Strategies for Arch-Glacor
Recommended levels and equipment[edit | edit source]
Strategy[edit | edit source]
The Arch-Glacor has numerous attacks at its disposal. In part due to its massive strength, six of Gielinor's greatest mages have banded together to help repel the powerful creature. In order to enable/disable a mechanic, you must talk with the relevant mage who handles the mechanic, or click the buttons on the overhead panel. Creeping Ice is always enabled.
Unlike the other bosses, the Arch-Glacor is a unique fight intended to introduce players to bossing and making use of defensive abilities. The boss comes with six mechanics, but five of these are togglable. By enabling more mechanics, the fight becomes harder, but the rewards will also increase. The boss's health is tied to the mechanics - the more active, the more health the boss has, which caps at 365,000, specified by this equation: , where is the number of mechanics enabled (not including Creeping Ice), meaning the boss will have between 65,000 and 365,000 life points.
Deaths in normal mode fights are considered safe; Azzanadra will teleport the player out if this occurs, which overrides any active signs of life, and hardcore ironmen players will not lose a life. The player may also teleport out themselves if they choose to.
The Arch-Glacor is a customizable fight in which players can fight the boss with as many mechanics as desired. This affects the boss' health. If the player wishes to enable or disable mechanics, use the five mages outside by either right-clicking or talking to them; Ariane handles the Glacyte Minions, Charos the Frost Cannon, Enakhra the Exposed Core, Akthanakos the Pillars of Ice, and Arianwyn the Flurry mechanic.
The boss itself is mostly weak, even with all five mechanics active as it is meant to introduce the player to bossing and the various mechanics other bosses have. The boss must use all available mechanics before using them again if applicable - in a set of all active mechanics, if minions are the first mechanic used, it cannot be used again until the other four have been used. The boss can use these attacks consecutively, but only for the last mechanic of that set. While uncommon, players should still be prepared for them. A full rotation (all five togglable mechanics enabled) takes around 1 minute and 45 seconds to 2 minutes to fully complete.
Attacks[edit | edit source]
In easy-mode these attacks are individually configurable, but in hard-mode all of these are enabled.
The same special attacks can occur back-to-back, including the one-shot mechanic (Frost Cannon).
The Arch-Glacor swings either of its arms up and launches a magical attack at the player.Configuration: This mechanic is always enabled and cannot be disabled.
- The Arch-Glacor will create rows of icicles from the east and west of the aqueduct, slowly encroaching towards a randomly selected spot in the middle of the platform.
- Trios of small icicles will fly through the middle of the platform as a visual indicator for their direction and how far they will go.
- If the player gets caught in the big icicles, they will be pushed towards the middle and take melee damage in the process.
- The icicles eventually come to a stop, leaving a strip of eight game squares wide for the player to use.
- After having been stationary for approximately 9.6 seconds, the icicles shatter.
Configuration: This mechanic is always enabled and cannot be disabled.
- If there is ice creeping in from both sides, run to the middle zone that is free of ice
- If there is ice creeping in from only the left/right side, run or surge to the other end of the bridge
- This mechanic is very important to take note of since it indicates three of the five togglable mechanics based on distance and direction.
- The Arch-Glacor will slam both arms and summon four glacyte minions, two melee and magic. The batch of minions appear in one of four pre-determined spawn spots; the magic minions are closer to the centre, while the melee minions are always placed behind them.
- If minions spawn to the east, the melee minions will break from formation if the player is also east.
- Players will have the Freezing Blood debuff until all the minions are killed.
- The minions are level 105 with 2,500 health and are easily killed.
- As long as any of the minions are alive, the Arch-Glacor is immune to damage.
- After the glacyte dies, they might leave behind an "unstable core" which can be shattered to deal ~2,500 soft typeless damage onto the Arch-Glacor when the barrier is dispelled.
Whenever the Arch-Glacor summons glacytes, stop attacking it and attack the glacytes using AoE abilities:
- For roughly 15 seconds, the boss will execute a flurry of random attacks that consist of ranged and magic.
