# Strategies for Arch-Glacor

## Recommended levels and equipment

Level recommendations
It is recommended to have at least level 80+ in your chosen combat style (Attack & Strength, Ranged or Magic).
It is recommended to have at least level 70+ Defence.
Gameplay
If you deal low damage use protect from magic or deflect magic.
If you deal high damage, you can use soul split during the fight instead of protection prayers.
You need to keep auto-retaliate off, because you need to run around and stop attacking during Pillars of Ice.
Equipment recommendations
This boss has no particular weakness, so you can use any combat style during this fight.
Use tier 80 weaponry or better
(see recommendations).
Use the best combat potion that you have to increase your hit chance and damage. At least super potions are recommended.
Reward boosts
Completing the City of Senntisten quest and creating the Pontifex shadow ring unlocks Elder trove drops, while worn or overcharged. Upgrading the ring unlocks higher-tier troves.
Completing the Extinction quest and creating the Enriched pontifex shadow ring grants a 2% increase to unique drops at this boss, while worn or overcharged.
Optional boosts
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
This boss counts as a slayer task for 'Glacors'. The slayer helmet provides additional damage and accuracy if you are on task.
This boss is poisonable, and cinderbane gloves and weapon poisons deal additional damage.
The overcharged Pontifex shadow ring has a passive effect that makes your protection prayers 10% stronger against basic attacks (60% total damage reduction).
The Seren godbow's special attack is at maximum strength against this target with all combat styles as it is a blocking 5x5+ target.

Level recommendations
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged or Magic).
It is recommended to have at least level 85+ Defence.
At least 95 and ancient curses are highly recommended to improve your damage.
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 .
Augmented gear with advanced perks is recommended at 120 .
Gameplay
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
You are teleport-blocked within this boss arena. Use the ring of death or practice mode to reduce death costs.
You need to keep auto-retaliate off, because you need to run around and stop attacking during Pillars of Ice.
Equipment recommendations
Use tier 90 weaponry or better
(see recommendations).
You require a shield or defender/rebounder/repriser switch as you can optionally Barricade during Pillars of Ice and Reflect the Frost Cannon.
Super adrenaline potions are life-saving as they can restore 30% adrenaline so you can Devotion against the Frost Cannon.
Reward boosts
Completing the City of Senntisten quest and creating the Pontifex shadow ring unlocks Elder trove drops, while worn or overcharged. Upgrading the ring unlocks higher-tier troves.
Completing the Extinction quest and creating the Enriched pontifex shadow ring grants a 2% increase to unique drops at this boss, while worn or overcharged.
Optional boosts
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
This boss is poisonable, and cinderbane gloves and weapon poisons deal additional damage.
The overcharged Pontifex shadow ring has a passive effect that makes your protection prayers 10% stronger against basic attacks (60% total damage reduction).
The Seren godbow's special attack is at maximum strength against this target with all combat styles as it is a blocking 5x5+ target.

## Strategy

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: ${\displaystyle 5{,}000m^{2}+35{,}000m+65{,}000}$, where ${\displaystyle m}$ 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

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).

Auto-attack

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.

Creeping Ice

1. 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.
2. 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.
3. If the player gets caught in the big icicles, they will be pushed towards the middle and take melee damage in the process.
4. The icicles eventually come to a stop, leaving a strip of eight game squares wide for the player to use.
5. After having been stationary for approximately 9.6 seconds, the icicles shatter.

Configuration: This mechanic is always enabled and cannot be disabled.

Strategy:

1. If there is ice creeping in from both sides, run to the middle zone that is free of ice
2. If there is ice creeping in from only the left/right side, run or surge to the other end of the bridge
3. This mechanic is very important to take note of since it indicates three of the five togglable mechanics based on distance and direction.

Glacyte Minions

1. 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.
2. Players will have the Freezing Blood debuff until all the minions are killed.
3. The minions are level 105 with 2,500 health and are easily killed.
4. As long as any of the minions are alive, the Arch-Glacor is immune to damage.
5. 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.

Strategy:
Whenever the Arch-Glacor summons glacytes, stop attacking it and attack the glacytes using AoE abilities:

1. For Ranged you can use: Mechanised chinchompas, or Ricochet and Bombardment
2. For Magic you can use: Ancient Magicks' area of effect capabilities, or Chain Dragon Breath and Detonate

Flurry

1. For roughly 15 seconds, the boss will execute a flurry of random attacks that consist of ranged and magic.
2. Successfully praying against these attacks will block more damage than usual (prayer damage reduction is boosted by 15%).
Message:
• The Arch-Glacor focuses its attacks!
• React to its attacks accordingly!
• A flurry of attacks, incoming!
• Prepare for a barrage!
• Its changing its attack pattern!
• Faster attacks incoming!
Strategy:
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
Animation
Indication The boss raises one arm forward and conjures up green energy balls. The boss raises one arm backward WITHOUT green energy balls.

Pillars of Ice

1. The Arch-Glacor will perform Creeping Ice from the east.
2. When the ice covers around 75% of the bridge, the boss will conjure a moving beam of light (known as Sheer cold).
3. A second beam will spawn just as the creeping ice shatters, always to the west.
4. 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.
5. All of the beams disappear after around 20 seconds

Message:

• Dodge the ice beams!
• Run, world guardian!
• From above!
• The air grows colder yet!

Strategies:

Strategy Adrenaline required Works in Hard Mode
1. Simply dodge the moving beams of light by running or surging away from them.
2. Continue attacking the boss if possible.
0%
1. Simply dodge the moving beams of light by running or surging away from them.
2. Attack the boss with basic abilities and build to 100% adrenaline
3. Once 3 beams appear and surround you, switch to a shield and use Barricade
100%

Exposed Core

1. The Arch-Glacor will perform Creeping Ice on both sides.
2. It will collapse onto the bridge, and its icy core will pop out. Its arms enclose the player in a small region.
3. Players have the Hoary Chill debuff that increases with every hit from the core.
4. 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.
5. 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.
6. The Arch-Glacor does not attack, but is immune to attacks until the player breaks free.

