Strategies for Araxxor
Araxxor and Araxxi are large spiders that can be found in the Araxyte Hive. Drops include parts of spider legs and Araxxi's eye, fang, and web to create level 90 Noxious weaponry, being the second strongest two-handed weapons of their respective categories. They also provide Noxious components, which are used for Biting 4, one of the most versatile combat perks in-game.
It is recommended to bring an araxyte pheromone or create an instance if not carrying the pheromone, as it will cause Araxxor to spawn in the combat form he is weakest against based on the style of the player's main-hand weapon.
|Path 1 (Minions)||Path 2 (Acid)||Path 3 (Darkness)|
|Days until next rotation: 4 (wrong?)|
|I died covered in acid and spiders.|
- 1 Equipment
- 2 Inventory
- 3 Attacks
- 4 Starting
- 5 Phases
Equipment[edit | edit source]
Each equipment tab assumes that Araxxor is being fought with the combat style he is weakest against.
While melee provides one of the fastest kill rates due to its ability to deal quick burst damage, dual-wielded melee is extremely risky because players are subjected to Araxxor's melee attacks, which fortunately do not cause any side effects. Though players are given very little time to avoid a cleave attack, there is still enough time to dodge with moderate reaction. When fighting Araxxi, non-halberd melee is extremely dangerous because Araxxi will attack with unpredictable melee and magic attacks, making it extremely hard to flick the appropriate protection prayer/curse on time in most cases. For this reason, it is recommended to take a dragon rider lance or noxious scythe to stand one tile away from Araxxi, resulting her using her ranged and magic attacks only, which are more predictable and easier to react against. Despite her "Nothing" weakness, Araxxi is moderately weak against melee attacks. If meleeing on high enrage kills, bring either antipoison or an augmented armour piece with the Venomblood perk to neutralise Araxxor and Araxxi's poison damage as it increases alongside their enrage.
Ranged is recommended for beginners as Araxxor's magic attacks give the weakest side effect, stat drain, which is essentially harmless when using an overload or combination variants. However, note that the stat drain will cause overloads' timers to shorten. It also provides the safest reaction time against Araxxor's cleave attack due to the long distances the player can attack the boss from. Despite her "Nothing" weakness, Araxxi's affinities leans heavily towards ranged, making her very weak to that combat style.
Magic is considered to be the most difficult style to use against Araxxor. Araxxor's melee attack is modified to have a reach of 4 tiles rather than being a melee distance only attack. Araxxor's melee attacks gain the ability to cause a typeless bleed effect that may be removed with Freedom but is best reserved for other attacks that increases his enrage rises. Due to this, its generally recommended to use mage whenever the bottom path is open and taken, as players can easily loop Araxxor around most of the arena without taking any damage, allowing for an extremely easy phase 3. Despite her "Nothing" weakness, Araxxi is the most resistant to magic attacks, which can make the fight in phase 4 significantly more difficult. For this reason and in addition to the typeless bleed, it is not recommended to fight Araxxor and Araxxi using magic unless Supreme Runic or Maniacal is being used along with the Claws of Guthix special to maintain high accuracy rates.
Items to be wary of[edit | edit source]
- Deathtouch bracelet - While this item provides the best offensive stats in its slot (tied with the power gloves), its passive effect can cause unnecessary amounts of damage. Every attack (including typeless damage) has a chance to reflect damage back to the spiders. This includes the damage reflected off of web shields. Small mistakes can escalate quickly as the damage reflected back by the web can be much higher than the damage dealt. Accidentally attacking during this time could cascade into large amounts of damage.
- Dark magic aura - While this aura is good for its amount of damage it can inflict over time, this effect can go off when Araxxor uses his web shield causing unnecessary damage to the player.
- Crackling - Great armour perk for the additional damage it provides during the fight, but the perk activation is triggered randomly, which can deal heavy damage on higher enrages if a cobweb shield or mirrorback spider is active.
- Aftershock - Weapon perk which activates after dealing 50,000 damage. An untimely Aftershock activation can damage the player during Araxxor's web shield or when a mirrorback spider is alive.
Inventory[edit | edit source]
- Overload flask or combination overload (highly recommended)
- Prayer renewal flask
- Antipoison++ potion (if not using Venomblood)
- 2 Super restore flasks
- Saradomin brew flasks (fill remainder with Rocktails or Rocktail soups)
- Runes / Rune Pouch for spells if maging
- A beast of burden summoned and filled with high healing food
- A Nihil familiar can be used if highly experienced
- Replenishment potion
- Portent of life, Sign of life, or the Defence cape perk
- Ring of vigour
- A weapon switch for Planted Feet (only if using magic/ranged)
- Elite enhanced Excalibur
- Ancient elven ritual shard
- Phoenix necklace (for the last 25,000 LP of the boss on phase 4)
- A shield that matches the player's combat style
- Morvran's challenge enhancer (works even without being on his challenge)
- Luck of the Dwarves
- NopeNopeNope perk from player-owned farm for a +2-3% damage increase
Attacks[edit | edit source]
Standard attacks[edit | edit source]
The primary combat style Araxxor uses is shown by the colour its legs are tipped in. A red tip indicates that Araxxor uses melee, green for ranged and blue for magic. Both a green and blue-tipped Araxxor can also use melee, but it is not used as frequently. The colour of these tips also indicates Araxxor's defensive values.