- Successfully praying against these attacks will block more damage than usual (prayer damage reduction is boosted by 15%).
Since this attack lasts a long time, its the perfect opportunity to use Death's Swiftness or Sunshine.
|Ranged attack||Magic attack|
|Prayer required||Deflect Missiles||Deflect Magic|
|Indication||The boss raises one arm forward and conjures up green energy balls.||The boss raises one arm backward WITHOUT green energy balls.|
- The Arch-Glacor will perform Creeping Ice from the east.
- When the ice covers around 75% of the bridge, the boss will conjure a moving beam of light (known as Sheer cold).
- A second beam will spawn just as the creeping ice shatters, always to the west.
- These beams follow you around, and getting hit by it deals moderate damage and drains your prayer by 8% of the maximum amount per hit.
- All of the beams disappear after around 20 seconds
|Strategy||Adrenaline required||Works in Hard Mode|
- The Arch-Glacor will perform Creeping Ice on both sides.
- It will collapse onto the bridge, and its icy core will pop out. Its arms enclose the player in a small region.
- Players have the Hoary Chill debuff that increases with every hit from the core.
- While the core deals very little damage at first, if the player is stuck inside too long, it will begin to increase in damage and kill the player in a few ticks. These hits are dealt as standard magic attacks.
- The player(s) must break one of two arms to force the boss to reabsorb its core and end the mechanic. The right arm is weak to crush attacks, while the left arm is weak to fire spells.
- The Arch-Glacor does not attack, but is immune to attacks until the player breaks free.
- Click on any arm and quickly destroy it.
- The player should improve their DPS or weapons if they cannot clear this mechanic in time.
- Soul Split can be optionally used.
|Left arm||Right arm|
|Weak to||Fire spells or Magic||Crush attacks or Melee|
- The Arch-Glacor will perform Creeping Ice, starting either from the east, west or both sides at once. If the ice starts from the west side it will always be a Frost Cannon attack. If it starts from both sides and meets in the middle it will either be a Frost Cannon or Exposed Core; if it is a Frost Cannon there will be a delay before it activates, giving one time to prepare if they are under one of the given Adrenaline thresholds mentioned below.
- Upon enclosing a specific area, the Arch-Glacor will transform into a cannon and charge up a powerful blast of energy at this location.
- This blast deals a single instance of massive magic damage which can instantly kill the player if more mechanics are enabled.
- In normal mode this attack's damage scales with the number of mechanics. At 1 mechanic it hits around 7,000 damage, and with 5/5 mechanics it will deal around 16,000-21,000.
|Use Deflect Magic and Devotion (easiest method)||50%|
|Use Deflect Magic and Powerburst of vitality (4) (try to have full life)||0%|
|Switch to a shield and use Barricade or Immortality (last resort)||100%|
|Switch to a shield and use Resonance||0%|
|Switch to a shield and use Reflect and Powerburst of vitality (4)||50%|
Hard mode[edit | edit source]
Overview[edit | edit source]
In order to access hard mode, the player must defeat the Arch-Glacor at least once in normal mode, with all mechanics active in a solo encounter with the instance set at 1 player.
In Hard Mode, the Arch-Glacor becomes much stronger now that Azzanadra is not restraining the creature's raw power. It functions similarly to Telos, the Warden, in that it possesses enrage and a seed loot system. All of its special attacks are further enhanced in hard mode compared to normal mode, listed below.
Like Telos, hard mode Arch-Glacor mostly relies on streaking in order to get the best rewards and requires use of defensives as its enrage increases. For equivalent enrage levels, the Arch-Glacor is significantly easier than Telos (at least below 1000%), but inverses and becomes far more challenging than Telos past 1500%. The Arch-Glacor's stats remain the same as in normal mode.
Like Telos, the Arch-Glacor's life points scale with enrage. It starts off with 370,000 health and gains 3,700 additional health for every 5% of enrage accumulated. Unlike Telos, the Arch-Glacor's life points do not have a cap. At 4000% enrage, it has 3,330,000 life points. Likewise, the damage dealt from most mechanics is also increased.
