Strategies for Dragonkin Laboratory

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This article is a strategy guide for Dragonkin Laboratory.
Information on mechanics, setups, and tactics is on this page.
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The Dragonkin Laboratory is a large underground complex that houses the Black Stone Dragon.

Starting out at the Dragonkin Laboratory[edit | edit source]

A map of the laboratory.

As the second installment in the Elite Dungeons series, the Dragonkin Laboratory is contained within a singularly-generated, instanced map area. Like the other elite dungeons, the Dragonkin Laboratory features chests into which players' loot is automatically stored, and obstacles in the form of magical barriers that limit progression when navigating the area. These barriers can only be dispelled by killing enemies "tied" to that barrier; normally, these enemies are located proximal to the barrier they defend.

All of the dragons in the Dragonkin Laboratory can be killed for their respective slayer assignments, so the Dragon Slayer perk applies. The generic "Dragons" task from Laniakea allows the slayer helm to be used on all draconic enemies in the dungeon, including the three bosses themselves, and is highly recommended as it speeds up every draconic section in the laboratory. Dragonbane ammunition may also be used, but is generally discouraged due to their uselessness, as accuracy is not a problem, and they provide poor damage against non-draconic enemies.

Each dungeon clear consists of a minimum of 42 dragons (7 red, 9 celestial, 15 black and 11 gemstone dragons), which also includes the bosses themselves.

Mechanised chinchompas provide AoE damage, which is useful at many points and Seren godbow's special attack is effective against various large monsters in the dungeon. Effects such as these make ranged an easy viable option in this elite dungeon, although magic results in faster runs due to Vulnerability and 4 tick auto attack. Melee suffers from severe accuracy issues against the celestial dragons and inexperienced players may have issues dealing with boss mechanics and the first section of the dungeon, but it is otherwise effective for the rest of the dungeon.

The dungeon features several lava strykewyrms that count for lava strykewyrm assignments. These lava strykewyrms do not drop searing ashes or tier 85 weapon pieces, but can be used to acquire souls for ushabtis as a much safer alternative compared to the wilderness ones, though Astellarn needs to be killed first.

The chromatic and gemstone dragons use normal dragonfire which can be reduced with Protect/Deflect Magic, or blocked completely with sufficient antifire protection. The celestial dragons and the bosses themselves do not use dragonfire at all. A single dose of extended super antifire can be used for the whole dungeon, drunk upon reaching the black dragons; its 12 minute timer should be more than enough to clear Verak Lith and the gemstone dragons leading up to the final boss; simply use Protect/Deflect Magic for the red dragons.

If not using any super or extended antifire potion, always keep Protect/Deflect Magic on, especially if multiple dragonfire-using dragons are attacking at or near the same tick. It is safe to flick one dragon if the player goes under or safespots it with a weapon having a range of 8 or higher. Soul Split flicking in general is extremely dangerous without antifire protection, as dragonfire damage cannot be flicked against (being considered hard combat damage), and taking several dragonfire attacks at or near the same tick often results in instant death due to the potentially massive damage taken.

Bosses and minibosses[edit | edit source]

There are three bosses and a varying amount of minibosses which can be encountered in the Dragonkin Laboratory. Minibosses do not have to be killed in order to progress and act much like the common mobs throughout the dungeon. They appear randomly throughout the raid and it is possible to not have specific minibosses in each attempt.

Both bosses and mini-bosses are denoted on the minimap as (Demon flash mobs map icon.png).

Killing either boss or mini-boss yields rolls on their drop tables in addition to 5,000 dungeoneering tokens in normal mode, or 500 in story mode. Mini-bosses share the same drops as common mobs while bosses roll on both a boss drop table and common mob table. The spawns of the mini-bosses are set but their appearance is random. Four mini-bosses are always guaranteed in each attempt.

Killing all the main and mini-bosses will reward the player with 35,000 tokens in normal mode, or 3,500 in story mode.

Bosses[edit | edit source]

Minibosses[edit | edit source]

Recommendations[edit | edit source]

Levels[edit | edit source]

These levels are only a suggestion and are not required to complete this dungeon, especially in duo/trio.

Equipment[edit | edit source]

Gear and presets will vary greatly from player to player depending on skill level and whether they are doing the dungeon in group or solo. This section will document effective presets for varying skill levels and team sizes. Depending on how fast individual runs are and how often the player choose to bank, they may need to adjust the amount of prayer restore in their preset.

Dragon Slayer is a significant DPS boosting perk in the dungeon and is important to have. Recommended: Crackling 3 Dragon Slayer and Biting 2 Mobile on top.

Elder overload salves are helpful as they include an anti-dragonfire effect which applies for many enemies in the dungeon. If you do not have these unlocked, simply pair a elder overload with a super antifire flask.

Players may choose to substitute a full slayer helmet or any of its upgraded variants in the head slot against the dragons in the dungeon; though there are several lava strykewyrms, they aren't that challenging to warrant its use in the dungeon. Astellarn counts as a celestial dragon, Verak Lith as a black dragon and the black stone dragon as a gemstone dragon. Generic dragon tasks from Laniakea allow the slayer helmet to work on all draconic enemies in the dungeon.

NOTE: It is generally recommended to do this dungeon with at least tier 80 weapons but it is possible to make do with lower, especially in group mode. Be aware that upgrading and downgrading based on current gear and comfort level is perfectly fine.

Ranged is arguably the easiest style to learn the dungeon with and can deal better damage than mage. with the inclusion of vulnerability bombs magic is largely made obsolete. Ranged provides players with the ability to use dragonbane ammunition, increasing accuracy and damage against all draconic enemies in the dungeon. However, it's generally better to use other bolts due to the dungeon also containing a significant amount of non-draconic enemies on the main path, along with the more useful effects from enhanced bakriminel bolts. Most of the monsters also attack with magic, so ranged armour can help reduce their hit chance. Ranged also allows for mechanised chinchompas which can significantly speed up progress by killing clumped monsters.

Reckless aura.png
Armadyl helmet.png
Superior scrimshaw of cruelty.png
TokHaar-Kal-Xil.png
Amulet of souls.png
50Ruby bakriminel bolts (e) 5.png
Augmented ascension crossbow.png
Augmented Armadyl chestplate.png
Augmented off-hand ascension crossbow.png
Augmented Armadyl chainskirt.png
Nightmare gauntlets.png
Armadyl boots.png
Ring of death.png
Augmented Shadow glaive.pngRing of vigour.pngAugmented vengeful kiteshield.pngAugmented Off-hand Shadow glaive.png
Elder overload salve (6).pngSuper restore flask (6).pngMechanised chinchompa.png10Corrupted slayer helmet.png
Replenishment potion (6).pngSuper restore flask (6).pngLucky charm (Dragonkin Laboratory).png10Large rune pouch.png
Summoning flask (6).pngSummoning flask (6).pngSailfish.pngLarge rune pouch (purple).png
Augmented abyssal whip.pngAugmented enhanced Excalibur.pngSailfish.pngDominion mine.png20
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Saradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

High level ranged can output high damage and has a smooth run through the entire dungeon. Seren godbow special attack is applicable at several points and the additional effects of bolt switching can provide great benefits throughout the dungeon. Being able to Soul Split flick is important in taking advantage of the Eldritch crossbow special attack, and mechanised chinchompas can be used to AoE the large draconic mobs. This preset assumes a full solo run with one bank in 21-26 minutes so adjust supplies accordingly.