Araxxor possesses a Defence level of 85, with the following affinity values:
- A red-tipped Araxxor possesses a Magic affinity of 55, Melee affinity of 50 and Ranged affinity of 40. This form is susceptible to the inquisitor staff.
- A green-tipped Araxxor possesses a Magic affinity of 40, Melee affinity of 60 and Ranged affinity of 45. This form is susceptible to the terrasaur maul.
- A blue-tipped Araxxor possesses a Magic affinity of 45, Melee affinity of 50 and Ranged affinity of 55. This form is susceptible to the hexhunter bow.
In duo encounters, players should stand together unless the tanking player is confident of their skills, as they will take double damage from his attacks otherwise.
Araxxor will take note of any players using Soul Split and will heal himself accordingly if it is active when his attacks damage the player. His melee form anticipates this much more faster, healing himself before his attack damages the player, much like Nex. The Soul Split effect for Araxxor is indicated with the animation going underneath Araxxor's body, rather than the south-western tile.
The special effects from these attacks only occur on Araxxor's dominant combat style, albeit randomly. There is no animation to indicate whenever the effect goes off.
- Magic: Araxxor/Araxxi spits a large stream of acid towards the player. This attack can drain overloads. If the player is not under the effects of an overload, then it drains the player's combat stats instead. The attack also drains some run energy. This effect is negligible at lower enrages.
- Melee: Araxxor/Araxxi smashes its front legs at the player, dealing melee damage. This attack can cause hard typeless bleed damage; it generally stays within a set amount, but there is a rare chance for the damage to start increasing into dangerous levels. Only Araxxor is able to utilise the bleed effect; Araxxi is unable to do so.
- Araxxor can use this attack no matter his primary style if the player stands within melee range.
- If fighting Araxxor in his melee form, the range of his melee attack is increased to four tiles.
- Bleeds can be cleared with Freedom; however, it is not recommended to do so until Araxxor is about to use special attack.
- Ranged: Araxxor/Araxxi launches a ball of spider silk at the player. If the Poison Purge aura is used, it will heal the damage but will also take off 1 minute of the aura. The timers for antipoison potions are reduced whenever a poison hitsplat would have appeared. This effect is negligible at low enrage, but becomes heavily damaging at higher enrage.
- The green You have been poisoned! message does not appear when becoming poisoned by Araxxor/Araxxi's ranged attack, so pay attention to the colour of the life points icon.
Special attacks[edit | edit source]
These special attacks can be used on any phase. It should be noted that Araxxor will never repeat its special attacks back-to-back on the first 2 phases. If fought in a duo, all effects are doubled; this means that a cleave that would deal 4000 damage in a solo fight would deal 8000 in a duo. Araxxor/Araxxi's "rage" also affects damage from cocoon, cobweb, and cleave attacks.
In a duo, Araxxor's cleave only targets the player he is attacking, while cocoons affect both players. He will rotate between targets after using his cleave/cocoon attacks unless provoked.
- Cocoon: Five small spiders rush at the player, trapping them in a cocoon. To struggle free, the player must click rapidly anywhere on the game environment. If the player fails to free themselves in time, Araxxor/Araxxi will stop reinforcing the cocoon and begin attacking normally, while the cocoon itself begins to deal increased damage. This attack does 200 hard typeless damage per tick, and damage increases by 10 for every 5% rage gained throughout the fight. It takes five clicks to break free of the cocoon, but if the player was under the effects of Freedom/Anticipation when cocooned, then it takes two clicks to break free (four in duo).
- This attack will remove the effects of Barricade, Devotion, Debilitate, and Resonance, as well as resetting their cooldown.
- In a duo, the cocoon attack becomes inescapable if a player dies.
- Cleave: Araxxor/Araxxi bends its front four legs and then swipes the area in front of them, dealing massive hard typeless damage (around 4000 at 0% rage) and up to 2,000 damage on familiars. If the player is not within melee range, they are dragged close to the spider. If Freedom or Anticipation are active, the attack does not drag the player. The damage players take from a cleave only occurs within up to 2 spaces from the area the spider cleaved.