Special attacks[edit | edit source]
In Hard Mode all of these mechanics are enabled.
As in normal mode, any mechanic can be used back-to-back, so long as it has not already been used in the current cycle. A cycle begins with the first mechanic chosen at random, after that the other four are selected at random until the fifth mechanic has been used. At this point, a repeat mechanic may be used, as it begins the next cycle. As such, mechanics cannot be used back-to-back-to-back.
The Arch-Glacor summons two magic and melee glacytes that provide it with a massive damage reduction buff until they're killed. Compared to normal mode, these glacytes have significantly more health.
- Whenever the Arch-Glacor summons glacytes, stop attacking it and attack the glacytes using AoE abilities:
- For Melee, one can use Hurricane, Quake and Cleave (two-handed), or Flurry or Greater Flurry and Bladed Dive (dual-wield). It is recommended to bring a dual-wield switch if using a two-handed weapon, as Hurricane, Quake and Cleave may not be enough damage to kill all of the minions. Bladed Dive also has additional utility in that it can be used to finish off any remaining glacyte minions, with its cooldown refreshing each time one is killed.
- For Ranged one can use: Mechanised chinchompas, or Ricochet or Greater Ricochet, and Bombardment
- For Magic one can use: Ancient Magicks' area of effect capabilities, or Chain or Greater Chain, and Dragon Breath and Detonate
- Minions can be particularly problematic depending on the mechanics used beforehand - the instant damage immunity often wastes adrenaline and is infamous for interrupting large amounts of damage against the boss.
- At encounters of 250% enrage and higher, a bolstered glacyte will appear among them if the boss has been damaged.
- If it is used as the first mechanic at the start of the encounter, this glacyte will not appear.
- This minion always spawns in the centre of the platform.
- The animation can override the boss's attack animation, so watch the boss carefully.
- In encounters of 250+ enrage, if the bolstered glacyte appears, it is advantageous to lure it to the other four glacytes so all five can be hit with AoE.
- It is important to keep damaging or let the melee glacytes, including the bolstering, attack the player to ensure they don't heal themselves to full as a result of being out of combat (10 seconds), though in most cases this should not be an issue.
- This mechanic itself is not much of a threat below 2500% enrage, as their health only starts scaling above it, and at higher enrages, a different method is required to kill them.
- Unstable glacyte cores clicked before all minions are killed, including the bolstered glacyte, will reduce damage dealt to the Arch-Glacor to around 50 each, potentially losing around 10,000 free damage to the boss.
- Since this attack lasts a long time, this is the perfect opportunity to use Death's Swiftness or Sunshine.
- At low enrages, it is not recommended to use Berserk unless one has a shield or defender on them to Resonance back some health, and possibly combine its effect with Reflect to rebound additional damage.
- At high enrages, Berserk should be avoided entirely.
|Ranged attack||Magic attack||Melee attack|
|Prayer required||Deflect Missiles||Deflect Magic||Deflect Melee|
|Indication||The boss raises one arm forward and conjures up green energy balls.||The boss raises one arm backward WITHOUT green energy balls.||The boss slams the bridge with one arm and swipes towards the player.|
- At higher enrages, it is extremely important to prayer flick all attacks in Flurry as they will deal extremely high, if not outright fatal damage.
- Depending on enrage and mechanics on hand, there are a variety of methods that may be used to get through Flurry safely. With a shield or defender, Reflect can be incredibly helpful to rebound damage to the boss while also mitigating half of it. At low to medium (up to 200% or so) enrages, using this coupled with Debilitate and potentially Resonance, one can relatively safely use Soul split during this mechanic.
- Consecutive flurries are not problematic on low enrages, and are actually beneficial despite the increased damage, as they give one more time to damage the boss freely without dealing with additional mechanics.
Pillars of Ice
The Arch-Glacor summons pillars of ice as usual in normal mode; however, a third beam will appear shortly after the creeping ice cracks. This beam will also drain 1% adrenaline for each hit it inflicts.