Reckless aura.png
Elite sirenic mask.png
Superior scrimshaw of cruelty.png
TokHaar-Kal-Xil.png
Essence of Finality amulet (or).png
50Ruby bakriminel bolts (e) 5.png
Augmented Blightbound crossbow.png
Augmented elite sirenic hauberk.png
Augmented Off-hand Blightbound crossbow.png
Augmented elite sirenic chaps.png
Nightmare gauntlets.png
Flarefrost boots.png
Ring of death.png
Augmented Eldritch crossbow.pngRing of vigour.pngAugmented ancient repriser.pngAugmented Seren godbow.png
Elder overload salve (6).pngSuper restore flask (6).pngMechanised chinchompa.png10Augmented off-hand ascension crossbow.png
Enhanced replenishment potion (6).pngSuper restore flask (6).pngLarge rune pouch.pngLarge rune pouch (purple).png
Lucky charm (Dragonkin Laboratory).png10Corrupted slayer helmet.pngDominion mine.png20Hydrix bakriminel bolts (e) 5.png100
Augmented khopesh of Tumeken.pngAugmented enhanced Excalibur.pngSaradomin brew flask (6).pngSailfish soup.png
Summoning flask (6).pngSummoning flask (6).pngSaradomin brew flask (6).pngWeapon poison++ (3).png
Summoning flask (6).pngSummoning flask (6).pngSaradomin brew flask (6).png

OPTIONAL

Melee is the most difficult style to tackle the dungeon with, and is not recommended for beginners. Melee will take more damage than the other styles and have very poor accuracy at multiple points in the dungeon. A slayer task for celestial dragons or gemstone dragons is recommended to deal with this. Despite these shortcomings, melee can output tremendously high damage, which is useful for the dungeon's main bosses (especially the black stone dragon and its black hands, which are susceptible to the terrasaur maul), and has access to AoE with a noxious scythe. Because of the damage taken, at least masterwork equipment or malevolent armour is recommended for solo, but Bandos equipment will be fine in a group.

Berserker aura.png
Masterwork helm.png
Superior scrimshaw of vampyrism.png
TokHaar-Kal-Ket.png
Amulet of souls.png
300Armour spikes (alloy).png
Augmented drygore longsword.png
Augmented Masterwork platebody.png
Augmented off-hand drygore longsword.png
Augmented Masterwork platelegs.png
Cinderbane gloves.png
Masterwork boots.png
Ring of death.png
Augmented noxious scythe.pngRing of vigour.pngAugmented malevolent kiteshield.pngAugmented off-hand drygore rapier.png
Elder overload salve (6).pngSuper restore flask (6).pngLucky charm (Dragonkin Laboratory).png10Corrupted slayer helmet.png
Replenishment potion (6).pngSuper restore flask (6).pngLarge rune pouch.pngLarge rune pouch (purple).png
Summoning flask (6).pngSummoning flask (6).pngSailfish.pngDominion mine.png20
Augmented enhanced Excalibur.pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSailfish.png
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Saradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

High level melee is still heavy on food usage but can speed through the dungeon due to the style's high damage potential. Trimmed masterwork equipment helps reduce K.O. potential and has the added benefit of not degrading within the Elite Dungeons. Accuracy on the draconic mobs is still low but the bosses, but the terrasaur maul works well against Verak Lith and the Black stone dragon (although switches will be required to deal with Verak's spires). Greater Barge is helpful due to the frequent downtimes running between groups of enemies and bosses. This preset assumes a full solo run with one bank in 21-26 minutes so adjust supplies accordingly.

Berserker aura.png
Custom-fit trimmed masterwork helm (used).png
Superior scrimshaw of vampyrism.png
TokHaar-Kal-Ket.png
Essence of Finality amulet (or).png
300Armour spikes (alloy).png
Augmented khopesh of Tumeken.png
Augmented Custom-fit Trimmed Masterwork Platebody.png
Augmented khopesh of Elidinis.png
Augmented Custom-fit Trimmed Masterwork Platelegs.png
Cinderbane gloves.png
Custom-fit trimmed masterwork boots.png
Ring of death.png
Augmented Zaros godsword.pngRing of vigour.pngAugmented kalphite defender.pngAugmented noxious scythe.png
Elder overload salve (6).pngSuper prayer flask (6).pngAugmented off-hand drygore longsword.pngAugmented off-hand drygore rapier.png
Enhanced replenishment potion (6).pngSuper prayer flask (6).pngLarge rune pouch.pngLarge rune pouch (purple).png
Lucky charm (Dragonkin Laboratory).png10Corrupted slayer helmet.pngDominion mine.png20Erethdor's grimoire.png
Augmented enhanced Excalibur.pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSailfish soup.png
Summoning flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngWeapon poison++ (3).png
Summoning flask (6).pngSummoning flask (6).pngSaradomin brew flask (6).png

OPTIONAL

Magic's versatility makes it a solid choice to approach this encounter. Vulnerability is helpful throughout the dungeon due to the high health of most of the monsters. although ranged and melee can deal more damage.

Maniacal aura.png
Hood of subjugation.png
Superior scrimshaw of the elements.png
TokHaar-Kal-Mej.png
Amulet of souls.png
Sealed large rune pouch.png
Augmented seismic wand.png
Augmented garb of subjugation.png
Augmented seismic singularity.png
Augmented gown of subjugation.png
Cinderbane gloves.png
Boots of subjugation.png
Ring of death.png
Augmented Wand of the Cywir elders.pngRing of vigour.pngAugmented merciless kiteshield.pngAugmented noxious staff.png
Elder overload salve (6).pngSuper restore flask (6).pngGuthix staff.pngAugmented Virtus book.png
Replenishment potion (6).pngSuper restore flask (6).pngLucky charm (Dragonkin Laboratory).png10Corrupted slayer helmet.png
Summoning flask (6).pngSummoning flask (6).pngSailfish.pngDominion mine.png20
Augmented abyssal whip.pngAugmented enhanced Excalibur.pngSailfish.pngNature rune.png20
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Saradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

High level magic results in fast overall runs of the dungeon and can use ancient spells, 4 tick auto attacking with Spellbook Swap to gain the full benefits of the style. Once you are experienced at the dungeon, you need very little food to clear it quickly, especially if you are 4 ticking Blood Barrage. This preset assumes a full solo run with one bank in 20-25 minutes so adjust supplies accordingly.

Maniacal aura.png
Elite tectonic mask.png
Superior scrimshaw of the elements.png
Completionist cape (t).png
Essence of Finality amulet (or).png
Large rune pouch (pink).png
Augmented wand of the praesul.png
Augmented elite tectonic robe top.png
Augmented ancient lantern.png
Augmented elite tectonic robe bottom.png
Cinderbane gloves.png
Blast diffusion boots.png
Ring of death.png
Augmented staff of Sliske.pngAugmented imperium core.pngAugmented seismic singularity.pngDragon Rider amulet.png
Ring of vigour.pngAugmented khopesh of Tumeken.pngAugmented enhanced Excalibur.png
Elder overload salve (6).pngEnhanced replenishment potion (6).pngGuthix staff.pngDominion mine.png20
Weapon poison+++ (4).pngSpiritual prayer potion (6).pngSpiritual prayer potion (6).pngSpiritual prayer potion (6).png
Lucky charm (Dragonkin Laboratory).png10Spiritual prayer potion (6).pngSpiritual prayer potion (6).pngAugmented Seren godbow.png
Large rune pouch (black).pngSailfish soup.pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Large rune pouch (blue).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png

OPTIONAL

Hybrid with magic and melee results in the fastest potential runs and makes full use of each style's strengths to deal with the various scenarios within the dungeon. Typically this is done on Maniacal aura to bypass hit chance issues on mobs, while melee is used for its' very high damage on bosses. This assumes the player is already comfortable enough to do the entire dungeon with one style consistently fast on no food and are looking to improve their runs even further. High DPS is required and Soul Split flicking becomes very important due to the lack of food. This preset assumes a full solo run without banking in 18-20 minutes so adjust supplies accordingly.

Maniacal aura.png
Corrupted slayer helmet.png
Erethdor's grimoire.png
Completionist cape.png
Essence of Finality amulet (or).png
Large rune pouch.png
Augmented wand of the praesul.png
Augmented elite tectonic robe top.png
Augmented imperium core.png
Augmented elite tectonic robe bottom.png
Cinderbane gloves.png
Silverhawk boots (60).png
Ring of death.png
Dragon Rider amulet.pngRing of vigour.pngAugmented ancient lantern.pngAugmented staff of Sliske.png
Elder overload salve (6).pngSuper prayer flask (6).pngGuthix staff.pngAugmented seismic singularity.png
Enhanced replenishment potion (6).pngSuper prayer flask (6).pngLarge rune pouch (purple).pngLarge rune pouch (red).png
Enhanced replenishment potion (6).pngAugmented khopesh of Elidinis.pngAugmented Zaros godsword.pngDominion mine.png20
Augmented khopesh of Tumeken.pngAugmented enhanced Excalibur.pngCustom-fit trimmed masterwork helm (used).pngAugmented off-hand drygore longsword.png
Summoning flask (6).pngSummoning flask (6).pngAugmented Custom-fit Trimmed Masterwork Platebody.pngWeapon poison++ (3).png
Summoning flask (6).pngSummoning flask (6).pngAugmented Custom-fit Trimmed Masterwork Platelegs.png

OPTIONAL

Invention perks[edit | edit source]

Using good perks on augmented items through Invention and Ancient invention will greatly increase the damage dealt and thus increase overall profit per hour.