- This attack only does damage to the player within two spaces of Araxxor, but the range is increased to four squares for familiars and spider minions.
- It is recommended to hide familiar options through the game settings menu so players do not accidentally click on their familiars or pets when trying to run away from the cleave.
- The cleave's damage against familiars is based on how far it was when they were hit by the cleave. The further they are, the less damage they will take.
- Cobweb: Araxxor/Araxxi goes into a defensive position as a large cobweb falls over them, healing 1% (1000) of the spider's maximum life points five times (2% (2000) if duoing). It acts in a manner similar to Reflect, reducing damage dealt to the spider by half and reflecting part of it to the player. The reflect damage dealt is random, though in encounters of very high enrage it can reflect more damage than the attack would have done.
- Utilising a shield, a player can use Resonance followed by a single strong attack.
- A more difficult technique to use is to use an ability that has high damage then switch to a shield and activate Resonance just as the attack hits Araxxor. This is significantly harder to do with a 2-handed weapon. Note that attempting to heal with a 2-handed weapons requires a "slow" ability (e.g Sonic Wave as Wrack is too fast). Those using a one-handed weapon can equip their shield and use the ability followed by Resonance. (The difficulty of achieving this is highly dependent on the latency of the world).
- Using a damage over time attack like Fragmentation shot prevents the heal while minimising the damage reflected back; it is best to use Reflect with it on high enrages.
- Utilising a shield, a player can use Resonance followed by a single strong attack.
- Autoheal: If Araxxor's health reaches 0 during phases one and two, the spiders above will "refuse to let him die", healing him back to 5,000 life points.
- Egg bomb: During phases 2 and 3, spiders will drop three eggs near Araxxor (although a bug can cause only two to appear, as they overlap on each other) while he fires a slow, homing explosive projectile at the player. The explosive can hit up to five targets, with eggs taking higher priority over any spider minions. If there are no valid targets within range of the player, they take 3,000 damage (6,000 in duo). The damage is reduced by 900 for valid targets; 2,100, 1,200 and 300 damage for 1, 2 and 3 targets hit respectively. Overlapped eggs are still considered as one target.
If the fireball hits more than three valid targets (eggs/spiders), the player does not receive any damage. The fireball has a 5x5 AoE. Leftover eggs from the explosion will either disappear or spawn combat spiders.
- When the explosive is launched, it removes the effects of Barricade, Devotion, Debilitate, and Resonance, as well as resetting their cooldowns.
- Path specific:
- Path 2 — Acid spider: Araxxor uses his melee attack animation and a projectile resembling his ranged attack flies off in a random direction. When it lands, that part of the ground will glow with green acid, and shortly after, an acidic spider will spawn. The spider will move towards the player, exploding for up to 32,000 typeless damage if it reaches them. The movement speed of the spider is random; it can move at walking speed or run nearly as quickly as the player.
- Path 3 — Darkness: Araxxor/Araxxi will make the arena dark with one spot of light open. Staying in the darkness results in rapid typeless damage that increases with every hit.
These attacks are performed every five auto-attacks, although for the darkness and cocoon specials have seven and four auto-attacks respectively before the next special attack. During phase 1, the first special attack will be performed randomly, well before five auto-attacks have been used. This also applies to the start of phase 3 when the bottom path is taken. It is important to use Freedom/Anticipation after the fourth auto-attack, as doing so on the fifth auto-attack may still cause the player to be subjected to a cocoon or cleave attack.
Rage meter[edit | edit source]
|This repeatable content has a soft reset.|
|The next period's content will become available only once a player has logged out and in.|
Araxxor and Araxxi have an enrage mechanic, which is expressed as a percentage. The higher their enrage, the more damage most of their attacks will deal. Enrage resets on reset time; the player must also lobby or log out for this change to take effect. Various factors can increase their enrage during the battle, which are described below.
- Successfully dodging Araxxor's charge when on the bottom path.
- Luring Araxxor's explosive to eggs and destroying them (1% rage plus 1% rage for each egg destroyed).
- Letting Araxxor cleave his minions (5% rage plus 5% rage for each minion cleaved).
- Increasing its acid level by luring Araxxor into the acid on Phase 2 (1% for every 2.5% acid absorbed; this rage is removed on phase 3).
- Increasing its acid level by luring highly acidic spiders to Araxxor (1% for every 2.5% acid absorbed; this rage is removed on phase 4; each spider gives adds up to 25% acidity, so 10% enrage per spider).
- Enraging Araxxi once her health reaches 50,000 life points (1% every 2 attacks).
- Enraging Araxxi further when her health reaches 25,000 life points (20% rage increase).
- Araxxi absorbing leftover acid if the pool was not completely drained (1% rage for every 2.5%).
- Every time Araxxi attacks once she is below 25,000 life points, she gains 5% rage for every attack.
