Strategies for Kalphite King

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Invasion plans.png
This article is a strategy guide for Kalphite King.
Information on mechanics, setups, and tactics is on this page.

Overview[edit | edit source]

The Kalphite King is a powerful kalphite that resides in the Exiled Kalphite Hive.

Despite possessing an instant-kill mechanic of sorts, this mechanic can be easily mitigated with cooperation and proper usage of defensive abilities.

He possesses 260,000 health and can use all three forms of combat, although he is limited to one style at a time. At any time during his attack rotation, he may change into another form and begin a new attack rotation. As a kalphite, he can be killed towards a kalphite task, providing additional accuracy and damage, which stacks with the Keris dagger.

Although the Kalphite King is not immune to stuns, every stun will cause him to skip an auto-attack in his rotation, outside of hard-coded mechanics ingrained into the attack rotation, such as his charge in his melee and magic forms, not to mention that there is slight stun resistance in that he does not get stunned (although he still skips the next attack prior to getting stunned). Therefore, stuns are highly discouraged at this boss when fighting in a group.

Reflected damage, apart from armour spikes, are capped at 500 to prevent players from abusing massive reflect damage from Beetlejuice.

Recommendations[edit | edit source]

Levels[edit | edit source]

Equipment[edit | edit source]

Recommended equipment for Melee
SlotItem (most effective → least effective)
HeadCorrupted slayer helmet.png: RS3 Inventory image of Corrupted slayer helmetCorrupted slayer helmet (if on Task)Trimmed masterwork helm.png: RS3 Inventory image of Trimmed masterwork helmTrimmed masterwork helmMalevolent helm.png: RS3 Inventory image of Malevolent helmMalevolent helm / Masterwork helm.png: RS3 Inventory image of Masterwork helmMasterwork helmSuperior Statius's full helm.png: RS3 Inventory image of Superior Statius's full helmSuperior Statius's full helmRefined anima core helm of Zaros.png: RS3 Inventory image of Refined anima core helm of ZarosRefined anima core helm of Zaros
NeckEssence of Finality amulet.png: RS3 Inventory image of Essence of Finality amuletEssence of Finality amulet(or)Reaper necklace.png: RS3 Inventory image of Reaper necklaceReaper necklace(or)Amulet of souls.png: RS3 Inventory image of Amulet of soulsAmulet of souls(or)Blood amulet of fury.png: RS3 Inventory image of Blood amulet of furyBlood amulet of furyDragon Rider amulet.png: RS3 Inventory image of Dragon Rider amuletDragon Rider amulet
BackCompletionist cape.png: RS3 Inventory image of Completionist capeCompletionist cape / Max cape.png: RS3 Inventory image of Max capeMax capeAbomination cape.png: RS3 Inventory image of Abomination capeAbomination capeTokHaar-Kal-Ket.png: RS3 Inventory image of TokHaar-Kal-KetTokHaar-Kal-KetDefence cape.png: RS3 Inventory image of Defence capeDefence capeN/A
BodyTrimmed masterwork platebody.png: RS3 Inventory image of Trimmed masterwork platebodyTrimmed masterwork platebodyMalevolent cuirass.png: RS3 Inventory image of Malevolent cuirassMalevolent cuirass / Masterwork platebody.png: RS3 Inventory image of Masterwork platebodyMasterwork platebodySuperior Vesta's Chainbody.png: RS3 Inventory image of Superior Vesta's ChainbodySuperior Vesta's ChainbodyRefined anima core body of Zaros.png: RS3 Inventory image of Refined anima core body of ZarosRefined anima core body of ZarosTorva platebody.png: RS3 Inventory image of Torva platebodyTorva platebody
LegsTrimmed masterwork platelegs.png: RS3 Inventory image of Trimmed masterwork platelegsTrimmed masterwork platelegsMalevolent greaves.png: RS3 Inventory image of Malevolent greavesMalevolent greaves / Masterwork platelegs.png: RS3 Inventory image of Masterwork platelegsMasterwork platelegsSuperior Vesta's plateskirt.png: RS3 Inventory image of Superior Vesta's plateskirtSuperior Vesta's plateskirtRefined anima core legs of Zaros.png: RS3 Inventory image of Refined anima core legs of ZarosRefined anima core legs of ZarosTorva platelegs.png: RS3 Inventory image of Torva platelegsTorva platelegs