This has a level requirement of Invention Invention 103, or Invention Invention 86+ with extreme invention potions. All prices factor in the number of tries required to get each perk at level 103.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Precise 6 1,846,622 for 1 x Small crate (historic) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Off-hand weapon slot.png Off-hand Equilibrium.png Equilibrium 4 717,160 for 2 x Small crate (timeworn) Equilibrium increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank.
Torso slot.png Body Crackling.png Crackling 4 1,113,057 for 0.5 x Large crate (vintage) Crackling periodically zaps your combat target for 50% per rank of your weapon's damage.
Relentless.png Relentless 5 1,113,057 for 0.5 x Large crate (vintage) Relentless gives a chance to prevent adrenaline from being consumed when using abilities.
Legs slot.png Legs Absorbative.png Absorbative 4 591,458 for 2 x Ganodermic gloves Absorbative gives a 20% chance of reducing damage by 5% per rank.
Mobile.png Venomblood.png Mobile + Venomblood 385,423 for 100 x Powerburst of vitality (4) Mobile allows you to Surge twice as often.
Venomblood makes you immune from all poison-damage.
Total cost per set 5,583,851

This has a level requirement of Invention Invention 99 with extreme invention potions. All prices factor in the number of tries required to get each perk at level 99 with extremes.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Genocidal.png Precise 6 + Genocidal 1,846,622 for 1 x Small crate (historic) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Genocidal deals up to 7% extra damage depending on how far you are through your Slayer task.
Off-hand weapon slot.png Off-hand Equilibrium.png Equilibrium 4 717,160 for 2 x Small crate (timeworn) Equilibrium increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank.
Torso slot.png Body Biting.png Mobile.png Biting 2 + Mobile 2,640,499 for 84 x Huge blunt adamant salvage Biting forces a +2% chance per rank to critically hit opponents.
Mobile allows you to Surge twice as often.
Crackling.png Relentless.png Crackling 4 + Relentless 3 4,907,258 for 3 x Hand cannon and 1 x Large crate (vintage) Crackling periodically zaps your combat target for 50% per rank of your weapon's damage.
Relentless gives a chance to prevent adrenaline from being consumed when using abilities.
Legs slot.png Legs Impatient.png Devoted.png Impatient 4 + Devoted 4
(Devoted is optional)
1,898,034 for 0.2 x Virtus wand (level 9+)
2,181,930 for 1 x Zamorak godsword (level 9+)
Impatient gives a 9% chance per rank for basic abilities to generate 3 extra adrenaline.
Devoted has a chance each hit of replicating the Devotion ability for 3 seconds.
Enhanced Devoted.png Enhanced Devoted 4 4,119,123 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 18,310,626

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,167,137 for 1 x Small crate (historic) Turtling increases the duration and cooldown of Barricade by 10% per rank.

The recommended perks for weapon switches are:

Slot Icons Perk Cost Effect
Augmented Sunspear (magic).png: RS3 Inventory image of Augmented Sunspear (magic)Sunspear Planted Feet.png Planted Feet 4,078,711 for 0.5 x Orb of the Cywir elders (level 9+) The duration of Sunshine and Death's Swiftness is increased by 25%,
but they no longer deal periodic damage to your target.
Augmented enhanced Excalibur.png: RS3 Inventory image of Augmented enhanced ExcaliburExcalibur Wise.png Mobile.png Wise 4 + Mobile 3,028,327 for 12 x Crystal ward Wise provides +4% additional experience, up to 50,000 XP per day.
Mobile halves the cooldowns of Surge, Escape, Barge, and Bladed Dive.

This has a level requirement of Invention Invention 120 with extreme invention potions. All prices factor in the number of tries required to get each perk at level 120 with extremes.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Genocidal.png Precise 6 + Genocidal 1,574,828 for 1 x Small crate (historic) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Genocidal deals up to 7% extra damage depending on how far you are through your Slayer task.
Off-hand weapon slot.png Off-hand Aftershock.png Aftershock 4 57,890,684 for 1.5 x Anima core legs of Zaros (level 9+) After dealing 50,000 damage, create an explosion dealing up to 40% per rank weapon damage to nearby enemies.
Torso slot.png Body Biting.png Biting 4 53,635,512 for 0.3 x Noxious longbow (level 9+) Biting forces a +2% chance per rank to critically hit opponents.
Relentless.png Crackling.png Relentless 5 + Crackling 4 19,507,328 for 9 x Large crate (vintage) Crackling periodically zaps your combat target for 50% per rank of your weapon's damage.
Relentless gives a chance to prevent adrenaline from being consumed when using abilities.
Legs slot.png Legs Impatient.png Mobile.png Impatient 4 + Mobile 11,954,821 for 1.5 x Virtus wand (level 9+)
2,181,930 for 1 x Zamorak godsword (level 9+)
Impatient gives a 9% chance per rank for basic abilities to generate 3 extra adrenaline.
Mobile allows you to Surge twice as often.
Enhanced Devoted.png Enhanced Devoted 4 4,119,123 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 150,864,227

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,167,137 for 1 x Small crate (historic) Turtling increases the duration and cooldown of Barricade by 10% per rank.

The recommended perks for weapon switches are:

Slot Icons Perk Cost Effect
Augmented Sunspear (magic).png: RS3 Inventory image of Augmented Sunspear (magic)Sunspear Planted Feet.png Aftershock.png Planted Feet + Aftershock 1 24,990,601 for 0.5 x Anima core legs of Zaros (level 9+)
and 1 x Orb of the Cywir elders (level 9+)
The duration of Sunshine and Death's Swiftness is increased by 25%,
but they no longer deal periodic damage to your target.
Augmented enhanced Excalibur.png: RS3 Inventory image of Augmented enhanced ExcaliburExcalibur Wise.png Mobile.png Wise 4 + Mobile 3,028,327 for 12 x Crystal ward Wise provides +4% additional experience, up to 50,000 XP per day.
Mobile halves the cooldowns of Surge, Escape, Barge, and Bladed Dive.

This has a level requirement of Invention Invention 120 with extreme invention potions. All prices factor in the number of tries required to get each perk at level 120 with extremes.

Slot Icons Perk Cost Effect
Main hand slot.png 2-handed Precise.png Ruthless.png Precise 6 + Ruthless 1 24,386,344 for 1.5 x Armadyl chestplate (level 9+), 1.5 x Armadyl chainskirt (level 9+) Precise increases your minimum damage by 1.5% per rank of your maximum damage.
Ruthless increases damage output by 0.5% per rank for 20 seconds whenever an enemy is killed.
Aftershock.png Equilibrium.png Aftershock 4 + Equilibrium 2 173,713,893 for 4.5 x Anima core legs of Zaros (level 9+) Aftershock creates an explosion dealing up to 40% per rank weapon damage to nearby enemies, every 50,000 damage.
Equilibrium increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank.
Total cost per weapon 198,100,237

Specifically for Dragonkin Laboratory, the Dragon Slayer perk grants 7% increased damage against all the dragons in the lab, including the bosses Astellern, Verak Lith and Black Stone Dragon.

Genocidal is also useful for an additional damage increase ranging from 1-6.9%, but this is only recommended if the player has a dragons cluster task; otherwise, it is not needed.

Slot Icons Perk Cost Effect
Torso slot.png Body Biting.png Dragon Slayer (perk).png Biting 4 + Dragon Slayer 53,452,586 for 0.3 x Noxious longbow (level 9+)

2,393,808 for 2 x Dragonfire shield

Biting forces a +2% chance per rank to critically hit opponents.
Dragon Slayer allows you to deal 7% additional damage to dragons and dragon bosses.

Cape perks[edit source]

If players own a max cape and/or the Anachronia cape stand, the following capes have the best passive perks for this activity:

Skillcape Combat styles Perk category Perk
Defence cape (t).png Defence cape All Lifesaving ability The cape's perk provides the effects of a sign of life once an hour.
Ranged cape (t).png Ranged cape Ranged only Damage enhancement Increases the special effect chance of ranged ammunition by 20%.
Strength cape (t).png Strength cape Melee only Damage enhancement Causes Dismember's damage over time to last an extra 3.6 seconds
(displayed as 2 seconds on the tooltip).
Constitution cape (t).png Constitution cape All Health regeneration Doubles base life point regeneration to 0.2% every 6 seconds, and allows regeneration during combat (stacks with Fortitude.)

Archaeology relics[edit source]

Requires Archaeology Archaeology 97. The set below provides 500 more life points, increased damage based on missing life points and increased adrenaline gain.

Requires Archaeology Archaeology 120 and Mysterious City mystery. The set below provides damage reduction, increased damage based on missing hp, and increased adrenaline gain.

Requires Archaeology Archaeology 98. The set below provides more adrenaline, prevents adrenaline drain between phases, and provides permanent LOTD (eliminates ring switching).

Sections (group)[edit | edit source]

This section doubles as a thorough explanation for the mechanics within the dungeon, mostly because it is recommended to start in group mode when learning. If starting out in solo mode as a beginner, it is recommended to read through this guide first in order to understand what to expect within the dungeon, and then transition to the solo guide.

As group mode tends to devolve into simply doing as much damage as possible while not dying, there are no specific meta rotations or roles to follow. This is also partly due to the more learner aspect of group mode, where optimised in-depth strategies are not likely to be followed closely. Thus, the pathing and strategy outlined in this section is focused on giving general advice that helps groups of all skill levels. Players looking to improve further should consider doing the dungeon in solo mode.

A group will typically want at least one mage to apply Vulnerability, while ranged and melee can be chosen based on preference. It is more difficult to coordinate AoE lures in a group so mechanised chinchompas strength is lessened. In general it is good to stand in close proximity when dealing with groups of melee enemies, so as to take advantage of AoEs. Enemies in the dungeon will focus the closest target, allowing for damage taken to be split among teammates with a little bit of coordination.

Kalist Kirah[edit | edit source]

The first section contains ten laboratory slimes, many lava spiders, thirteen red dragons, eight magma golems, five animated books and eight celestial dragons.

Laboratory slimes split up into smaller slimes should they be able attack the player, causing a slime to appear that has 9,500 health and uses melee attacks. The small slimes lack a stun immunity icon, but are immune to stuns and attack very rapidly. These slimes do not drop anything either on death. It is recommended to use Entangle or Ice Barrage to bind the main slimes.

Lava spiders are found in large quantities, possessing moderately weak ranged attacks but make up for it with an attack range of 10 combined with extremely fast attacks. They can also poison the player for a small amount of health. Only a small cluster of spiders are actually part of the main path in the upcoming section as the majority of them reside in a den near the starting area, which is off-path. If planning to kill the Engorged strykewyrm or Spyndra, players must venture into this den.

The celestial dragons in the dungeon function differently compared to the ones in the resource dungeon - the celestial dragons here possess a special attack which they will only begin to use after the next auto attack once their health falls below 36,000 lifepoints. The celestial dragon will heal for rapid hits of 2,400 health per tick for until the bar is emptied, which lasts for 9 ticks. This can be stopped by successfully stunning them. Additionally, once they are below 36,000 lifepoints they will use this special continuously after every 6 auto-attacks. If the dragon heals itself above 36,000 lifepoints it will not use this special attack again until it falls below the 36,000 lifepoint threshold. Players may alternatively safespot the dragons.

If attempting to complete the dungeon as quickly as possible, players may use the low movement speed of the slimes and lava golems to their advantage. As soon as players have killed the required number of enemies to open the next barrier, they can surge through to the opposite side of a dragon and use the dragon's large size to block these melee enemies from attacking.

Astellarn[edit | edit source]

Astellarn, the first boss.

Astellarn is the first of the three major bosses of the dungeon. She has 250,000 health.

She uses all three styles of combat; her melee attack consists of a bite, her ranged attack launches celestial arrows, and her magic attack is celestial dragonfire. Unlike the other two attacks, the magic attack has a large cone AoE and has 100% hit chance. It is also possible to avoid the magic attack, though this occurs rarely and Astellarn will quickly adjust herself to the proper position if she finds that her attack cannot damage the player. It is recommended to stand west of Astellarn throughout the whole fight. The west side provides twice as much space opposed to the north when luring the neutron stars into the wyrmhole, celestial rain does not fall as much in the area and is also far enough to avoid getting hit by melee and ranged attacks, which occur frequently if standing south of her.

Unlike the other two bosses, Astellarn is static and will not move from her spot.

Mechanic 1: Pulsars

Occasionally, she will summon a pulsar, which has 20,000 health. They periodically explode and deal cannonball-type damage with 100% accuracy throughout the whole arena. The damage they deal is scaled with the number of people in the dungeon (including players outside of the fight). In trio encounters it will deal up to 2200 damage. Pulsars will despawn roughly sometime after the next one appears, but it is still recommended to destroy them as soon as they appear since they spawn at a very slow rate.

Place the wyrmhole along one of these lines

Mechanic 2: Wyrmhole

Occasionally, she will select a player as a wyrmhole anchor, with a small bar appearing; once it fills, a black wyrmhole appears under or around the player depending on their position. Though appearing as a 5x5 black hole, the wyrmhole actually has a 7x7 AoE and deals rapid damage of up to 500 on the rim, and up to 2,500 in the direct centre per tick if players are near an unstable wyrmhole. The anchored player should be aligned in between two quadrants so that the celestial rain (mechanic explained below) does not envelop the wyrmhole completely. Surge or run towards Astellarn as soon as the wyrmhole appears - this ensures it appears in the most optimal spot.

Astellarn will then summon a neutron star which follows a player in the arena. The star has 500,000 health, but it is meant to be lured into the black wyrmhole. Should the neutron star touch any player in the arena, then the game message A neutron star exploded! will appear and deal 5,000 damage to all players in the arena. Only one star spawns for every wyrmhole, so it is important to avoid touching the neutron star or kills will be delayed significantly. If the star explodes, it's generally recommended to restart the fight. For this reason, groups should stay next to each other and only move when the star has been spotted - this ensures it does not explode immediately while trying to follow a player.

Note: There is currently a rare glitch that may cause multiple stars to spawn while in a group instance. these stars should be able to be absorbed by the black hole as well.

When the star falls into the wyrmhole, it turns white and becomes stabilised. Standing inside the wyrmhole in this state allows players to deal increased damage against Astellarn, and allows players to be in phase with her (mechanic explained below) to avoid the damage reduction she gains.

Note: The wyrmhole and neutron stars are summoned on separate timers; one based on the start of the fight and the other based on entering the dungeon. It is possible for a wyrmhole to consume a neutron star that would have been meant for the upcoming wyrmhole, effectively wasting it and causing the fight to drag on further. For this reason, it is recommended to teleport out of the dungeon once Astellarn is reached, then return to the dungeon. This ensures the wyrmhole and neutron star spawns do not collide with each other. However, this is not an issue if the group can one-cycle the boss, which only requires roughly 70,000 damage-per-minute, per-player.

Mechanic 3: Celestial rain and phase shifting

Once she reaches 200,000 life points, she will state The cosmic pathways open to me., causing celestial rain to fall in one of the four quadrants in the arena. Astellarn will also start phase shifting and all damage dealt to her (excluding poison) outside a stabilsed wyrmhole will be greatly reduced. The rain starts off at 50 damage per half-tick, which gradually increases to 550 if players stand in it too long. This is soft typeless damage, so it may be reduced with defensive abilities. Players should be wary if using Resonance to heal from Astellarn's attacks, as the rain will use up the player's Resonance hit. If the rain covers the wyrmhole completely, it is recommended to restart the fight. The rain periodically changes its position, though it is possible for it to stay in the same spot again. Damage is reset to the lowest amount when this occurs.

If a wyrmhole is placed between two quadrants, with one of these being covered in rain and the neutron star spawns in the clear section, use Debilitate/Reflect while running into the rain to reduce damage taken. Move out when the star stabilises the wyrmhole.

When initiating a boss encounter within the elite dungeons, the barrier blocking the room will immediately go up once it is tagged or becomes aggressive. For this reason, the group should make sure every member is inside the boss arena or a restart may be necessary. In Astellarn's case, she only becomes aggressive should players wander to the southern end of the arena.

Molten Ruins[edit | edit source]

This section contains fourteen black dragons, three celestial dragons, nineteen lava strykewyrms, six lava spiders and eight magma golems. The lava strykewyrms here are significantly weaker than their surface counterparts as they only use magic attacks that deal less damage, and are incapable of using their burrow attacks.

The group of lava spiders at the beginning of the molten area are very easily aggroed and can become a nuisance if the team is not fast. In this case, it may be worthwhile to coordinate how to approach this section, as some groups will simply ignore the spiders, while others will surge to the far barrier being guarded by lava strykewyrms to build distance.

The black dragons have a large amount of health so it is worthwhile to set up Sunshine or Death's Swiftness to deal with them. Dominion mines may be used to speed up this section somewhat.

A chest can be found while climbing up the mountain; however, this is simply a fast-access point for the final section, as it is blocked by a barrier which will only disperse with Verak's death. The actual chest is at the top of the mountain.

Verak Lith[edit | edit source]

Verak Lith, the second boss.

Verak Lith is a black dragon and the second boss of the Dragonkin Laboratory, possessing 600,000 health.

He attacks with both magic and melee; his melee attack has halberd-like range, but he does not actively pursue targets to melee them like his relative the King Black Dragon. In group encounters, he will occasionally change targets. If his primary target is within two spaces of him, he will only use melee attacks. If his primary target is three or more spaces away, he will launch magic attacks against everyone in the arena. Both attacks can deal up to 4,000 damage. In group encounters, it's recommended to have one player tank in melee range so the team takes less damage in general.

Verak's special attack pattern is as follows (there is gap of four auto-attacks before he uses them):

  • Spires
  • Poison/ice/shock Ricochet
  • Spires
  • Black dragon dive bomb
  • Spires
  • Poison/ice/shock Ricochet
  • Spires
  • Tornado Cluster

Verak does not attack while performing his abilities.

Mechanic 1: Spires

Throughout the fight he will summon spires with a game message stating Verak Lith slams his tail against the ground, and the earth shakes beneath your feet!. A spire will then appear near the player's position and deal up to 2,500 damage with a 100% hit rate. It is recommended to use Resonance on this attack, as Verak Lith's autoattacks can be somewhat inaccurate and the predictable nature of this attack makes it extremely easy to heal from. Each spire possesses 15,000 health and must be destroyed, as they provide Verak with complete damage immunity while active. One spire is generated for each player in the arena.

Mechanic 2: Ricochet energy

Verak will launch poison, ice or shock energy for each player in the room (indicated with the message Verak Lith's poison/ice/shock energy ricochets off you and launches into the air!). The attack deals up to 2,000 damage with a 100% hit rate and will fall on a random tile near the player (which has a 3x3 radius to "grab"). If the energy is not grabbed, it will explode and deal 3,900 damage to all players in the room. If grabbed, a second message ( You absorb Verak Lith's poison/ice/shock energy and feel it building up inside you. Find something to disperse it quickly!) appears and players must then deposit it into the nearby eggs to disperse the energy. The energy taken cannot be used on its respective eggs; for example, players who have taken poison energy must deposit it into the shock or ice eggs. If this is not achieved in time, then the energy explodes for 9,000 damage on the player alone. As of 28 August 2018, Resonance will no longer heal the damage caused from this attack. However, both types of attack can still be reduced as it is soft typeless damage. It is possible to ignore all three ricochets in a group with Reflect and Debilitate, as it will result in roughly 900-1000 damage taken which is an easily recoverable amount, although hard to coordinate.

Mechanic 3: Dragon dive

A black dragon will target a player with an incoming dive bomb strike ( A black dragon is dive bombing you! Watch out!), with a circle indicating the starting point and an arrow showing the direction. The dragon will track the player if it moves, but there is a short delay prior to the strike that the player can dodge it immediately. Though the dragon may use shock, poison or ice, all three forms of attack deal up to 6,500 magic damage and has a 3x3 AoE despite appearing otherwise. Players will be hit with a high damage magic autoattack if on the edge of this AoE, while players in the direct flight path of the dragon will be dealt several extremely high damage typeless hits. This damage can be reduced/blocked.

Mechanic 4: Fire tornado cluster

Verak will yell Let the flames melt the flesh from your bones., generating a seemingly harmless 3x3 patch of fire at his target's location. However, the fire will soon turn into a large cluster of flame vortices that will deal rapid hits of up to 3,100 damage to anyone near them, so immediately run/surge far away from the targeted area. The large flame vortices will wander much further than their 3x3 range (up to an 8x8 area), so be sure to move far away from the patch of fire. The fires don't deal damage immediately, instead having a delayed hit. Use Death's Swiftness, Sunshine or the Zaros godsword's special attack after the attack has been performed while having it placed as far away as possible, to ensure you are not moved out of your damage-boosting area by the flame vortices.

Kalist Kiket Fia[edit | edit source]

If the group opts to bank during the dungeon, it is best done after Verak Lith, as the time spent running back to the teleport chest is comparable to simply re-banking.

This area contains three animated books and hydrix dragons, four onyx dragons and eleven dragonstone dragons. While there may not be a lot of enemies in this section, the gemstone dragons can take a large amount of damage before dying. It is highly recommended to attack one gemstone dragon at a time, since each dragon has very high health and it is important to reduce the possibility of being hit by their gemstone spike attacks.

Sunshine and Death's Swiftness are once again applicable in this section, with dominion mines dealing even more damage than they did on the black dragons. It is recommended to only spend time killing the enemies guarding the barriers as the optional onyx dragons and hydrix dragons have much more health than the dragonstone dragons located at the barriers. Build adrenaline at the last barrier to be ready for the final boss of the dungeon.

Kalist Kiket Kreath[edit | edit source]

Black Stone Dragon[edit | edit source]

The Black Stone Dragon, the final boss.

The Black Stone Dragon is a gemstone dragon and the final boss of the Dragonkin Laboratory, having 650,000 health.

Phase 1[edit | edit source]

Phase 1 lasts until the black stone dragon reaches 520,000 health. Her attack rotation is as follows:

  • 3 auto-attacks
  • Gemstone spike
  • 2 auto-attacks
  • Black dragonfire
  • Repeat

Mechanic 1: Basic attacks - three combat styles

She uses all three forms of combat; a bite for melee, launching rapid spikes as ranged, and small black orbs for magic. Both the ranged and magic attacks hit all players within range. The magic attacks have 100% hit chance and cause additional AoE damage should players stand close to each other, so it is recommended to spread apart to prevent this damage. While she uses her magic attack, she stays on the spot, so her target should move slightly away from her to increase the reaction time to protect against a melee attack, as it is the strongest of her three and can hit over 4,000 damage, while her magic and ranged hit around 3,000. The animation of the ranged attack is both long enough and obvious enough to allow for prayer flicking - the melee attack is often entirely invisible due to animation overlaps.

Mechanic 2: Black dragonfire

The black stone dragon breathes dragonfire on the area surrounding her current target, which temporarily turns the skybox darker (but still clearly visible). This attack has 100% accuracy and can deal over 2,000 magic damage, which may be reduced, and dragonfire protection is not needed for this attack. It can be avoided if the player moves out of the way, but is generally tanked due to its negligible damage. In phase 2 and 3, black dragonfire is a typical indicator that the gemstone spike attack is coming up next. Occasionally black dragonfire may be used after a gemstone spike attack as a result of an improper attack rotation, although follow-up black dragonfire aren't accompanied by gemstone spike attacks.

Mechanic 3: Gemstone spike

The black stone dragon can send out spikes at everyone in the arena, which is accompanied with the player's screen shaking. This attack is a mix of both the onyx and hydrix dragons' specials. If the players do not move out of the way, they are dealt 5000 melee damage, healing the dragon, have their adrenaline drained to 0%, and suffer a 50% adrenaline gain debuff for several seconds.

Phase 2[edit | edit source]

Mechanic 4: Black hands

Upon reaching 520,000 life points, she will fly to the middle of the arena and four black hands will appear from the shackles in the middle of the arena; each one has 80,000 health. Unlike Seiryu's black crystals or the Ambassador's sinister fragments, the hands' health don't scale to the team size.

The black hands attack with melee against anyone standing next to them, but not diagonally. Occasionally they will slam the ground, causing a black projectile to slowly home in on the player. Anyone in range of this attack will have their screen shake as a clear indicator that they are about to be struck by this attack. The projectile has a 100% hit rate and deals up to 5,500 damage. As a standard magic attack, it can be blocked through conventional means, as well as used to heal via Resonance - the hits on these attacks vary, as upon death the attack may register, and other times it won't. These attacks are always accompanied by the dragon shaking and sending purple energy to nearby hands, which emits a line of smaller black hands similar to Seiryu the Azure Serpent. However, these hands have only a 1x1 AoE and deal up to 3,000 damage every tick.

Between two of the hands is a tile (as indicated in the solo section) where when stood on, the smaller hands will always miss the player. However, this can only be done with weapons possessing a range of 8 or higher, as anything else will result in the player being off one tile.

Use Soul Split when the hands are not using their magic attack. Vulnerability and Dominion mines help speed up the kill greatly. If not on a berserker aura, then there is a slight chance of missing, although a nihil familiar will ensure 100% accuracy. It is possible to Flank a hand that is facing a teammate.

Phase 3[edit | edit source]

The attack pattern for this phase is as follows:

  • 3 auto-attacks
  • Flaming spiral
  • 3 auto-attacks
  • Shadow Bomb
  • 3 auto-attacks
  • Black dragonfire
  • Gemstone spike
  • Repeat

Note: Occasionally the attack pattern may be distorted, such as an additional shadow bomb or dragonfire that is not incorporated into the attack pattern. This is rather rare, however.

Mechanic 5: Flaming spiral

Once these four hands are destroyed, she will resume attacking players. This time, she can converge energy to her in a spiral formation, dealing up to 4,500 damage per tick if stood on; fortunately, this attack can be easily avoided as the flames only have a 1x1 AoE. She will also heal herself slightly during this time; around 600-800 damage every few ticks. Soul Split can be used to heal, the magic attacks performed during this animation deal negligible damage. Players are advised to use their damage-boosting ultimates such as Death's Swiftness during this attack, as not only will the Black Stone Dragon be stationary and output low damage but also the interval between these spiral attacks, approximately one minute, coincides well with the cooldown of these ultimates. Everyone can use a Flanking switch at this time as the boss will not turn.

Mechanic 6: Shadow Bomb

She may occasionally scream GET. OUT. OF. ME. or The shadow overwhelms!, targeting a random section of the room with a shadow projectile which then explodes - an initial explosion, followed up by a second one a fair distance away from impact. This attack is considered typeless (though it shows as magic damage) - possessing a 100% hit rate, deals up to 4,000 damage and ignores general defensive abilities.

When she turns to perform this mechanic, Flanking may be used by everyone for a few seconds.

In addition to this, her black fire attacks will always be followed with spike attacks. The only exception to this is if she uses two black fire attacks in a short period of time.

Mechanic 7: Flying draconic attacks

When she reaches 260,000 life points, she goes into a state of invulnerability and starts flying all over the room (Soul Split still heals as normal). If a player is within range (within 25 spaces), then she launches fire lines at all nearby players that roughly tracks them and deals up to 4,500 damage per tick. Like the energy from the flaming spiral attack, it only has a 1x1 AoE, though its deceptive appearance may suggest otherwise. Additional lines will also track players from a random direction if they have been subjected to one of these attacks earlier. If no players are within range, then she tracks the nearest player before flying again.

It is recommended to stand together at this point so as to not cover the arena with fire lines, making this phase far more hectic than it should be. Alternatively one player can focus on the dragon, while the others remain in the corner in the north-eastern area, as the dragon is unlikely to generate fire flames to reach them there as they are well out of range.

After the sixth phrase, I could be FREE of it myself!, the dragon will fly around two more times without any dialogue. After the eighth landing, she will yell SHOW ME THE LIGHT! upon reaching a target, and may be damaged at this point. The fight after this is simply a repeat of the start of the final phase, apart from the fact that the auto-attacks are skipped immediately in favour of a flaming spiral attack.

Sections (solo)[edit | edit source]

The layout of the dungeon remains identical in solo but the player must employ a different set of strategies to clear the dungeon efficiently. This solo guide assumes the player is already familiar with the mechanics of the mobs and bosses. If unfamiliar with them, refer to #Sections (group) for a thorough coverage of the mechanics. Run times will differ greatly between players but this guide is focused on effective strategies that can get 20 minute runs and below with practice.

Kalist Kirah[edit | edit source]

A macro guide for mage/ranged up to Astellarn

Room 1: It is worthwhile to enter the dungeon with some adrenaline built up as it gives access to powerful AoE threshold abilities faster. The slimes in the first area can be stacked together to AoE with mechanised chinchompas, noxious scythe, or the various magic AoE abilities. If maging, Detonate is a quick way to clear this room quickly, although Entangle is a consistently easier method but gives up run time. Only four slimes need to be killed, but you will most likely aggro five or all six in order to dispel the barrier.

DragonLabGuide Section1 Sun.png
Room 2: Bladed Dive and Surge from the gate to the staircase and set up a Sunshine or Death's Swiftness. If meleeing, set up a Zaros godsword special attack in the middle of the red dragons and kill the 3 of them in the room to proceed. There is a small chance one lava spiders may attack the player, due to its wandering zone including the small area in front of the door to the spider lair. Quickly go to the staircase with the third red dragon if this happens to avoid pulling additional spiders.

Afterwards, move back into Sunshine or Death's Swiftness on the other side of the wall and finish off the remaining duration on the newly accessed red dragons. If the remaining slimes from the first room are still in pursuit, surge past the dragons after the ultimate ends and they will be blocked. Slimes get blocked very easily by the dragon mobs which can be utilised many times throughout the section. As melee, use Berserk here to clear the dragons and use the remaining duration on the next room.

Room 3: The 3 magma golems at the back must be cleared to proceed past the bridge. They are all caught very easily in AoEs and do fairly little damage so be sure to Soul Split heal up in preparation for the next room.

Room 4: Bladed Dive and Surge all the way behind the celestial dragon at the back of this room. The slimes should be blocked by the dragon, and if timed correctly, no animated books from the small room will be aggro'ed. From here, the celestial and 2 of the smaller enemies must be killed to proceed. They can all be AoEd very easily unless meleeing, in which case, focus the celestial and then AoE the slimes behind it. In a more casual mage solo, Entangle may be used to kill the slimes from the bridge before proceeding.

Room 5: Surge all the way to the back of this room and set up a Sunshine, Death's Swiftness, or Zaros godsword special. From here, all three celestials must be killed to proceed. As mage and ranged, kill the dragon at the entrance last to prevent any smaller mobs from entering the room. As melee, prioritise Destroy to cancel the dragon's healing due to the high chance of splashing other stuns as melee.
Afterwards, simply target the first dragon in the next two rooms to remove the barriers forward. The other celestial dragon simply unlocks an unnecessary side room when killed.

Room 6: After the boss fight, Sunshine or Death's Swiftness to clear the celestials in this room.

Astellarn[edit | edit source]

Astellarn has 250,000 health in solo and can be consistently cleared by all combat styles in just over a minute.

Place the wyrmhole along one of these lines

Start the fight from either the east or the west as it allows the neutron stars to be lured more consistently. Astellarn will not be aggressive unless the player moves too far south. When initiating the fight, don't use any ultimate abilities because they will be cut short when Astellarn's health cap kicks in. Simply use one or two strong thresholds to reach the 200,000 health cap. The pulsar that spawns should be ignored for the time being. Note that as melee you may not want to deal too much damage or the pulsar will have to be ignored if it gets engulfed in celestial rain.

Greater Barge.pngZaros godsword.png Weapon Special attack.pngDismember.pngAssault.pngCleave.pngDecimate.pngDestroy (ability).pngSever.pngGreater Flurry.pngDecimate.png

Once the boss's hitpoints are capped, start building adrenaline with basic abilities and clear the pulsar star that has spawned. It deals around 900 damage per pulse in solo encounters, which is far less than what Astellarn will deal with her attacks. If an offensive familiar has been brought along, it is recommended to place the wyrmhole close to Astellarn so that it may also deal increased damage, as it'll be reduced otherwise if it attacks outside of the wyrmhole.

Build adrenaline until the neutron star spawns and is lured into the wyrmhole. As melee, simply use Berserk into Greater Barge once the wyrmhole stabilises. Ideally, the encounter should end within 1:10, as a second wyrmhole will shortly appear during or after this time threshold has passed.

If ranging, be sure to use the Seren godbow special attack in the wyrmhole as Astellarn is a blocked 5x5 monster which means all five hits will connect, which often deals over 45,000 damage in a single special attack. If used as a special switch, the attack will deal around 25,000-30,000 damage.

Sunshine.png Vulnerability icon.png Replenishment potion (6).png ▸ Basics to build adrenaline ▸ Air Surge icon.png Asphyxiate.pngWild Magic.pngAir Surge icon.png Concentrated Blast.pngDragon Breath.pngAir Surge icon.png Sonic Wave.pngCorruption Blast.pngAir Surge icon.png Deep Impact.pngConcentrated Blast.pngDragon Breath.pngAir Surge icon.png Asphyxiate.pngWild Magic.pngAir Surge icon.png Guthix staff.png Weapon Special attack.pngDragon Breath.png
Death's Swiftness.png Replenishment potion (6).png ▸ Basics to build adrenaline ▸ Auto ▸ Rapid Fire.pngNeedle Strike.pngSnipe.pngSnap Shot.pngNeedle Strike.pngShadow Tendrils.pngSeren godbow.png Weapon Special attack.pngNeedle Strike.pngSnipe.pngRapid Fire.pngCorruption Shot.pngNeedle Strike.pngSnipe.pngSnap Shot.pngNeedle Strike.pngBombardment.pngGreater Dazing Shot.png
Berserk.png Replenishment potion (6).pngGreater Barge.pngCleave.pngDecimate.pngDestroy (ability).pngCleave.pngAssault.pngDecimate.pngGreater Flurry.pngCleave.pngSever.pngBlood Tendrils.png

Decent rotations for all three styles. The optimal ability rotation will vary based on Astellarn's remaining health.

Desyncs[edit | edit source]

The timing of the neutron star and wyrmhole mechanics are based on factors that are slightly out of control (how long it's been since the player entered the dungeon). Therefore, it is possible for massive desyncs between these two mechanics to occur and sometimes results in the neutron star spawning before the wyrmhole has been placed. While this is not an issue for one-cycle Astellarn kills, those who lack the damage to consistently one-cycle the boss should be aware of this because the second round of mechanics will be more desynced than the first. If you recognise a massive desync early on and cannot one-cycle the boss, it may be better to simply teleport out and restart the fight.

Molten Ruins[edit | edit source]

A macro guide for mage/ranged up to Verak Lith

Room 1: The group of lava spiders at the entrance to this section are very easy to draw aggression from and will follow until near the end of this section. The best way to avoid this is to Surge and Bladed Dive immediately east from the entrance and kill the two lava strykewyrms guarding the barrier farther down. Those who draw aggression from a few spiders should simply focus on building distance until they can block them behind the larger enemies ahead. Targeting the northern lava strykewyrm of the two will allow both to be hit by Mechanised chinchompas and other forms of AoE.

Note that there are three potential miniboss spawns in this area; the Dragonwolf alpha, Shul the Molten and Smoulders.

The former is an extreme headache to deal with should it spot the player, as it deals high melee damage and can catch up with running players. Fortunately, the miniboss will lose aggression of the player at the third chest (fourth teleport option). If maging, binds are useful in keeping it away from the player. Shul is more relentless as it will chase the player relentlessly, but it moves very slowly and will get stuck on the lava strykewyrms leading to the top of the ruins. Smoulders will almost always lose aggression after the player moves past the barrier.

Room 2: Run up to the black dragons and set up a Sunshine or Death's Swiftness in the middle of them. Meleers may opt to Zaros godsword special here. From here up to the next boss, this section is a simple DPS test as the black dragons don't hit very hard. Dominion mines should be used off cooldown here as the enemies are all high health.

For the clustered draconic enemies, chinning or barraging will also hit enemies south, southwest and southeast of them, as hitboxes work differently with monsters greater than 1x1. This means its possible to hit four dragons at once, although it's simply better to attack two at a time to avoid wasting time luring them.

Mechanised chinchompa.png Bombardment.png Blood Barrage icon.png Dragon Breath.png Detonate.png

Room 3: If meleeing, Berserk can be used at the entrance of this room, so as to have less dragons hitting the player at once. If ranging or maging, run to the end of the room and DPS from there, using Sunshine or Death's Swiftness whenever it comes off cooldown. If there are still lava spiders following at this point, they will be temporarily trapped behind a line of black dragons.

Room 4: Any 4 lava strykewyrms in this room must be cleared to proceed. Generally it is better to kill the strykewyrms hugging the eastern wall, along with the two near the barrier. This prevents any stray shots from being launched that would cause unnecessary damage to the player, as the western strykewyrms don't have enough range to reach the player; only the eastern ones do. If Death's Swiftness or Sunshine is being used, use it when you're about to kill the last strykewyrm.

Room 5: Stay in the ultimate ability from the previous room until it runs out and DPS the black dragons from there. Build adrenaline to full on the last one at the barrier to prepare for Verak Lith. If this is not achieved, build off adrenaline from one of the remaining strykewyrms or Alanogard.

Verak Lith[edit | edit source]

Verak Lith, the second boss.

Verak Lith has 600,000 health and his mechanics are generally easier in solo. This fight follows a very predictable attack rotation but deals consistent moderately high damage so it is recommended to learn the few mechanics properly to avoid any unnecessary deaths. He will always auto-attack with melee when the player is in melee distance and always mage otherwise. The auto attacks hit quite hard and the mage hits are desynced visually so it is important to not mess up too many prayer flicks here.

Verak's special attack pattern is as follows (there is gap of four auto-attacks between them):

  • Spires
  • Poison/ice/shock Ricochet
  • Spires
  • Black dragon dive bomb
  • Spires
  • Poison/ice/shock Ricochet
  • Spires
  • Tornado Cluster

Placing dominion mines on top of yourself at the start of the fight is moderately useful as they can deal some damage to the spires if they spawn next to the mines.

Start the fight with an ultimate ability, replenishment potion, and deal as much damage as possible before the spire spawns after 4 auto attacks. If ranging, it is recommended to Seren godbow special attack the boss as he is a 5x5 monster, but don't expect nearly as much hits compared to Astellarn. Only one spire will spawn in solo with 15,000 health, so it is rather easy to kill and get back on the boss. When the Spire spawns, Resonance may be used to heal off the hit, although simply tanking a small melee hit will allow another ability to be used on the boss. Verak Lith may also turn away when initially calling this mechanic so it is possible to utilise Flanking for a few ticks.

When Verak Lith's ricochet attack comes out, it can be negated completely with Disruption Shield, nulling the need to disperse the energy into the eggs afterwards. The ricochet hit and the boss's auto attack will not hit on the same tick. Those who choose to simply tank the damage can use Reprisal and it will result in a large reflect hit when storing the damage from the subsequent auto attacks as well. If neither of these two are available, simply use Debilitate instead. It may also be picked up, although this is generally seen as losing DPS and forces the player to disperse it afterwards. Either deal with the mechanic or ignore it completely with Disruption Shield/Reprisal/Debilitate.

Simply repeat this process, using Sunshine, Death's Swiftness, Berserk, or Zaros godsword special attack off cooldown to DPS.

Four auto attacks after the fourth Spire spawn, Verak Lith will fire his tornado cluster attack on his target's current location. It is likely to be in an ultimate ability at this point so it is recommended to Surge away before the attack comes out, then Bladed Dive back into the ultimate to lose as little time as possible.

A good DPS rotation can kill the boss as the tornadoes come out, and even earlier in some cases.

Sunshine.png Replenishment potion (6).pngVulnerability icon.png Combust.pngAir Surge icon.png Concentrated Blast.pngWild Magic.pngAir Surge icon.png Sonic Wave.pngDragon Breath.pngAir Surge icon.png Asphyxiate.pngCorruption Blast.pngAir Surge icon.png Sonic Wave.png

Death's Swiftness.png Replenishment potion (6).png ▸ Auto ▸ Fragmentation Shot.pngNeedle Strike.pngRapid Fire.pngNeedle Strike.pngSnipe.pngSnap Shot.pngCorruption Shot.pngNeedle Strike.pngSeren godbow.png Weapon Special attack.png

Berserk.png Replenishment potion (6).pngGreater Barge.pngCleave.pngAssault.pngDecimate.pngCleave.pngDestroy (ability).pngDecimate.pngSever.pngGreater Flurry.pngDecimate.png

Example ability rotations to start the kill

Kalist Kiket Fia[edit | edit source]

A macro guide for mage/ranged up to Black Stone Dragon

Bank after Verak Lith if required.