- After Araxxi's corpse is looted, the next fight starts off with an additional 20% rage. This starting enrage caps at 300% and resets daily.
In a duo, the rage levels are combined, regardless who started the fight. If player A has 20% rage and starts it, while player B has 60% rage, both players receive damage of the combined rage of 80%.
Starting[edit | edit source]
Only one player or duo can fight the non-instanced version at a time per world. If someone is already facing the non-instanced version, other players will not be able to enter. To get around this, players can pay 200,000 coins (150,000 with Instance Cost perk from Soul Reaper) for an instance which will last for one hour. After entering the arena, Araxxor will spawn and the fight truly begins.
Note: If the player possesses an elder spider in their Player-owned farm and is paired with a farming totem, then the player obtains a passive 2% damage increase against spiders, which includes Araxxor, Araxxi and their spider minions. If another spider is placed and it is of the same species, then this is boosted to 3% instead. Though not absolutely required, it does help greatly in dealing additional DPS.
Players cannot teleport outside the Araxyte Hive, so be sure to have all items needed before starting the battle.
Note: As of the 12 January 2015 update, the time it takes to attempt to lobby during phases 1 and 2 (top and middle paths) was doubled from 10 to 20 seconds. Attempting to lobby when Araxxor appears will yield the message Players can still lobby normally following an egg drop attack on the bottom path, or on phase 3 and 4.
Phases[edit | edit source]
Phase 1[edit | edit source]
Araxxor will spawn in either his melee, magic, or ranged form and will stay in this form for the rest of the fight. If the player has an Araxyte pheromone in their inventory or uses an instance, he will spawn in the form that is weak to the combat style based on the mainhand weapon slot.
During this phase, Araxxor only uses his cleave, cobweb, and cocoon special attacks. Two of the paths will be covered by webs and the third will be blocked by rocks. Choose a path and ignite the web immediately to save time while depleting his health. It will take 1 minute to burn through the web. Lower Araxxor to 5000 life points or lower before proceeding down the path.
Use Anticipation as soon as Araxxor uses an autoattack as he may use one of his special attacks before 4-5 attacks have passed. Storm Shards can be used to speed up the fight later during phase 3 if the bottom path is not taken.
Phase 2[edit | edit source]
Top path[edit | edit source]
At the start of this phase, Araxxor's first special attacks will be the egg drop. This attack is always used as a follow-up to another special attack after he performs 5 auto-attacks. Unlike the other two paths, Araxxor does not lose access to any of his special attacks from phase 1.
Araxxor gains the ability to call in spider minions to assist him against the player(s), signified with a long range attack animation as smaller spiders rush away from Araxxor. This attack takes high priority over Araxxor's other attacks for the duration of this phase.
Araxxor has 20/40 minions (solo/duo) at his disposal, the order of which they appear are listed below.
There are three types of combat spiders, one for each combat style:
- Bladed spiders, which attack with melee.
- Imbued spiders, which attack with magic.
- Spitting spiders, which attack with ranged.
There are two types of support spiders, who support Araxxor during the fight. Unlike the combat spiders, these support spiders are not aggressive.
- Mirrorback spiders, which make Araxxor immune to damage and reflect the damage he would have taken back toward the player; the reflected amount increases with enrage. Killing a mirrorback spider damages Araxxor for 50% of the damage inflicted on it. They attack with melee.
- The reflected damage from the Mirrorback spider can be healed off of with Resonance, but this is generally risky as the player should have to time it so that Araxxor or his minions won't snipe its effects.
- Pulsing spiders, which heal Araxxor 5,000 life points every 5 seconds. They attack with magic.
The appearance of the spiders is semi-random, but the order is not. All spiders possess
For solo encounters, the spawning order is as follows:
- Wave 1: Combat spider → Combat spider → Support spider → Combat spider → Combat spider
- Wave 2: Combat → Support→ Combat → Combat → Combat
- Wave 3: Support → Combat → Combat → Combat → Combat
- Wave 4: Combat → Combat → Combat → Combat → Combat
In duo, Araxxor summons 40 spiders. Parentheses denote spiders that all spawn simultaneously.
- Wave 1: Combat → Combat → Combat → Combat → (5 combats and 1 support)
- Wave 2: Combat → Combat → Combat → Combat → (4 combats and 2 supports)
- Wave 3: Combat → Combat → Combat → Support → (5 combats and 1 support)
- Wave 4: Combat → Combat → Support → Combat → (5 combats and 1 support)
As soon as the first spider appears, immediately tag it. This way, any potential Crackling or Aftershock procs will hit the spider instead of Araxxor. This is because if these effects go off on Araxxor as a mirrorback spider spawns, the reflected damage can either deal heavy, unnecessary damage or outright kill the player before they have a chance to react. A pulsing spider is slightly safer to deal with, but as both types appear at random, it's best not to take the risk of death.