Main handKhopesh of Tumeken.png: RS3 Inventory image of Khopesh of TumekenKhopesh of Tumeken / (Keris.png: RS3 Inventory image of KerisKeris with Desert Amulet 3/4)Drygore weaponry.png: RS3 Inventory image of Drygore weaponryDrygore weaponryBlade of Nymora.png: RS3 Inventory image of Blade of NymoraBlade of NymoraTetsu katana.png: RS3 Inventory image of Tetsu katanaTetsu katana / Ripper claw.png: RS3 Inventory image of Ripper clawRipper clawChaotic weaponry.png: RS3 Inventory image of Chaotic weaponryChaotic weaponry
Two-handed weaponZaros godsword.png: RS3 Inventory image of Zaros godswordZaros godswordNoxious scythe.png: RS3 Inventory image of Noxious scytheNoxious scytheDragon Rider lance.png: RS3 Inventory image of Dragon Rider lanceDragon Rider lanceMizuyari.png: RS3 Inventory image of MizuyariMizuyariAttuned crystal halberd.png: RS3 Inventory image of Attuned crystal halberdAttuned crystal halberd
Off-hand weaponKhopesh of Elidinis.png: RS3 Inventory image of Khopesh of ElidinisKhopesh of ElidinisDrygore weaponry.png: RS3 Inventory image of Drygore weaponryDrygore weaponryTetsu wakizashi.png: RS3 Inventory image of Tetsu wakizashiTetsu wakizashi / Off-hand ripper claw.png: RS3 Inventory image of Off-hand ripper clawOff-hand ripper clawBlade of Avaryss.png: RS3 Inventory image of Blade of AvaryssBlade of Avaryss / Chaotic weaponry.png: RS3 Inventory image of Chaotic weaponryChaotic weaponryEnhanced Excalibur.png: RS3 Inventory image of Enhanced ExcaliburEnhanced Excalibur
Off-hand weaponMalevolent kiteshield.png: RS3 Inventory image of Malevolent kiteshieldMalevolent kiteshield / Kalphite defender.png: RS3 Inventory image of Kalphite defenderKalphite defenderDivine spirit shield.png: RS3 Inventory image of Divine spirit shieldDivine spirit shieldAncient defender.png: RS3 Inventory image of Ancient defenderAncient defenderCorrupted defender.png: RS3 Inventory image of Corrupted defenderCorrupted defenderBandos warshield.png: RS3 Inventory image of Bandos warshieldBandos warshield
Ammo/SpellArmour spikes (alloy).png: RS3 Inventory image of Armour spikes (alloy)Armour spikes (alloy)Armour spikes.png: RS3 Inventory image of Armour spikesArmour spikesN/AN/AN/A
GlovesCinderbane gloves.png: RS3 Inventory image of Cinderbane glovesCinderbane glovesDeathtouch bracelet.png: RS3 Inventory image of Deathtouch braceletDeathtouch braceletTrimmed masterwork gloves.png: RS3 Inventory image of Trimmed masterwork glovesTrimmed masterwork glovesGoliath gloves.png: RS3 Inventory image of Goliath glovesGoliath glovesRazorback gauntlets.png: RS3 Inventory image of Razorback gauntletsRazorback gauntlets / Masterwork gloves.png: RS3 Inventory image of Masterwork glovesMasterwork gloves
FeetTrimmed masterwork boots.png: RS3 Inventory image of Trimmed masterwork bootsTrimmed masterwork bootsEmberkeen boots.png: RS3 Inventory image of Emberkeen bootsEmberkeen boots / Masterwork boots.png: RS3 Inventory image of Masterwork bootsMasterwork bootsTorva boots.png: RS3 Inventory image of Torva bootsTorva bootsBandos boots.png: RS3 Inventory image of Bandos bootsBandos bootsSilverhawk boots.png: RS3 Inventory image of Silverhawk bootsSilverhawk boots
RingAsylum surgeon's ring.png: RS3 Inventory image of Asylum surgeon's ringAsylum surgeon's ringRing of death.png: RS3 Inventory image of Ring of deathRing of deathOnyx ring (i).png: RS3 Inventory image of Onyx ring (i)Onyx ring (i)Warrior ring (i).png: RS3 Inventory image of Warrior ring (i)Warrior ring (i)Sixth-Age circuit.png: RS3 Inventory image of Sixth-Age circuitSixth-Age circuit
AuraBerserker aura.png: RS3 Inventory image of Berserker auraBerserker auraBrawler aura.png: RS3 Inventory image of Brawler auraBrawler auraVampyrism aura.png: RS3 Inventory image of Vampyrism auraVampyrism auraReverence aura.png: RS3 Inventory image of Reverence auraReverence auraPenance aura.png: RS3 Inventory image of Penance auraPenance aura
PocketErethdor's grimoire.png: RS3 Inventory image of Erethdor's grimoireErethdor's grimoireSuperior scrimshaw of vampyrism.png: RS3 Inventory image of Superior scrimshaw of vampyrismSuperior scrimshaw of vampyrismAttacker's insignia.png: RS3 Inventory image of Attacker's insigniaAttacker's insigniaIlluminated Book of Law.png: RS3 Inventory image of Illuminated Book of LawIlluminated Book of LawSign of life.png: RS3 Inventory image of Sign of lifeSign of life

