Strategies for K'ril Tsutsaroth

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Invasion plans.png
This article is a strategy guide for K'ril Tsutsaroth.
Information on mechanics, setups, and tactics is on this page.

Recommended levels and equipment[edit | edit source]

Requirements
Agility.png
You need 60+ Strength or Agility in order to pass the boulder and enter the God Wars Dungeon where this boss resides.
Constitution.png
You need 70+ Constitution (unboostable) to enter the boss arena.
Quest.png
You must have completed Troll Stronghold up to point of unlocking the God Wars Dungeon entrance.
Zamorak symbol.png
You need to kill 40 Zamorakian monsters to enter the boss arena. Activating a Totem of Intimidation allows you to skip this requirement.
Level recommendations
Style All Large.png
It is recommended to have at least level 75+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 75+ Defence.
Protect from Melee.png
At least 43 Prayer is recommended to use protection prayers against this boss' attacks.
Gameplay
Deflect Magic.png
If you deal low damage use protect from magic or deflect magic.
Soul Split.png
If you deal high damage, you can use soul split during the fight instead of protection prayers.
Equipment recommendations
Fire weakness icon.png
It is recommended to use fire, blood spells or Exsanguinate.
Hybrid.png
Use tier 70 weaponry or better
(see recommendations).
Shard of Zaros detail.png
Equipping ancient equipment, a Shard of Zaros or god-aligned items prevents aggression from monsters in the God Wars Dungeon's main area.
Super attack detail.png
Use the best combat potion that you have to increase your hit chance and damage. At least super potions are recommended.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Demon Slayer (perk).png
This boss is a demon and demon slayer effects provide additional damage against it.
Corrupted slayer helmet chathead.png
This boss counts as a slayer task for 'demons or greater demons'. The slayer helmet provides additional damage and accuracy if you are on task.
Anti-poison Active (self status).png
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage.
Inquisitor staff detail.png
The inquisitor staff deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target.
Stone of Jas detail.png
You can get a 5% damage boost for four hours by visiting the glacor cave. Requires completion of Ritual of the Mahjarrat.

Requirements
Agility.png
You need 60+ Strength or Agility in order to pass the boulder and enter the God Wars Dungeon where this boss resides.
Constitution.png
You need 70+ Constitution (unboostable) to enter the boss arena.
Quest.png
You must have completed Troll Stronghold up to point of unlocking the God Wars Dungeon entrance.
Zamorak symbol.png
You need to kill 40 Zamorakian monsters to enter the boss arena. Activating a Totem of Intimidation allows you to skip this requirement.
Level recommendations
Style All Large.png
It is recommended to have at least level 90+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 90+ Defence.
Protect from Melee.png
At least 43 Prayer is recommended to use protection prayers against this boss' attacks.
Gameplay
Deflect Magic.png
If you deal low damage use protect from magic or deflect magic.
Soul Split.png
If you deal high damage, you can use soul split during the fight instead of protection prayers.
Equipment recommendations
Hybrid.png
Use tier 80 weaponry or better
(see recommendations).
Shard of Zaros detail.png
Equipping ancient equipment, a Shard of Zaros or god-aligned items prevents aggression from monsters in the God Wars Dungeon's main area.
Super attack detail.png
Use the best combat potion that you have to increase your hit chance and damage. At least super potions are recommended.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Corrupted slayer helmet chathead.png
This boss counts as a slayer task for 'demons or greater demons'. The slayer helmet provides additional damage and accuracy if you are on task.
Anti-poison Active (self status).png
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage.
Inquisitor staff detail.png
The inquisitor staff deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target.
Stone of Jas detail.png
You can get a 5% damage boost for four hours by visiting the glacor cave. Requires completion of Ritual of the Mahjarrat.

Strategy[edit | edit source]

God Wars Dungeon map.png
K'ril Tsutsaroth chathead.png

This boss is fought within the God Wars Dungeon. You will need to pass through the main dungeon area, which contains monsters that are aggressive unless you have a Shard of Zaros, to reach the Zamorakian fortress where you fight K'ril Tsutsaroth.

Before being able to enter the boss chamber you will need to obtain 40 kill count by killing 40 Zamorakian-alligned monsters (such as imps and vampyres). If you are able to build a Totem of Intimidation or have a Zamorakian or omni soulstone these can be used to avoid having to gain kill count before entering the boss chamber. If you need to get kill count it is recommended to do this in the Zamorakian fortress as this is where the greatest number of Zamorakian followers spawn. Additionally, if you do not have an item that provide protection against all gods' followers, this will minimise the number of followers that you need to bring items to protect against. Five imps spawn here and be killed very quickly; spiritual mages are also a good choice if you are looking for profit as they have relatively high value drops. When you have sufficient kill count enter the door to the boss chamber at the south-east of the encampment.

In the boss chamber you will be attacked by K'ril and his bodyguards Balfrug Kreeyath, Zakl'n Gritch, and Tstanon Karlak. Focus on killing K'ril first.

K'ril has the ability to poison, although the amount of damage dealt by the poison is negligible, and can decrease the duration of antipoison potions. He also has three special attacks that he will use in equal amounts if the player is within his attack range.