Devotion should be used when the first spider appears, so when it is killed Devotion is automatically extended. Note that the extension will only last briefly, as an egg drop attack follows up after five auto-attacks which will remove its effects. Debilitate should be used for the second set, or Reflect and Revenge on higher enrage if the player is dual-wielding.
Phase 3 can be advanced to at any time by continuing down the path; however, it is recommended to deplete 75% of the reinforcements (as the last set has no support spiders) and reduce his health to 2,000. While Araxxor is typically able to summon all the spiders on this phase; if he is unable to, it is best to continue to the next phase to save some food.
Middle path[edit | edit source]
In the middle path, Araxxor must be lured to the pool of acid in the centre to absorb it, then use his acid to collapse a ramp. There are 100 units of acid, or 200 in duo. For faster kills, it is possible to have Araxxor absorb 55 units of acid and move up the ramp. This is recommended if the player's DPS is high and they are able to reduce Araxxor to 0 lifepoints within phase 2.
During this phase, he will not use his cocoon attack. Instead, the attack is replaced with the ability to summon acidic spiders, which are indicated when a ranged projectile is launched around his position and causes a green splatter on the ground, indicating the spider's spawn point. Roughly three seconds after hitting the ground, the acidic spider will spawn and move towards the player. A bar will appear over it's head; when filled, the spider will harmlessly explode. The speed of the spider varies, as some can dart towards the player, while others walk. If the spider touches the player, it will instantly explode, dealing up to 32,000 hard typeless damage; it can deal far less, ranging from 3,000 to 10,000, but it's still best to avoid them.
This path is particularly dangerous because of the acidic spiders, which may spawn around Araxxor or the player, and for a short duration, have increased accuracy and damage. Despite the increased dangers of this path, it is also one of the fastest if done properly. Surge and Escape can be helpful in avoiding spiders, although the latter should be used if there is enough space behind the player. It is advised to watch Araxxor after every 5 standard attacks; if the player does not get cleaved or if Araxxor doesn't cobweb/egg drop, an acidic spider is on the way. Shield abilities like Barricade and Immortality will ensure survival from an acidic spider.
To start off this path, lure Araxxor to the pool of acid in the middle of the path. Do not leave him on the edges of the pool, as Araxxor will not run to the player and will continue attacking normally. When Araxxor is lured into the pool of acid, a bar will appear under the large health bar and if he is ranging or maging, his attack range will be reduced to two squares. As Araxxor absorbs the acid, noxious fumes will erupt from him, indicating the amount of acid he has.
After Araxxor has absorbed a sufficient amount of acid, lure him to the top of the ramp. Leave some space at the top of the ramp to avoid the cleave attack. Araxxor will drip acid onto the ramp (this will lower his enrage), but for the acid to take effect, he needs to be at or near the top of the ramp (a game message will appear notifying this). Watch out for acidic spiders and surge back to the pool (or Barricade/Immortality) if needed. If lured properly and nothing disturbs the player, only 5 units of acid should be remaining at the end of this phase. After 45 seconds in a spot where the acid can degrade the ramp, the ramp will collapse and Araxxor will flee to the next area. Any leftover acid Araxxor was carrying will be removed during the phase transition. Click the top of the ramp to jump down into the phase 3 area; lingering for too long in the phase 1 or 2 areas results in noxious fumes choking the player for rapidly increasing typeless damage.
Araxxor should be attacked the entire time he is in the pool and on the ramp. If dealt with properly, Araxxor can be drained to 45,000 life points or less by the time the ramp breaks without stalling at all to drain it further.
Bottom path[edit | edit source]
In the bottom path, Araxxor flees to the ceiling becoming unattackable and blocking out the light. The player must have Araxxor destroy the wall blocking the end of the path, which will have 100 units of health (or 200 when duoing). Regardless of what combat style Araxxor is primarily using, he will attack from the ceiling with both magic and ranged, albeit with reduced frequency. Side effects of the ranged and magic attacks can still activate.
During this phase, the cavern is engulfed in darkness with one small spot of light remaining. When the player stands in the darkness, they take hard typeless damage that quickly increases with every hit, starting at 50 damage at 0% enrage (each kill afterwards increasing this starting damage by 10), and increases the same amount every few ticks, capping at seven times the minimum damage, or 1,000 damage (in encounters of 200% enrage and higher) Once a player steps into the light however, the minimum and maximum damage increases by 100 as soon they return to the darkness. In an encounter of 300% enrage, the minimum darkness damage dealt is 200.
The spotlight's location periodically changes (changing even more frequently in duo), which means players will once again take damage until they move to the spotlight again. During this phase, Araxxor alternates between his ranged and magic attacks regardless of form but attacks with a much slower attack rate. He also uses the egg bomb attack.
It is recommended to leave combat once the path is entered, preferably before Araxxor can attack the player to minimise time in combat. Once the player leaves combat, they can eat and use threshold abilities without losing adrenaline, which will save a lot of food and time. Cycling through Resonance, Preparation, Devotion, and Reflect reduces damage taken. Devotion can be extended by killing minions from any ignored egg spawns, and Sacrifice can be used to heal off them.
At higher rage levels, if the light changes to a very far location just as or quickly after the eggs are dropped, ignore the eggs and go for the light. The player will take far too much damage while trying to tank the darkness, whereas the explosion could easily be healed off of with food or Resonance against one of Araxxor's attacks. Bladed Dive and Mobile are highly recommended during this phase, due to being able to cover most of the area in very little time. Surge should be used first, followed by Bladed Dive given its flexibility when moving diagonally across unless the spot the light appears in can already be reached by Bladed Dive. The Mobile perk is also recommended to shorten its cooldown.
After some time, a warning message will appear stating that Araxxor is preparing to come down and charge. 15 seconds after the warning, the camera angle will change to close and from behind, and the player will be placed at the end of the path. There is a quick-time event the player must react to in order to dodge the charge:
- When Araxxor swipes from the right, dodge right (right arrow key)
- When Araxxor swipes from the left, dodge left (left arrow key)
- When Araxxor's front legs are low to the ground and spread, dodge up (up arrow key)
- When Araxxor's front legs are pointing down and close to each other, dodge down (down arrow key)
If Araxxor's charge is successfully dodged, the wall will be automatically destroyed, while a partial dodge will deal 50% damage (varying in duo depending if one or both players partially dodge). If the player doesn't move at all, then the wall takes no damage. The amount of damage taken from the charge varies on the degree of success; a successful dodge deals 0 damage, a partial dodge deals 2,500 damage and no reaction deals 5,000.
Players will not take any damage during the cutscene, but once Araxxor flees upwards, damage will begin to be taken again. Eggs may also spawn spiders, though sometimes if the projectile hits the player just as it starts, then no damage is taken, and the eggs are destroyed. Spiders can attack the player(s) during the cutscene so auto-retaliate or simply attacking them once the cutscene ends is a good way to deal with them.
Be prepared to run to the phase 3 area as soon as the wall collapses, unless the beam of light spawned next to the player during the quick-time event.
For the remaining phases, Araxxor and Araxxi have the ability to turn the area temporarily dark; they stop this after they reach a damage cap 100 lower than their maximum cap, although the maximum damage still caps out at 1000.
Phase 3[edit | edit source]
During this phase, Araxxor will utilise both the path the player took and the other path they did not take. At the start of the phase, unseen spiders will watch Araxxor's health, and will heal him for an allotted amount before running out of energy. The allotted amount they can heal is 80% of the sum of the remaining life points Araxxor had for the first 2 phases. If the bottom path was taken, only phase 1's health is taken into account. The amount of health tends to round up to the thousandth, so if his health is sufficiently depleted (less than 1000 on each phase), the spiders above will not heal him. Araxxor's attack speed also increases significantly on this phase.
Regardless of the paths open, Araxxor will start using the same abilities consecutively.
Once Araxxor's health is depleted to 0, the fight will advance to the final phase.
A quick way to end this phase is by following the same method to reduce Araxxor's health on phase 1 but also adding Shatter. If enough stacks have been added on Araxxor during the fight, players can rip off a large amount of his health since this phase emphasizes on damage output due to the increased attack rate. This should only be done when taking the top or middle path for obvious reasons.
Top Path[edit | edit source]
If the top path is open, then Araxxor will be able to summon spiders. If the path was taken and all spiders were killed, Araxxor will have none to summon, and what would have been the minion attack is generally replaced by the cocoon or egg drop. If there were still spiders that have yet to be summoned, he will do so first. He still follows the same order as if the top path was taken. It is highly advised the minions be taken out as soon as they appear, as Araxxor has a tendency to cleave his own minions, adding massive enrage in the process.
Note: If players have an obtained an Araxyte pet, the game may spawn a Mirrorback spider if the top path has been opened even if all spider reinforcements have been cleared, even if the requirements for obtaining Gavin had been achieved during the previous phase. Players should watch their damage during phase 3 if the top path is open as the spider does not give any warning when it appears and may sign/kill the player. This spider does not appear if Gavin has already been obtained.