Recommended equipment for Magic
SlotItem (most effective → least effective)
HeadSuperior void knight mage helm.png: RS3 Inventory image of Superior void knight mage helmSuperior void knight mage helm / Corrupted slayer helmet.png: RS3 Inventory image of Corrupted slayer helmetCorrupted slayer helmet if on taskTectonic mask.png: RS3 Inventory image of Tectonic maskTectonic maskVirtus mask.png: RS3 Inventory image of Virtus maskVirtus maskHood of subjugation.png: RS3 Inventory image of Hood of subjugationHood of subjugationSuperior seasinger's hood.png: RS3 Inventory image of Superior seasinger's hoodSuperior seasinger's hood
NeckEssence of Finality amulet.png: RS3 Inventory image of Essence of Finality amuletEssence of Finality amulet(or)Reaper necklace.png: RS3 Inventory image of Reaper necklaceReaper necklace(or)Amulet of souls.png: RS3 Inventory image of Amulet of soulsAmulet of souls(or)Arcane blood necklace.png: RS3 Inventory image of Arcane blood necklaceArcane blood necklaceBlood amulet of fury.png: RS3 Inventory image of Blood amulet of furyBlood amulet of fury
BackCompletionist cape.png: RS3 Inventory image of Completionist capeCompletionist cape / Max cape.png: RS3 Inventory image of Max capeMax capeTokHaar-Kal-Mej.png: RS3 Inventory image of TokHaar-Kal-MejTokHaar-Kal-MejGod cape.png: RS3 Inventory image of God capeGod capeDefence cape.png: RS3 Inventory image of Defence capeDefence capeN/A
BodySuperior elite void knight top (executioner).png: RS3 Inventory image of Superior elite void knight top (executioner)Superior elite void knight top (executioner)Tectonic robe top.png: RS3 Inventory image of Tectonic robe topTectonic robe topVirtus robe top.png: RS3 Inventory image of Virtus robe topVirtus robe topGarb of subjugation.png: RS3 Inventory image of Garb of subjugationGarb of subjugationSuperior seasinger's robe top.png: RS3 Inventory image of Superior seasinger's robe topSuperior seasinger's robe top
LegsSuperior elite void knight robe (executioner).png: RS3 Inventory image of Superior elite void knight robe (executioner)Superior elite void knight robe (executioner)Tectonic robe bottom.png: RS3 Inventory image of Tectonic robe bottomTectonic robe bottomVirtus robe legs.png: RS3 Inventory image of Virtus robe legsVirtus robe legsGown of subjugation.png: RS3 Inventory image of Gown of subjugationGown of subjugationSuperior seasinger's robe bottom.png: RS3 Inventory image of Superior seasinger's robe bottomSuperior seasinger's robe bottom
Main handWand of the praesul.png: RS3 Inventory image of Wand of the praesulWand of the praesulSeismic wand.png: RS3 Inventory image of Seismic wandSeismic wandWand of the Cywir elders.png: RS3 Inventory image of Wand of the Cywir eldersWand of the Cywir eldersSeasinger kiba.png: RS3 Inventory image of Seasinger kibaSeasinger kibaVirtus wand.png: RS3 Inventory image of Virtus wandVirtus wand / Attuned crystal wand.png: RS3 Inventory image of Attuned crystal wandAttuned crystal wand
Two-handed weaponStaff of Sliske.png: RS3 Inventory image of Staff of SliskeStaff of Sliske / Inquisitor staff.png: RS3 Inventory image of Inquisitor staffInquisitor staffNoxious staff.png: RS3 Inventory image of Noxious staffNoxious staffObliteration.png: RS3 Inventory image of ObliterationObliterationStaff of darkness.png: RS3 Inventory image of Staff of darknessStaff of darknessChaotic staff.png: RS3 Inventory image of Chaotic staffChaotic staff / Attuned crystal staff.png: RS3 Inventory image of Attuned crystal staffAttuned crystal staff
Off-hand weaponImperium core.png: RS3 Inventory image of Imperium coreImperium coreSeismic singularity.png: RS3 Inventory image of Seismic singularitySeismic singularitySeasinger makigai.png: RS3 Inventory image of Seasinger makigaiSeasinger makigaiOrb of the Cywir elders.png: RS3 Inventory image of Orb of the Cywir eldersOrb of the Cywir eldersVirtus book.png: RS3 Inventory image of Virtus bookVirtus book / Attuned crystal orb.png: RS3 Inventory image of Attuned crystal orbAttuned crystal orb
Off-hand weaponMerciless kiteshield.png: RS3 Inventory image of Merciless kiteshieldMerciless kiteshield / Kalphite rebounder.png: RS3 Inventory image of Kalphite rebounderKalphite rebounderArcane spirit shield.png: RS3 Inventory image of Arcane spirit shieldArcane spirit shieldAncient lantern.png: RS3 Inventory image of Ancient lanternAncient lanternBlighted rebounder.png: RS3 Inventory image of Blighted rebounderBlighted rebounderSpectral spirit shield.png: RS3 Inventory image of Spectral spirit shieldSpectral spirit shield
GlovesCinderbane gloves.png: RS3 Inventory image of Cinderbane glovesCinderbane glovesSuperior void knight gloves.png: RS3 Inventory image of Superior void knight glovesSuperior void knight glovesDeathtouch bracelet.png: RS3 Inventory image of Deathtouch braceletDeathtouch braceletCelestial handwraps.png: RS3 Inventory image of Celestial handwrapsCelestial handwrapsVirtus gloves.png: RS3 Inventory image of Virtus glovesVirtus gloves
FeetHailfire boots.png: RS3 Inventory image of Hailfire bootsHailfire bootsVirtus boots.png: RS3 Inventory image of Virtus bootsVirtus bootsBoots of subjugation.png: RS3 Inventory image of Boots of subjugationBoots of subjugationLunar boots.png: RS3 Inventory image of Lunar bootsLunar bootsSilverhawk boots.png: RS3 Inventory image of Silverhawk bootsSilverhawk boots
RingAsylum surgeon's ring.png: RS3 Inventory image of Asylum surgeon's ringAsylum surgeon's ringRing of death.png: RS3 Inventory image of Ring of deathRing of deathOnyx ring (i).png: RS3 Inventory image of Onyx ring (i)Onyx ring (i)Seers' ring (i).png: RS3 Inventory image of Seers' ring (i)Seers' ring (i)Sixth-Age circuit.png: RS3 Inventory image of Sixth-Age circuitSixth-Age circuit
AuraManiacal aura.png: RS3 Inventory image of Maniacal auraManiacal auraRunic accuracy aura.png: RS3 Inventory image of Runic accuracy auraRunic accuracy auraPenance aura.png: RS3 Inventory image of Penance auraPenance auraVampyrism aura.png: RS3 Inventory image of Vampyrism auraVampyrism auraDark magic aura.png: RS3 Inventory image of Dark magic auraDark magic aura
PocketSuperior scrimshaw of magic.png: RS3 Inventory image of Superior scrimshaw of magicSuperior scrimshaw of magicSuperior scrimshaw of the elements.png: RS3 Inventory image of Superior scrimshaw of the elementsSuperior scrimshaw of the elementsAttacker's insignia.png: RS3 Inventory image of Attacker's insigniaAttacker's insigniaIlluminated Book of Law.png: RS3 Inventory image of Illuminated Book of LawIlluminated Book of LawSign of life.png: RS3 Inventory image of Sign of lifeSign of life

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 1,735,849 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 4 575,129 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 1,613,386 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 1,613,386 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 4 598,221 for 2 x Ganodermic gloves Absorbative gives a 20% chance of reducing damage by 5% per rank.
Mobile.png Venomblood.png Mobile + Venomblood 461,372 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 6,402,459

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 1,735,849 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 4 575,129 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 3,170,204 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 5,161,768 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)
2,882,024 for 0.2 x Virtus wand (level 9+)
3,171,733 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 2,779,772 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 19,476,478

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,096,405 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 10,678,257 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 2,890,280 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 1,480,071 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 72,780,873 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 69,564,318 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 28,157,824 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 19,762,702 for 1.5 x Virtus wand (level 9+)
3,171,733 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 2,779,772 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 197,697,293

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,096,405 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 39,848,392 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 2,890,280 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 19,869,180 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 2 218,336,519 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 238,205,700

Recommended perks for Kalphite King

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).

Mechanics[edit | edit source]

Forms[edit | edit source]

This form is signified by the Kalphite King's wings being yellow. In this state, the King possess 60 affinity towards fire/blood spells, 50 towards any other spell, 40 melee affinity and 30 ranged affinity. It does not perform its dig attack in this form.

  • Quake: The Kalphite King will stomp the ground, emitting a visible shockwave that will hit all players within 3 spaces of him. This is a standard quake attack and lowers players' defence if it successfully hits.
  • Standard Attacks: There are four different types of standard attacks.
    • Slaughter: Standard Slaughter bleed. Applied in the direction the King is facing.
    • Dismember: Standard Dismember bleed. Applied in the direction the King is facing.
    • Shove: The King pushes players in front of him away, dealing minor melee damage. Shove will temporarily disable all damage from any shoved targets for a second.
Attack rotation (start of a phase/repeat - note the attack rotation can be interrupted with stuns, but it still follows the same pattern regardless):
  • Dismember
  • Quake
  • Shove
  • Slaughter
  • Dismember
  • Charge
  • Quake
  • Slaughter
  • Beetlejuice
  • Repeats from above
Note: The charge and Beetlejuice attacks are hard-coded in the attack pattern - stuns will not skip these attacks, but minions can cancel them.

