Hard mode strategies for K'ril Tsutsaroth
On Hard Mode, K'ril Tsutsaroth has a few changes in his mechanics. Apart from his health increasing from 55,000 to 100,000, K'ril's weaknesses also change; in normal mode, K'ril's affinities are 75 against fire spells, 45 melee, 40 ranged and 50 magic (non-fire spells). In hard mode, he is no longer weak against fire spells, and his affinities increase to 70 melee, 80 ranged and 60 magic. He still retains his Defence level of 75.
His magic attack, which has a unique animation in normal mode, is removed, instead using his melee attack animation instead.
The most important change is that he no longer uses his Prayer smashing ability. Like all other hard mode God Wars Dungeon bosses, K'ril can bind players for 250 damage if they are under him. He is still poisonous and his bodyguards act as normal.
Compared to the other hard mode battles, K'ril is arguably the easiest of them all as his attacks are not much of a threat compared to the other generals.
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.
Special attacks[edit | edit source]
Charge[edit | edit source]
K'ril Tsutsaroth will yell K'ril prepares to charge. K'ril is temporarily invulnerable while he charges. It is important to have K'ril next to and facing a wall to speed up this attack, as it is the primary factor for prolonging kill times., and after a brief pause, will charge towards the player he is targeting until he hits the wall. Simply move to the side and watch K'ril bash his head (he takes some damage from this), then continue attacking. Being caught in this attack (essentially being under him while he charges) will result in moderate damage. K'ril is immune to damage while he is running or hitting the wall. An in-game message will tell the player
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[edit | edit source]
When K'ril says 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. Players 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. After a short time, the earth spike will disappear., he will raise one of his scimitars into the air before smashing it into the ground, causing an
Enraged mode[edit | edit source]
K'ril Tsutsaroth will become enraged with the player he is attacking, and will shout, raising his scimitars up into the air as a visual indicator of this attack.
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. This message is highly misleading - the attacks have 100% accuracy regardless of the player's armour rating. These attacks of magic and melee also deal up 2,500 damage each, and is applied as a cleave attack in the direction K'ril is facing for roughly 8 ticks whenever he attacks. He will temporarily run for the duration of this attack, swinging his scimitars wildly.
Players are advised to 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/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 them. Although K'ril's placement may not be visually aligned with the player, he will still be in range to be hit with abilities, even if the player is 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.