- It is important not to get hit by the pillars as they will begin dealing serious damage at higher enrage; getting hit by one will often result in high damage if not instant death due to the beam's rapid application of damage.
- The damage is considered hard typeless, thus no defensive abilities aside from Barricade will mitigate the damage.
- Move to the north or south-western corner (from the compass) and wait for the pillar to spawn.
- The pillar will prioritize aiming the player based on row rather than column, so the longer the player can stay on their current row, the more space there will be to dodge when moving across.
- After the pillar gets close enough, run north and then east.
- The second pillar that appears after the ice will likely need to be surged past.
- The third pillar that appears has an erratic spawn like the first so it is important to not get pinned by this one especially if the second pillar is very close.
- Do not run too far east as the boss will waste no time in immediately performing a special attack, most of which will spawn icicles to push the player back and potentially into a pillar.
- Like the minions mechanic, the summoning animation will override the boss' attack animation, so watch the boss closely to make sure it does not attack.
- Below 2500% enrage, this mechanic does not pose much of a threat, even when used consecutively. It does significantly delay kill times like the minions.
- Above 2500% enrage, the mechanic will need to be handled differently as the arms will begin to gain more health, leaving the player at risk of being frozen to death by the core.
- The core's damage is consistent across all enrage levels.
- Depending on enrage and time, the player can apply a vulnerability bomb to both the boss and the targeted arm at the same time.
- Aim for the square of the aqueduct forming the corner between the arm and the Arch-Glacor. This is far easier and more consistent with its right arm compared to the left.
- If the player stands on either of the southern-most tiles of the arena (closest to the Arch-Glacor), Flanking will deal extra damage to either arm.
|Left arm||Right arm|
|Weak to||Fire spells or Magic||Crush attacks or Melee|
Frost Cannon (one-shot mechanic)
Like in normal mode, the Arch-Glacor charges up for a powerful blast of ice energy at the player. However, in hard mode, this attack will hit three times and apply a six second stun and bind if not stun-immune.
|50%||This is the easiest method to prevent all damage. If a second cannon is used within 60 seconds, one will have to either use an alternative method or rely on the Devoted and/or Enhanced Devoted perks to activate.|
|20%||This is the second easiest method and requires very low adrenaline.|
|15%||This is the lowest adrenaline requirement to fully block damage in Hard Mode. Using Anticipation to nullify the stun, prior to activating Limitless, reduces the required adrenaline to 7%|
|100%||This is not recommended unless Devotion is on cooldown, since it depletes highly valuable adrenaline completely.|
|42%||This should only be used as a last-ditch effort and is not recommended unless Devotion is on cooldown and one cannot get to 100% adrenaline in time. This can only be used if one has unlocked Disruption Shield from the Livid Farm and is either:|
|50% and 6,000||This requires very quick reflexes due to the extremely short time between the cannon's 3 hitsplats, but essentially nullifies the first two hits. Approximately 6,000 LP are needed in order to survive the first two hits.|
- Freedom/Anticipation must be used before the damage registers to prevent the stun and bind, the latter being preferable because it also reduces damage taken by 10%.
- While this can be done the opposite way (Resonance the first hit and tank the other two), it is not recommended as it leaves the player on low health, which can be problematic on higher enrages.
- The cannon's damage is consistent on all enrage levels.
Life points[edit | edit source]
The life points of the Arch Glacor, Icy Arm (right) and (left), Glacytes, and Bolstered Glacyte scale with enrage. All but the life points of the Arch-Glacor remain constant up until 2,500% enrage. Above 2,500% enrage, they too will have increased life points.
template = Arch-Glacor LP form = batcalcin result = batcalcout param = enrage|Enrage (%)|0|int|0-4000||
|The result will appear here when you submit the form.|
Below is a table of life point values at (mostly) incremental enrage values of 500%.
|Arch-Glacor|| Icy Arm (right)
Icy Arm (left)
| Glacyte (melee)
The relation of their life points, , as a function of enrage, can be expressed in the following way: