Strategies for Glacor
After completion of Ritual of the Mahjarrat, players can kill glacors, powerful ice elementals residing in the Glacor Cave. Glacors are fairly powerful for their combat level of 112, but are the only monsters to drop steadfast boots, glaiven boots, ragefire boots, and shards of Armadyl that can be used to make Armadyl runes or the Armadyl battlestaff. Glacors are also a good source of crimson charms and blue charms.
Glacors are unusual in that they must be soloed; only one player may fight a glacor at a time. However, groups of players can individually kill glacors together.
Getting there[edit | edit source]
The fastest way to reach the Glacor Cave is by fairy ring (code: DKQ). Fairy rings are scattered all across RuneScape, though they may be most easily reached with the TokKul-Zo's teleport to the TzHaar Fight Cave, the ring of slaying's teleport to the Fremennik Slayer Dungeon, or by using the Fairy ring in the Amlodd sector of Prifddinas, just west of the summoning obelisk. The TokKul-Zo's teleport is recommended due to its extreme proximity to a bank. The Portable fairy ring can be useful for teleporting to the Glacor Cave aswell, being able to teleport you straight from a bank.
Overview[edit | edit source]
Glacors are powerful ice elemental creatures - similarly to ice strykewyrms, they're immune to ice spells (although they won't heal to full), and take double damage from any fire or blood spells used against them, although a fire-based cape is not required in order to harm them.
A Glacor possesses 40,000 health, with level 80 offensive and defensive stats. Along with their Defence level of 80, Glacors have 90 affinity towards fire spells, 65 against any other spell, 55 melee and 45 ranged affinity.
Glacors use all three styles of combat. Their ranged attack consists of an icicle flying towards the player from their right arm, while the magic attack is a magical projectile launched from their left arm. The magic attack has a chance of freezing players (which can be broken out of with Freedom, although there is no bind timer), and also causes a special attack, mentioned below. They also possess a melee attack where they simply slam their arms on the player. All three have a maximum hit of around 1,266.
Glacors also possess two special attacks:
- Icicle Slam: The Glacor slams both of its arms down, causing a cluster of icicles to fly from it towards the player's location. If the player does not move when the icicles land on their position, then they will take 50% of their current health as soft typeless damage.
- Icicle Block: If the Glacor is using magic attacks, and the player is next to the Glacor, the Glacor may freeze the player into a block of ice, accompanied with in-game messages informing the player to break free. This essentially stuns the player, and the Glacor will slowly rise while raising its arms. In order to break free, the player needs to click five times (each time causing a message to appear); if the player does not break free, the Glacor will shatter the ice block, the player will take 50% of their current health as soft typeless damage.
Glacors will switch combat styles after they use a special attack.
When a Glacor reaches 20,000 health (50%), they will unleash three projectiles (similar to their magic attack) in front of them, that transform into smaller glacors, known as glacytes - an unstable glacyte, an enduring glacyte, and a sapping glacyte. If the Glacor is facing any 90 degree angle, the enduring glacyte always spawns in the middle - if the Glacor is facing any 45 degree angle, then it spawns to the glacor's right side. The Glacor is immune to damage (although they may still be attacked and Soul Split still heals off them) until all the glacytes it summons are killed.
Each glacyte possess 5,000 health, level 90 Attack and 75 Defence; despite their "Nothing" weakness, glacytes are weakest against magic attacks, possessing an affinity value of 80, though their other affinities are fairly high compared to the glacor, with 70 melee and 60 ranged affinity. Glacytes don't take doubled damage from fire or blood spells however. They also possess their own unique abilities:
- Unstable Glacyte: This glacyte has a bar over its head which will fill. When filled, the glacyte will pause momentarily before exploding, damaging it for 90% of its health, and if the player is caught in the blast radius, they take 33% of their current health as damage. They will then recover part of their health and repeat the process again. They are red.
- Enduring Glacyte: This glacyte draws strength from the parent glacor - when directly next to it, they take no damage. The further this glacyte is from the parent glacor, the more damage it takes. They are dark blue.
- Sapping Glacyte: This glacyte saps the player's prayer - each attack drains the player's prayer points by 20, regardless if it hits and the amount of damage it deals. They are teal.
The priority order for glacyte killing is enduring, sapping and finally unstable, as unstable glacors are the easiest of the three to deal with. It is important to avoid killing glacytes on the same tick, as there is a priority order should multiple glacytes be killed on the same tick, from highest to lowest - enduring, sapping and unstable.
When all three glacytes are killed, the Glacor can be damaged again, although its attack speed will decrease from 5 (3.0 seconds) to 6 (3.6 seconds). It will also take on the powers of the last glacyte killed:
- If the unstable glacyte was killed last, then the Glacor will act similarly to the unstable glacyte, in that it fills up a bar before exploding when filled. The only notable difference is that the blast radius is increased from 3x3 to 5x5.
- If the enduring glacyte was killed last, then the Glacor takes 60% less damage, regardless of where the player is.
- If the sapping glacyte is killed last, then the Glacor's attacks drain 50 prayer points regardless if it hits and how much damage it deals.
Suggested skills[edit | edit source]
Equipment[edit | edit source]
Inventory[edit | edit source]
- Boosting potions in potion flasks: Super magic flasks and super defence flasks; or grand magic potions or extreme magic flasks and extreme defence flasks; or overload flasks
- Prayer renewal flasks or super prayer renewal potions and prayer potion flasks or super restore potions
- The charming imp, optionally, to easily collect charms (can also be worn in the pocket slot or the tool belt)
- Some food for emergencies
- An emergency teleport