This form is signified by the Kalphite King's wings being green. In this state, the King possess 60 affinity towards stabbing attacks, 50 towards any other melee combat, 40 ranged affinity and 30 magic affinity. It does not perform its charge/wall impale attacks in this form. Though attacks deal far less damage compared to other phases, each attack consists three simultaneous hits. As long as one of these three hits damages the player, the effect will be applied to the player. The King also attacks up to three players at a time with his ranged attacks.

  • Standard Attack: The King will fire darts that hit up to three random players.
  • Bleeding Darts: The King will fire darts, causing the Fragmentation Shot effect.
  • Binding Darts : The King will fire darts at a group of players, causing the Binding Shot effect.
  • Incendiary Shot: The King fires an incendiary shot - unlike players' variants, this shot works differently, consisting of two separate attacks. The first attack is a "check" roll, which affects the subsequent shot - for example, if two of the three "check" hits connects with the player, then the player will take two hits of Incendiary Shot. Each shot can deal up to 2,500 damage.
Attack rotation (start of a phase/repeat - note the attack rotation can be interrupted with stuns, but it still follows the same pattern regardless):
  • Binding Shot
  • Fragmentation Shot
  • Stun Aura
  • 2 standard auto-attacks
  • Beetlejuice
  • Incendiary Shot
  • Binding Shot
  • Fragmentation Shot
  • Dig
  • Repeats from above
Note: The Beetlejuice attack can be skipped with a stun - the dig is hard-coded, although minions can cancel out either attack.

This form is signified by the Kalphite King's wings being blue. In this state, the King possesses 60 affinity towards arrows, 50 towards melee, 40 towards other ranged weapons and 30 towards magic. It does not perform Beetlejuice in this form. Though the King will still focus on one player, his attacks are launched towards anyone within 15 spaces of him.

AoE magic attack in effect.
  • Blue Energy Orb: This attack is the King's version of Wrack and Impact. If it hits, players will be stunned and bound for 2 seconds.
  • Yellow-Green Orb: The King launches yellow-green orbs in place of standard attacks. There are numerous types of orbs, and single orbs are nearly impossible to distinguish. Orbs are placed on the tile of all players within a 15 spaces of the King as they are launched, before slowly rising up and exploding. All of these orbs have 100% accuracy and will always hit regardless of the player's armour rating if they are caught in its blast, and have a 5x5 AoE.
    • Impact Orb: Signified as a single orb.
    • Combust Orb: Signified as a single orb, albeit causes Combust when hit.
    • Wild Magic Orb: Signified as double orbs, with the orbs sharing a gap of one space in between them. Despite looking the same as normal orbs, getting hit by one of these orbs will cause the other one to hit, even if the player is not within range of it.

Attack rotation (start of a phase/repeat - note the attack rotation can be interrupted with stuns, but it still follows the same pattern regardless):

  • Wrack orb
  • Impact orb
  • Stun aura
  • Impact orb
  • Combust orb
  • Dig
  • Wild Magic orb
  • Wrack Orb
  • Charge
  • Repeats from above
Note: The charge and stun orbs are hard-coded in the attack pattern - stuns will not skip these attacks, though minions can cancel out the charge attack.

Beetlejuice[edit | edit source]

The Kalphite King's Beetlejuice attack.

At a specific point in his melee and ranged forms, the Kalphite King will occasionally charge up and launch green sticky goo on his main target, applying a nine second stun and binding effect on them. This will also override any defensive abilities in effect and place most defensive abilities on rapid cooldown.

After seven seconds have passed, the Kalphite King will proceed to impale his target, dealing 32,000 melee damage, more often than not resulting in an instant kill.

Stun/Bind Resistance[edit | edit source]

Although the King is not immune to stuns and binds, he will occasionally break free of them without warning. In addition, this also causes him to skip the attack he would have done and move on to the next one, which can cause his attacks to become delayed. He still follows the same attack pattern as usual.

Prayer Resistance[edit | edit source]

The Kalphite King is one of the few bosses whose attacks are reduced by 25% rather than 50% when prayed against.

Reflect Resistance[edit | edit source]

Damage reflected towards the Kalphite King is capped at 500, apart from armour spikes.

Minions[edit | edit source]

Around 195,000 and 65,000 health thresholds, the Kalphite King will momentarily pause and apply a one second stun and bind effect to all players within a 3 tile radius of him. A few ticks later, a set of five marauders will appear; one at his main target, and another four on the western side of the arena. Standing underneath a spot where the marauder will pop up will deal around 600 melee damage. The first threshold summons one set of marauders, while the second threshold summons two sets.

Whenever this mechanic is initiated, the next attack he would have done if the minions had not been called for is skipped.

The marauders are slightly tougher than the ones roaming the main hive and queen's chambers, possessing a higher Magic level, making them more accurate and damaging. However, their health is reduced, from 7,000 to 5,000. Their defensive stats remain the same. They can also inflict poison with both their auto-attacks and the burst attack.

Auras[edit | edit source]

The Kalphite King utilises two different auras at random during the fight; a green and a red aura. Both auras last for approximately 5 seconds before they are lifted. They do not interrupt the attack rotation.

When a green aura surrounds the Kalphite King, all damage he takes will instead heal him for the damage it would have done; some damage modifiers, such as Keris and desert amulet 3/4, are ignored.

When a red aura surrounds the Kalphite King, all combat damage he deals will instead heal him for the damage it would have done. This also includes Beetlejuice (as it is classified as melee damage) and will cause an uber heal if the resulting hit is not mitigated. Reducing the damage from these attacks effectively reduces the amount of health he would have restored.

Charge[edit | edit source]

At a specific point in his melee and magic forms, the King will prepare to charge towards his target's direction, performing a charging animation that lasts for around 3 seconds. After this animation, he then charges forward on that direction. Players caught in the attack will take around 4,500 hard typeless damage.

If the King attempts to charge in a direction but there is less than 3 spaces in order to do so, the attack is instead replaced with Wall Impale, which deals 5,500 hard typeless damage. This damage is taken instantly if this occurs.

Stun Aura[edit | edit source]

At a specific point in his magic and ranged forms, the King will apply a stun aura that stuns and binds his targets for 2 seconds within a 3 tile radius from him.

Digging[edit | edit source]

The Kalphite King reappears after digging.

At the end of the Kalphite King's attack rotation in his magic and ranged forms, he will burrow into the ground. Five seconds later, his horn will appear near his target's location as a warning indicator that he is about to emerge from that area. Any player underneath this area (5x5 AoE) when he emerges will be shoved aside at a random direction and take up to 5,000 hard typeless damage.

The dig can be skipped in his magic form by successfully stunning him. The dig in his ranged form can only be skipped when he is prompted to call marauders.

Defensive Abilities[edit | edit source]

The Kalphite King utilises two different defensive abilities which are only used if attacked with a specific ability.

If the Kalphite King is attacked with Frenzy or Unload, he will activate Barricade, which lasts for 10 seconds.

If the Kalphite King is attacked with Smoke Tendrils, Frenzy or Unload on its magic, melee and ranged form respectively, he will activate Immortality. If killed while the effect is active, he revives with 35,000 health.

Cowardice[edit | edit source]

If the Kalphite King is unable to attack his target for more than 10 seconds, he will immediately change his combat form and rapidly heal for 26,000 health until he attacks or is attacked.

Strategy[edit | edit source]

HP
Health Effect when met or depleted
Kalphite King (start of phase) 260,000 N/A
Threshold 1 195,000 (aprox.) Summons five marauders
Threshold 2 65,000 (aprox.) Summons two batches of five marauders each
Kalphite King (damage cap) 0 Ends encounter

The King starts off with a random combat style each spawn, so players should act accordingly.

In its magic state, players should attack with Ranged, preferably with arrows. Wild Magic orbs are especially dangerous because getting hit by one of them will cause the other one to hit, being capable of ripping more than half of a player's maximum health off. Stun orbs are slightly less dangerous but still shouldn't be underestimated either, as they can hit quite high.

In its ranged form, players should attack with Melee, preferably with stabbing weapons. The only attack to watch out for is Incendiary Shot, as this is always followed up with Binding Shot, and can deal considerable damage to players if multiple check hits roll.

In its melee form, players should attack with Magic, preferably with fire spells. Any Slaughter bleeds the King applies to non-tanking players should be removed with Freedom, as they can deal considerably high damage if the player moves.

There are two major roles for the fight:

  • Base Tank: Keeps the King's aggression on them. Ideally they should be facing away from the rest of the team to use Flanking if applicable, and to reduce the amount of targets struck by melee and ranged attacks. They provoke the King back to them after Beetlejuice.
  • Provoker: This player acts as a standard DPS, but whenever the King performs Beetlejuice, they will use Provoke to force the King's aggression towards them, equip a shield or defender, and use Resonance. If this is not possible, Devotion, Immortality or Barricade can be used in its place. Keep in mind for Devotion, you must be praying Melee. Experienced players can "Heal Provoke", in which they use Heal Other to restore the health of any injured teammate, and heal themselves from Beetlejuice, reducing the amount of food needed by other players.

The King will summon marauders when he reaches 195,000 and 65,000 health. Unless going for speed kills, they should be killed because they can stack a lot of damage and irritate provokers.