Room 1: Surge and Bladed Dive past the onyx dragons at the entrance to reach the 4 dragons guarding the barrier. If maging, Vulnerability may be applied to all targets from this point on as they all have high health. Sunshine or Death's Swiftness near the barrier, re-positioning to lure the dragons into roughly a 2x2 formation. This allows the player to target the north-eastern most dragon with mechanised chinchompas or barrage spells to hit all 4 at once. If meleeing, use a Zaros godsword special first and then either Berserk to clear the last two dragons or save it for the next room. Continue using dominion mines if desired.

Room 2: The onyx dragons from the previous room will be following at this point. Hug the wall right next to the two dragonstone dragons; minor luring may be needed to force the dragonstone dragons to hug the wall. Simply kill the two dragons in the room to proceed.

Room 3: Those who are on task and wanting a large chunk of Slayer experience may opt to kill the two hydrix dragons in the middle of this area. Otherwise, Surge and Bladed Dive past them, plant mines on the dragonstone dragons, and Metamorphosis, Death's Swiftness, or Berserk to clear this room quickly. Binding the dragons can also prove useful, but if not, watch out for their special attacks.

Room 4: The goal for this room is to simply end on full adrenaline for the boss fight afterwards. Dump thresholds on the first dragon and then build on the second. Rebanking for adrenaline is also an option, although any banking should have been done after Verak Lith and is a loss of time otherwise.

Kalist Kiket Kreath[edit | edit source]

Black Stone Dragon[edit | edit source]

The Black Stone Dragon, the final boss.

The Black Stone Dragon is the final boss encounter in the Dragonkin Laboratory and has 650,000 health. This fight consists of fairly simple mechanics but can be very punishing if mistakes are made. It is also one of the few bosses to auto attack using all three combat styles, with melee hitting especially hard, so it is possible to die just from the auto attacks if the player is low on food or can't prayer flick effectively.

Phase 1[edit | edit source]

Phase 1 lasts until the black stone dragon falls under 520,000 health. Generally her attack rotation is as follows:

  • 3 auto-attacks
  • Gemstone spike
  • 2 auto-attacks
  • Black dragonfire
  • Repeat

Auto attacks

She uses all three forms of combat; a bite for melee, launching rapid spikes as ranged, and small black orbs for magic. The magic attacks have 100% hitchance, while the melee and ranged hits can miss but hit harder, especially the former which can deal over 4000 damage. The attacks are very projected and easy to prayer flick except for the melee attack, which is instant. In general, while standing in melee distance of the boss, the ranged attacks will not hit on the same tick as the other styles, while a melee auto will stack if done after a mage auto. Therefore, if Soul Split flicking the boss, protect melee should always be prioritised unless it is doing a ranged auto or the black magic dragonfire attack (in which case, it is signaled by the skybox turning dark and is easy to react to). Camping Soul Split opens the player up to getting comboed by melee attacks but is not an issue if food is available.

Start the fight by setting up a Sunshine or Death's Swiftness and planting dominion mines on the southeastern hand spawn. With good DPS, this phase can end by the Black dragonfire special. If meleeing, a good Berserk rotation can skip the first mechanic, gemstone spikes, entirely, although the dominion mines will have to be planted after phasing.

Berserk.png Replenishment potion (6).pngGreater Barge.pngDecimate.pngAssault.pngCleave.pngSever.pngDestroy (ability).png ▸ when phased ▸ Storm Shards.png

Upon reaching 520,000 health, the black stone dragon will greatly reduce all incoming damage dealt to her; build up adrenaline while stacking storm shards.

Phase 2[edit | edit source]
There are several other safespots but these are the easiest to distinguish

Black hands

At 520,000 life points, she will move to the centre of the arena and spawn the 4 black hands with 80,000 health each. These hands will slam the ground regularly and send out a very heavy mage attack if they are in range of a player. These can be Resonanced and are infrequent enough that Soul Split flicking the phase is fairly easy; alternatively, ranging players with an eldritch crossbow can clear the hands easily. These attacks are always accompanied by the dragon shaking and sending purple energy to nearby hands, which emits a line of smaller black hands that move towards the player. These will deal rapid 2000+ hits if stood on but can be safely ignored if standing on the safespots pictured, although this does subject the player to attacks by two of the larger hands. They are 1x1 and path in a line to a point past the player's current location, which causes them to miss certain squares. The larger hands will also deal negligible melee attacks if the player is standing in melee distance.

If damage from these magic attacks are a concern, the player can simply stay out of the range of the hands while attacking the one they are focused on from the edges, though most damage can generally be recovered with Soul Split.

Vulnerability and Dominion mines help speed up the phase greatly. If not on a berserker aura, accuracy will be a problem due their extremely high Defence level. Using Quake or the Guthix staff's special can assist in increasing accuracy. If hybriding, a Sunshine should be set up near the centre of the hands when the phase starts as the duration can last for 3 of them. Otherwise, continue to use ultimate abilities and dominion mines when they come up.

The hands can be flanked once if they have not yet targeted the player with a mage attack and the palm is facing away.

Phase 3[edit | edit source]

The attack pattern for this phase is as follows:

  • 3 auto-attacks
  • Flaming spiral
  • 3 auto-attacks
  • Shadow Bomb
  • 3 auto-attacks
  • Black dragonfire
  • Gemstone spike
  • 3 auto-attacks
  • Shadow Bomb
  • Repeat

After the hands have been cleared, Black Stone Dragon will take full damage again and will auto attack a few times. Sunshine or Death's Swiftness, along with Combust or Fragmentation Shot, should be used and the boss should be walked out of the centre, as there is currently an issue where summoning familiars cannot be called into that area. The boss will then be locked in place for 20 seconds while the flaming spiral mechanic is going on. During this time, Flanking should be used as the boss will not turn. Melee can also Berserk while this is going on as there is no risk of death unless the player moves into the flames.

When the boss uses her Shadow Bomb special attack, it will probably miss as the location is fairly random and there is only one player in a solo. She may be Flanked during this time. Ideally, the phase should end before the second dragonfire spiral.

If hybriding, the player should use Sunshine near the beginning of the phase, apply Vulnerability, DPS, and then Berserk once the flaming spiral has ended. With a good rotation, this can end the phase on the first Shadow Bomb.

If a second spiral is called in, she won't phase until the attack is over should she fall below 260,000 health, making it a perfect opportunity to deal additional damage well beyond the health cap.

Flying draconic attacks

When she reaches 260,000 life points, she goes into a state of invulnerability and starts flying all over the room (Soul Split still heals as normal). If the player is within range (within 25 spaces), then she launches flame lines towards them that deals 4500 damage per tick. Like the energy from the flaming spire attack, it only has a 1x1 AoE, though its deceptive appearance may suggest otherwise. Secondary lines will also track the player from a random direction with the current flame line if the previous one had tracked them.

The boss will land seven times in total. Two additional Storm Shards can be applied during this time, and Natural Instinct can be used right before the sixth takeoff to start your ultimate ability when she becomes damageable again. Otherwise, the only way to "improve" this part of the fight is by following the boss around and tagging it with an ability each time it lands, as the boss will take longer to fly again if they are out of her range. The four rocks in the centre of the arena can block the boss's line-of-sight of the player, delaying the next takeoff by a few ticks.

NOTE: The secondary flame lines that extend out of existing lines at this time can be invisible. This is much easier to track in solo, however, as the player can simply note where existing lines are when the boss lands, and assume that if a secondary line does not show up, it may be invisible. This should be noted as it can lead to unwanted deaths if the player is not paying attention.

After flying around seven times (signified with SHOW ME THE LIGHT!), she stops and immediately performs the flaming spiral attack, before restarting the attack pattern used at the start of the phase.

From here, simply use a good ultimate rotation to finish the last 260,000 health. Make sure to Shatter if three or more Shard stacks have been applied, though you should already have at least seven or more by this time. If hybriding, some combination of Berserk, Metamorphosis, and Zaros godsword special attack may be used.