Middle Path[edit | edit source]
If the middle path is open, any remaining acid in the pool will need to be taken care of. Every 25 units of acid will prompt Araxxor to spawn one highly acidic spider; if this path was taken, one will always be summoned by him. The highly acidic spiders only wander around the phase 3 area, and have a left-click option to lure, in which the player provokes it to obtain its attention. The spider may then be lured underneath Araxxor, prompting him to consume the spider, gain enrage proportional to the amount of acid the spider was holding, and heal for 5,000 health. On low enrage the spiders can simply be ignored, but it may be beneficial to lure them on higher ones so Araxxi will not deal as much damage in the upcoming phase. He may also spawn acidic spiders as normal, although this is relatively uncommon.
Bottom Path[edit | edit source]
If the bottom path is open, Araxxor will have access to his darkness attack. The spotlights always spawn in the phase 3 area. Araxxor will often use cobwebs and attempt to cleave the player more frequently if the bottom path was taken. Taking this path makes phase 3 extremely easy for magic users as the player can simply hit-and-run Araxxor by utilizing the whole arena to their advantage.
Phase 4[edit | edit source]
Araxxi[edit | edit source]
The phase begins with a cutscene showing Araxxor walking over to the final platform, with the player(s) following him by grabbing onto one of his legs. Once he reaches the centre of the platform, the spider from above, Araxxi, will crash down on top of Araxxor and kill him, consuming his essence before fighting the player(s). Any Storm Shard stacks on Araxxor when he is defeated carry over to Araxxi, but the amount is halved. Any spiders that are in the phases 1-3 area (combat, support, or just miscellaneous spiders) will automatically die a few seconds after Araxxi spawns.
It is highly advised to kill off all combat spiders before Araxxi becomes attackable, as failing to do so will cause them to be transferred over as Araxxi's minion reinforcements, who deploys them differently compared to Araxxor. This also includes spiders summoned from the egg drop attack, although if the top path is closed when this occurs, they take lowest priority, only being summoned once all the acid is absorbed.
If the player has not killed Araxxi three times, the cutscene is significantly longer, lasting until Araxxi has devoured Araxxor and becomes attackable. The player will lose a significant amount of adrenaline unless an adrenaline urn is used. Once this cutscene is lifted, the player can prepare up during the phase transition and an adrenaline urn becomes unnecessary. If the player's equipment does not have the Venomblood perk, it is advised to bring an antipoison++ potion or flask for this phase, regardless of Araxxor's style.
Araxxi is similar to Araxxor, but possesses different combat stats - her Attack, Ranged and Magic levels are level 90 (Araxxor has 99) and Defence level 80. Her attacks are still fairly accurate however, and she makes up for the lowered stats with the ability to greatly increase the damage of her auto-attacks as the fight progresses. Despite her "Nothing" weakness, Araxxi's affinities effectively makes her weakest against melee, with a Melee affinity of 60, Ranged affinity of 55 and Magic affinity of 40. She is also susceptible to the effects of the Hexhunter bow. Araxxi attacks with all three combat styles, attacks faster than him and also copies the effects of his magic and ranged attacks. When within melee distance, she will only attack with magic and melee attacks at random without regard to her target's prayers/curses. When her target is not next to her, she will primarily attack with magic, although she will use ranged if she senses her target protecting from magic attacks. This effect also applies if she is using ranged and her target is protecting from ranged attacks, in which she will return to magic instead. As the attacks are basically copied from Araxxor, Araxxi's magic attack travels faster than her ranged one.
Changing prayers is the most effective way to reduce the damage of Araxxi's attacks. Araxxi's magic attack moves faster than the ranged attack, which poses a difficulty in prayer switching. To mitigate this, stand at least 4-5 tiles away from Araxxi, which makes prayer switching easier.
Experienced players can prayer flick between Protect/Deflect Magic and Soul Split - as Araxxi reacts after she senses her attacks are being prayed against, by having Soul Split active, she will only use magic attacks. The attack travels longer than her attack speed (2.4 seconds), and by reacting to the attack just before it hits the player, Araxxi will believe her target isn't praying against her attacks, which will cause her to attack with magic again. Pulling this off consistently will save a considerable amount of food, but be prepared for the occasional ranged attack if reflexes are too slow.
Araxxi has access to Araxxor's cleave, cobweb and cocoon mechanics, along with path-specific mechanics. The path-specific mechanics always take first priority. She cannot perform a special attack consecutively, so one path-specific mechanic is followed up with another one (if applicable) or standard special attack. When path-specific mechanics are exhausted, Araxxi will often perform a cleave attack compared to cobweb and cocoons.
Though Araxxi does not move from the center of the arena and is essentially a solid object, if the player is underneath her (before she becomes attackable), Araxxi will stun and bind them for 6 seconds.
When the transition occurs, the player can leave combat and then use a non-targeting ability to get back into combat without losing adrenaline. This enables eating without losing adrenaline until Araxxi is attacked.