Solo[edit | edit source]

Soloing the King is possible but is not generally done as often due to the lack of valuable drops despite the high price of drygore weaponry. It is still useful for players who are unwilling or unable to find teammates to come along for the trip. Assuming the player has sufficient solo experience with best-in-slot gear, potions and prayers, 20-25 kills can be achieved in an hour. The setup assumes the player has completed the Hard Desert tasks and has an enhanced Keris. Kill times for solo on average should be around 1:15-1:30 with a ripper demon familiar on task. This may be longer depending on how often the King deploys his green healing aura, as this generally prolongs kills by 15–20 seconds on average.

Berserker aura.png
Custom-fit trimmed masterwork helm.png
Erethdor's grimoire.png
TokHaar-Kal-Ket.png
Desert amulet 4.png
Tirannwn quiver 4.png
Keris.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
Asylum surgeon's ring.png
Augmented Seren godbow.pngAugmented Zaros godsword.pngAugmented Masterwork Spear of Annihilation.pngAugmented kalphite defender.png
Ancient elven ritual shard.pngAugmented enhanced Excalibur.pngRing of vigour.pngRing of death.png
Luck of the Dwarves.pngElder overload potion (6).pngBlessed flask.pngAdrenaline renewal flask (6).png
Weapon poison+++ flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngShark.png
Shark.pngShark.pngShark.pngShark.png
Shark.pngShark.pngShark.pngShark.png
Portent of item protection.pngShark.pngShark.png
  • Gear:
    • Zaros godsword for special switch on melee/range forms
    • Seren godbow for special switch on magic form
    • Masterwork Spear of Annihilation for bleed switches
    • Ring of death to offset high death fee
    • Kalphite defender for access to dual-wield and shield defensive abilities
    • Luck of the dwarves after the King dies for increased drygore drop chance
  • Chaos rune.png Soul rune.png Body rune.png in rune pouch if not taking vulnerability bombs
  • If blessed flask is not available, substitute with 1 prayer flask
  • Sample preset assumes player has slayer helmet stand at Anachronia base camp for task bonus. Replace with best slayer helm if not available but on task.
  • Quiver for prayer bonus - replace with rune pouch if manually casting Vulnerability (with Ingenuity of the Humans)
  • Grimoire left inactive to benefit from strength and prayer bonuses
  • One inventory space left free for ease of dual/two-handed switching
  • Food and brews for panic eating

General Tactics[edit | edit source]

It is recommended to bring a two-handed melee weapon to use Hurricane, Quake and Cleave whenever possible. Though Destroy deals more damage against a single target, it is also a stun ability and will cause the King to skip several auto-attacks in the process if not cancelled. Quake also lowers his defence and affinities, making him easier to hit on any form in which 100% accuracy is not obtained for any reason.

Keris manipulation is highly recommended, as this speeds up the kill even quicker. Although the player should be using Keris throughout the whole fight, several abilities such as bleeds and two-handed abilities will cause the player to switch to their respective weapon. If the player equips Keris before the attack(s) register, they will deal Keris-enhanced damage rather than normal damage as long as it is equipped. Switching Keris out for a different weapon will revert the damage to normal.

Remember that minions always skip one auto-attack, including most hard-coded ones in which a stun would be unable to skip it.

At the start of the encounter, just as the King appears, use Anticipation, and apply Vulnerability (either the spell or a bomb) when he becomes attackable. Make sure to stand directly next to the King when he spawns. These three start-ups provide the player with an advantage:

  • In all forms, he will take an additional 10% damage for the first minute of the encounter.
  • In his melee form, the King will immediately attempt to use Dismember, but this attack will not damage the player if they are standing right next to him. Standing underneath or one tile away from him (including being diagonally across and running in) will cause Dismember to hit.
  • In his ranged form, the King always starts with Binding Shot. Having Anticipation active will prevent the stun and bind.
  • In his magic form, the King launches a stun orb as his second attack, and the player will generally get caught in the first orb's AoE otherwise. Having Anticipation active will prevent the stun.

Start off with a Berserk rotation regardless of the form he starts in, although a simple threshold dump of Slaughter and Blood Tendrils is also acceptable for his magic form.

During the kill, hug the eastern wall. The marauder mechanic causes four of the five to spawn in the western and central area of the chamber, while the remaining marauder spawns at the location where the player was when the mechanic initiated. By hugging the east wall, this only causes the location spawning marauder to attack the player. This also keeps the player relatively safe from the central marauders, as they are very unlikely to acquire the player while wandering around.

Greater Barge can be used to great extent while fighting the King, as its secondary effect can be used at the start of the fight (albeit with a start-up delay unless vulnerability bombs are used), after a charge, dig or Beetlejuice attack.