Message:

• Its a trap, get away from the heart!
• The exposed core is certain death, I suggest a quick exit!
• You cannot be in such close proximity to its core!

Strategy:

1. Click on any arm and quickly destroy it.
2. The player should improve their DPS or weapons if they cannot clear this mechanic in time.
3. Soul Split can be optionally used.
Left arm Right arm
Weak to Fire spells or Magic Crush attacks or Melee
Attacking image

Frost Cannon (one-shot mechanic)

1. 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.
2. Upon enclosing a specific area, the Arch-Glacor will transform into a cannon and charge up a powerful blast of energy at this location.
3. This blast deals a single instance of massive magic damage which can instantly kill the player if more mechanics are enabled.
4. 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.

Message:

• Steel yourself!
• Fortify yourself!
• Its charging.. so much energy!
• It's that giant beam!

Strategies:

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

### Overview

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

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.

Glacyte Minions
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.

Strategy:

• Whenever the Arch-Glacor summons glacytes, stop attacking it and attack the glacytes using AoE abilities:
• 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.

Notes:

• 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.

Flurry

The Arch-Glacor will begin attacking with random combat styles. As in normal mode, it uses magic and ranged, but is now capable of adding melee attacks into the fray.
Strategy:

• 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
Animation
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.

Tips:

• 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[1], 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.

Strategies:

• 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.

Exposed Core

Strategy:

• 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
Attacking image

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.

Strategies:

1. Activate Deflect Magic if it is not already active
2. Activate Devotion
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.
1. Drink a Super adrenaline potion
2. Activate Deflect Magic if it is not already active
3. Activate Devotion
20% This is the second easiest method and requires very low adrenaline.
1. Activate Deflect Magic if it is not already active
2. Activate Limitless
3. Activate Devotion
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%
1. Switch to a shield if one is not already equipped
2. Activate Barricade (recommended if not on cooldown), or
Immortality (last resort)
100% This is not recommended unless Devotion is on cooldown, since it depletes highly valuable adrenaline completely.
1. Drink a Powerburst of vitality (optional)
2. Activate Deflect Magic
3. Activate Disruption Shield
4. Switch to a shield
5. Activate Resonance
6. Activate Reflect and finally,
7. Activate Debilitate[2]
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:
1. Using Ancient Magicks with 99 Magic and additional runes for Spellbook Swap, or
2. Not using Magic for the kill, as the Lunar spellbook is otherwise required.
1. Switch to a shield
2. Activate Deflect Magic if it is not already active
3. Activate Reflect or Shield Dome against the first two hits
4. Deactivate Deflect Magic
5. Activate Resonance or Divert against the last hit
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.

Notes:

• 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.

Notes:

1. ^ Remember to deactivate any protection prayers or curses as these will halve the healing effect of Resonance.
2. ^ A Powerburst of vitality can substitute either Reflect or Debilitate but is not recommended due to its short duration and reliance on having moderately high health prior to consumption.

### Life points

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.

Templates used Arch-Glacor LP
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Below is a table of life point values at (mostly) incremental enrage values of 500%.

Life point values for the Arch-Glacor, Icy arm (right) and (left), Glacytes, and Bolstered Glacyte
Enrage Life points
Arch-Glacor Icy Arm (right)
Icy Arm (left)
Glacyte (melee)
Glacyte (magic)
Bolstered Glacyte
0% 370,000 32,500 13,500 N/A
100% 444,000 32,500 13,500 N/A
250% 555,000 32,500 13,500 27,000
500% 740,000 32,500 13,500 27,000
1,000% 1,110,000 32,500 13,500 27,000
1,500% 1,480,000 32,500 13,500 27,000
2,000% 1,850,000 32,500 13,500 27,000
2,500% 2,220,000 32,500 13,500 27,000
3,000% 2,590,000 81,250 40,500 81,000
3,500% 2,960,000 130,000 67,500 135,000
4,000% 3,330,000 178,750 94,500 189,000

The relation of their life points, ${\displaystyle {\text{LP}}}$, as a function of enrage, ${\displaystyle {\text{E}}}$ can be expressed in the following way:

• ${\displaystyle {\text{LP}}_{\text{Arch-Glacor}}=370{,}000+3{,}700\cdot \left\lfloor {\text{E}}/5\right\rfloor }$
• ${\displaystyle {\text{LP}}_{\text{Icy Arm}}={\begin{cases}32{,}500&{\text{if E}}\leq 2{,}500\\32{,}500+325\cdot \left\lfloor \left({\text{E}}-2{,}500\right)/3.33\right\rfloor &{\text{if E}}>2{,}500\end{cases}}}$
• ${\displaystyle {\text{LP}}_{\text{Glacytes}}={\begin{cases}13{,}500&{\text{if E}}\leq 2{,}500\\13{,}500+135\cdot \left\lfloor \left({\text{E}}-2{,}500\right)/2.50\right\rfloor &{\text{if E}}>2{,}500\end{cases}}}$
• ${\displaystyle {\text{LP}}_{\text{Bolstered Glacyte}}={\begin{cases}{\text{N/A}}&{\text{if E}}<250\\27{,}000&{\text{if 250}}\leq {\text{E}}\leq 2{,}500\\27{,}000+270\cdot \left\lfloor \left({\text{E}}-2{,}500\right)/2.50\right\rfloor &{\text{if E}}>2{,}500\end{cases}}}$