Path 1 Open[edit | edit source]
When the top path is open, Araxxi can call in spider minions to assist her in battle if they were not depleted while fighting Araxxor. Though Araxxi's minions can generally follow the same order as Araxxor's, there is a slight chance for this order to be thrown off, such as a support spider in the final set of spiders, or no support spiders in one of the first three sets summoned. Therefore, it is best to focus on spider minions immediately as soon as they appear, to reduce the chances of hitting Araxxi when a mirrorback spider appears and causing massive reflect damage. Araxxi will almost always cleave after calling minions, which can spike her enrage.
If the mirrorback spider spawns early, immediately take it out and focus on Araxxi while ignoring the other spiders temporarily. It is more important to reduce her health to 50,000 so that she cannot call in further reinforcements. The remaining minions can then be taken out once this is achieved.
When the top path is open with the bottom path, spider minions take immediate priority as Araxxi's first special attack. If the middle path is open with the top path (but the top path was taken), it is highly recommended to damage Araxxi down to 50,000 health before the first set of spider minions spawn, as the time it takes to deal with the spiders will result in Araxxi absorbing a second set of acid if the middle path was not taken.
Path 2 Open[edit | edit source]
When the middle path is open, Araxxi will absorb any leftover acid from the pool that Araxxor did not carry. Araxxi can absorb 25 to 75 units of acid at a time, though she most commonly does so in batches of 50 units. There is no further threat from this mechanic outside of increased damage, but it is still recommended to reduce her health to 50,000 quickly so she doesn't absorb a second batch of acid.
Almost always Araxxi will start the phase by absorbing acid. It cannot be used consecutively, so there is a minimum gap of ten auto-attacks to reduce her health to 50,000 before she absorbs the second set of acid.
When the middle path is open, it takes immediate priority as Araxxi's first special attack, regardless if the top or bottom path is open alongside it.
Path 3 Open[edit | edit source]
When the bottom path is open, Araxxi can temporarily turn the area dark like Araxxor does during phase 3, with the beam of light around her location. Since Araxxi cannot be walked under, if the light spawns across from the player in low or moderate enrage, it is safe to ignore it, but it should be moved to on higher enrage. The damage caps at 100 below the maximum damage dealt during phase 2, though it still caps at 1,000 damage.
Strategy[edit | edit source]
Prioritise switching between protection prayers. Continue counting her standard attacks and casting Freedom/Anticipation to reduce the potency of her cleave and cocoon attacks. Due to the increased attention that is needed to be paid during this phase, Revolution can be used to automatically activate abilities.
The seren godbow is incredibly useful for maging and ranging users as Araxxi is considered to be a blocked 5x5 monster. This means that the center tile Araxxi occupies serves as the starting point for the first arrow of the special attack, and the remaining four are almost always guaranteed to hit because of this. The high damage dealt from the godbow ensures that Araxxi can be phased straight to 50,000 life points in very little time.
When Araxxi reaches 50,000 life points, she becomes enraged and stops using special attacks. She begins gaining 1% enrage after every 2 autoattacks used. She also gains a soft damage cap. If the player(s) are fast enough to reduce Araxxi's health to the halfway point, they can prevent her from summoning remaining spiders or absorbing leftover acid which can complicate the fight.
At 25,000 life points (35,000 in duos), Araxxi gains 20% enrage, removes her soft damage cap, subtracts the player's adrenaline by 50%, and releases a black sludge ball (2 balls of sludge in duos). Players are greeted with the messagewhen this occurs. The sludge bounces around the player a minimum of five times; on the sixth and subsequent bounces, the sludge will track the player down. Sometimes, the sludge can hit early, well before the fifth bounce, although this is due to the sludge moving on the tile the player was in. If the sludge hits the player, then it deals hard typeless damage, which increases in strength after every successful hit. The sludge's bounce count is also reset after every successful hit.
Reprisal works well against this sludge since by the end of this ability, will the ability's damage stored to help kill off Araxxi. Phoenix necklaces are also useful depending on her enrage level.
Any spider minions still alive will automatically die once Araxxi is killed and converted into a chest form. It is important not to die just as she dies, as doing so will cause the rewards to be lost, although this does not increase Araxxor's enrage on the next encounter. The primary cause of simultaneous death is when one of Araxxi's attacks is travelling to the player and hits within a second as she dies; any other attack that takes more than a second will not damage the player. It is recommended to have at least 6,000 health when she dies so that if an attack does hit the player, they will be able to survive it.
Before looting Araxxi's corpse, make sure to have tier 4 or higher luck active.
Once the rewards have been claimed, the player may leave the hive by interacting with her corpse, which will bring them outside the hive entrance. It is better to simply return to War's Retreat after each kill, utilising the altar and adrenaline crystals to start off each kill with a healthy familiar and 100% adrenaline.