The charge attack can be manipulated with controlled movement utilising the eastern wall, which speeds up the kill by a few seconds. It is far easier to achieve in his magic form, as simply standing north-east from the King will cause him to face east when he charges, which is cancelled out with a wall impale because of the lack of distance to charge from. Standing south-east will not work, as he will simply charge south. The charge can also be manipulated in his melee form both northeast and southeast due to chasing after the player, but is far less reliable as he may end up charging west if not given enough distance.

All attacking marauders should be dealt with, and it's recommended not to get more than four attacking at once, as they can deal considerable damage and also snipe Resonance when using Beetlejuice. The marauders also inflict a weak poison, which should be cleared with an antipoison or Venomblood. Any marauders not hugging the east wall should be killed with ranged, to prevent additional marauders from aggro'ing on the player. Their attack range is slightly longer than that of a longbow however, so try to lure them north or south so they get within range.

Teleport after collecting your rewards, as the vast number of marauders that remain on the western side can inflict heavy damage and can take too long to clear before the King respawns on the fastest setting. Entering an instance on a slower setting limits maximum kills per hour. The delay to re-enter the arena has been removed and therefore restocking at a bank and building adrenaline is a much more efficient way to chain kills in one sitting.

Melee Form[edit | edit source]

The King will start this phase using Dismember. Do not use Freedom under any circumstances outside of an imminent Beetlejuice in this form.

Unlike the ranged form, Beetlejuice cannot be cancelled by stuns in the melee form. However, the attack can be partially negated by either using Freedom or barging into it before the attack commences. It is recommended to do this just after the second attack, as the King reacts significantly faster against a running target in his melee form. Quickly switch to a melee defender and Bladed Dive as far away as possible when the timer hits 3 seconds before using Resonance, Divert, Devotion, Barricade or Immortality. It is recommended to stand on the northern or southern most tile on the King's eastern side so the player has an easier time getting away.

If the King spawns with melee first, it is important to manipulate the lunging attacks; his shove and Slaughter attacks. By placing yourself diagonally across from the King when he performs such an attack, he will be unable to apply the effects onto the player. This is especially important when using the Berserk DPS rotation as the shove briefly cancels out any damage he takes from shoved players, and the Slaugher bleed can deal very high damage despite trimmed masterwork's set effect and prayers. The Dismember bleed, although dealing increased damage due to Berserk, can be safely mitigated by eating some food or waiting for Beetlejuice if not phased into minions too early.

When dealing with minions that spawn just as Beetlejuice commences, it is possible to use Hurricane, Quake or Cleave before the player gets stunned, which can also damage and/or kill the minion that appears.

Ranged Form[edit | edit source]

The King performs five attacks (two normal attacks, a stun attack, then two normal attacks) before Beetlejuice. In his ranged state, players can skip Beetlejuice by simply stunning the King after the second attack from the stun aura. Backhand or Kick is recommended for this, as the attack should not miss with optimal setups unless accuracy has been lowered by a brew. Destroy guarantees a stun hit, but is channelled and can cause the remaining three follow-up attacks afterwards to be skipped, or even worse, a follow-up Beetlejuice.

Like the melee form, Beetlejuice can be dealt with by using Freedom/Barge and Bladed Diving away, although a simple stun works much more effectively. Freedom/Barge is still useful however if the player loses attack count, but make sure to swap to Protect/Deflect Melee before Beetlejuice is applied if not intending to Resonance the attack.

The majority of damage incurred during this phase is from the Incendiary and Binding Shot combo. The rest of the phase can generally be healed off of easily with Soul Split, as the attacks generally deal negligible damage. Because all of the ranged attacks hit three times per attack, armour spikes tend to get consumed rapidly during this form.

If the King spawns with ranged first, minions are likely to be phased before the attack rotation ends. Optimally, this should be achieved after Beetlejuice. Freedom after the Incendiary Shot attack, to prevent the bind from minions or Binding Shot, depending on which occurs first. If the King walks east under the player, then Freedom does not need to be used.

Whenever the player is bound by Binding Shot, use Barge to break free of it. If the King dives away and there are no suitable targets to use Barge, either use Freedom or Bladed Dive away after the bind lifts. The bind will always lift before the King emerges from the ground, but generally with little time to spare.

Magic Form[edit | edit source]

During the magic state, there is nothing particularly dangerous outside of the Wild Magic orbs, as they deal a significant amount of damage and are likely to kill players below 7,000 health. This is the only phase where stuns are acceptable to use - use a stun after he performs two auto-attacks after the stun aura, to prevent him from digging away. Stunning too early will result in an early or double dig which can impede kill times. If the King is too close to the centre of the area, either through far too much DPS, skipped charge by minions or charges the wrong way, it is best to let him dig so that he may be placed correctly; use ranged until this occurs if marauders are around.

Upon spawning, move to the east if the King digs. If stunned to skip the dig attack, and the King does not walk east under the player, make sure to have him facing east so that he charges towards the eastern wall.