  • Melee attack: K'ril slices with once with each of his scimitars; dealing up to 1,500 damage.
  • Magic attack: K'ril jumps into the air and slams his scimitars into the ground. A shockwave of orange flame deals up to 1,500 damage to the player.
  • Prayer draining attack: K'ril jumps into the air, saying "Yaarrgh!" and slams both scimitars onto the ground. A game notice will notify the player that K'ril has penetrated through their prayer and that they feel drained. This attack deals up to 6,600 soft typeless damage, and will also drain the target's current prayer points by 50%. This damage and prayer drain can be spread across multiple players if they are next to the struck target; the amount of damage will be divided amongst the affected players.

When K'ril uses the prayer-draining attack use the Debilitate ability to reduce damage taken by 50% for 7.8 or more seconds. Alternatively you can kite K'ril across the walls of the room. At higher levels you should expect to encounter this attack at least once per kill; although it is possible to get two prayer smashes or none at all depending on how efficient you are in defeating him. K'ril will use the prayer smash attack less often if you have no prayers active. At higher levels you can kill K'ril without using prayers; although this method results slightly slower kills due to the lack of damage boosting prayers. You can use a blood necklace and blood barrage to heal yourself, you will normally be able to use this method without needing to eat food.

When killing the minions, start off with Balfrug Kreeyath, since his magic attacks will deal the majority of the damage compared to the other two. If you are not using Soul Split, you can use Protect from Magic or Deflect Magic when fighting him. Then kill Tstanon Karlak and finally Zakl'n Gritch. If K'ril and his minions deal too much damage, you can use Guthix's Blessing, Ice Asylum and/or an Enhanced Excalibur to recover health. The minions also drop sharks or 2 tuna potatoes, which can increase the length of a trip.

Players should best wait for K'ril to respawn on the south-western or south-eastern areas of the room; on the southwestern side players can avoid Zakl'n while on the southeastern side they can avoid Tstanon and Balfrug, which results in less damage per kill. At high levels players can fight this boss while afking; if so the best place to wait for K'ril to respawn on the spot where Balfrug Kreeyath is spawning, so K'ril will be targeted when auto-retaliating.

Hard mode[edit | edit source]

In hard mode K'ril has 100,000 rather than 55,000 health. He continues to use the melee and magic special attacks that he has in normal mode but does not use his prayer draining attack. He attacks more frequently: every 4 ticks (2.4 seconds) rather than every 5 ticks. His armour rating is also increased. Like all other hard mode God Wars Dungeon bosses, K'ril can bind players for 250 damage if they are under him. He also has three additional special attacks:

Charge

K'ril Tsutsaroth will yell Run, coward!, and after a brief pause, will charge. An in-game message will tell the player K'ril prepares to charge. K'ril will charge towards the player he is targeting until he hits the wall; if you are under or in front of him you will be hit for moderate damage. K'ril is temporarily invulnerable while he charges.

To deal with K'ril's charge attack move out of his way and wait for him to hit the wall. Once he has done this he will no longer be invulnerable and you can continue the fight. This attack can slow down kill times so it is important to have K'ril next to and facing a wall to reduce the time it takes him to perform this attack. If using melee, this is a good opportunity to use Greater Barge as there is typically enough time for the secondary effect to activate.

Spikes

When K'ril says You cannot stand against Zamorakian might!, he will raise one of his scimitars into the air before smashing it into the ground, causing an earth spike to appear under the player he is targeting. Players will be notified when he summons an earth spike by an in-game message stating K'ril smashes his blade into the ground, which bursts into spikes from the impact. While on the spikes, the player will receive 900-1200 damage every two ticks unless they move off it. After a short time, the earth spike will disappear.

When K'ril uses earth spike move off the affected area. You can lure K'ril over the spike; if he stands over it he will take rapid but weak bleeding damage, between 100-500 every tick.

Enraged mode

K'ril Tsutsaroth will become enraged with the player he is attacking, and will shout Die in the name of Zamorak! while raising his scimitars up into the air. An in-game message will tell the player K'ril becomes enraged, swiping at you with wild but inaccurate strikes. You should try to avoid them. He will temporarily run for the duration of this attack, swinging his scimitars wildly. The attacks have 100% accuracy regardless of the player's armour rating, deal up 2,500 damage each, and are applied as a cleave attack in the direction K'ril is facing for roughly 8 ticks whenever he attacks.

When K'ril enters his enraged mode you should Surge away to avoid the majority of the attack, after which the fight will resume as normal. If you are unable to run away, casting Anticipation or Freedom is recommended to prevent being bound in place if you run under him, as well as using either Protect from Melee or Protect from Magic (or their Deflect counterparts) and either Debilitate or Devotion to minimise damage; Immortality is also a viable option if players are taking too much damage. The easiest way to avoid this attack while dealing damage is to tank the first hit (which is generally a melee attack) before running around while K'ril chases you. Although K'ril's placement may not be visually aligned with the player, he should still be in range for you to hit him with abilities, even if you are using melee. The only concern is that the player may get bound by K'ril while he's running towards them, although this shouldn't be an issue in most cases as the player can either Freedom out or the attack will have already ended.

K'ril will usually use his Spikes or Charge special attack first, followed by Enraged mode. Where he uses Enraged Mode first, this will occur slightly later than his first special attack would have been expected. He will never use the same special attack twice in succession.