killers and poisonous spiders in the Escape Caves
- Blighted super restores
- Blighted manta ray or blighted anglerfish[a] for the rest of the inventory, and multiple karambwan
Optional:
- Phoenix necklace — emergency healing whilst tanking
- Saradomin brews — more expensive outlast healing, combo eating with hard food is invaluable
- Royal seed pod — if not bringing a charged amulet of glory or ring of wealth
- Wilderness crabs teleport, Annakarl teleport (tablet), or Wilderness sword 4's fountain of rune — reach the Silk Chasm faster
- Blighted vengeance sacks, Vengeance runes, or runes for thralls and/or death charge - Death charge can be cast off cooldown with frequent minion spawns, this allows for ~1 Dragon warhammer spec every kill if solo.
- Divine rune pouch locked with a trouver parchment — if using Arceeus spellbook, allows for more supplies