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 capeAbomination cape.png: RS3 Inventory image of Abomination capeAbomination capeMax cape.png: RS3 Inventory image of Max capeMax capeTokHaar-Kal-Ket.png: RS3 Inventory image of TokHaar-Kal-KetTokHaar-Kal-KetDefence cape.png: RS3 Inventory image of Defence capeDefence cape
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
GlovesDeathtouch bracelet.png: RS3 Inventory image of Deathtouch braceletDeathtouch braceletCinderbane gloves.png: RS3 Inventory image of Cinderbane glovesCinderbane glovesTrimmed 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 capeMax 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 cape
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
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 handwrapsCinderbane gloves.png: RS3 Inventory image of Cinderbane glovesCinderbane glovesVirtus 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 85, or Invention Invention 68+ with extreme invention potions. All prices factor in the number of tries required to get each perk at level 85.

Slot Icons Perk Cost Effect
Main hand slot.png Main-hand Precise.png Precise 6 1,586,424 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 4 639,132 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 1,006,531 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 1,006,531 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 4 588,910 for 2 x Ganodermic gloves Absorbative gives a 20% chance of reducing damage by 5% per rank.
Mobile.png Venomblood.png Mobile + Venomblood 342,760 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 4,999,588

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 1,586,424 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 4 639,132 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 1,622,300 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 4,389,094 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)
1,701,427 for 0.2 x Virtus wand (level 9+)
2,194,483 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 2,987,860 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 15,120,721

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,010,637 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 4,424,446 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 2,739,716 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 1,356,109 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 58,626,893 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 45,072,186 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 17,403,618 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 10,218,457 for 1.5 x Virtus wand (level 9+)
2,194,483 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 2,987,860 using 700 x Crystal flask Gives a chance on each hit of replicating the Devotion ability for 3 seconds.
Total cost per set 137,859,608

A recommended perk for a shield is:

Slot Icons Perk Cost Effect
Off-hand slot.png Shield Turtling.png Turtling 4 1,010,637 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 25,743,233 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 2,739,716 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 22,741,032 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 2 175,884,748 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 198,625,781

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.
Attack cape (t).png
Invention master cape.png
Attack cape or
Invention master cape
All Cost saving Attack: Gives a 2% chance for degradable items not to degrade.
Invention: Provides bonus charge drain rate reduction.

Archaeology relics[edit source]

Requires Archaeology Archaeology 97. The set below provides 500 more healthpoints, more damage (only if health is kept low) and more adrenaline.

Requires Archaeology Archaeology 98. The set below provides more adrenaline, automatic adrenaline stalling between phases, ability to enter the fight with 100% adrenaline, and permanent LOTD (eliminates ring switching).

Requires Archaeology Archaeology 120 and Mysterious City mystery. The set below provides more defence, more damage (if health is kept low) and more adrenaline.

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 other ranged combat, 40 magic affinity and 30 melee affinity. It does not perform Beetlejuice in this form. Though the King will still focus on one player, its attacks are launched towards anyone within 15 spaces of it.

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.
    • Impact Orb: Signified as a single orb, possessing a 5x5 AoE.
    • Combust Orb: Signified as a single orb, which will cause Combust if hit, possessing a 5x5 AoE.
    • 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.

Other attacks and abilities[edit | edit source]

The Kalphite King's Beetlejuice attack.
The Kalphite King reappears after digging.
  • Beetlejuice: The King charges up and splatters his target with a green goo, stunning and binding them for 9 seconds. It also removes any defensive abilities in use by the target. After six seconds pass, he then lunges at the target, dealing 32,000 melee damage. Protect/Deflect Melee will only block 25% of the damage rather than 50%.
    • If stunned while performing Beetlejuice, it's possible for a second Beetlejuice to occur as soon as the first one finishes.
  • Marauders: The King will call in a group of five level 107 Exiled kalphite marauders. These marauders only have 5,000 health, but deal more damage than the standard marauders found in the hive, as they possess a Magic level of 85 rather than 70. Four of them spawn in the western half of the arena, while one will always appear on the location of the targeted player. If standing on top of the marauders when they spawn, players will take from 400-600 melee damage from each one; Protect/Deflect Melee reduces this damage by 25%, and reflected damage is sent to the marauder that caused the damage. The minions spawn once when the King reaches 75% of his health (195,000) and twice when he reaches 25% of his health (65,000). This attack is signified when players are stunned for one tick and the health threshold has been passed. This attack overrides the next attack in his attack rotation. The second set of minions that appear in the second wave do not apply a stun, nor do they skip an auto-attack.
  • Stun Aura: At specific points its magic and ranged forms, the King will generate an aura which causes nearby players within 3 spaces of it to be stunned and bound for 2 seconds.
  • Digging: The King will dig into the sand and re-appear under the player it is targeting. Any players underneath it when it bursts from the ground will be shoved away in a random direction for up to 5,000 hard typeless damage.
    • It's possible for double digs to occur if stunned near the end of its attack rotation before a dig reset.
  • Combat Changing: The King will change its wings randomly throughout the fight. The colours of its wings correspond to its main attacking style. He immediately performs the first attack on that form's rotation while doing so.
  • Healing Auras: Throughout the fight the King will generate an aura around him, both of which are indicated with a screeching animation. This is not included in its attack rotation. It will flicker briefly for a second to indicate which type of aura it is, and these auras last for roughly 10 seconds.
    • Red: Any damage the King deals causes to heal it by the amount it would have hit if no protection prayers or other damage reduction buffs were in effect.
    • Green: Any damage the King takes will cause it to heal for the amount of damage inflicted like Nex's siphon. The King may also activate the green aura if Frenzy or Unload is used on it.
  • Barricade: Using the ultimate ability Frenzy or Unload will cause the King to use the defensive ultimate ability Barricade, negating all damage received for 10 seconds.
  • Immortality: The King revives with 35000 life points if hit with Smoke Tendrils in its magic form, Unload on ranged or Frenzy on melee.
  • Charge: The King faces one direction and charges up before ramming forward, grabbing anyone caught in its path or underneath it until it reaches the end of its destination (roughly halfway across the arena if not impeded by a wall), dealing up to 4,500 hard typeless damage. It is only used in his melee and magic forms.
    • Wall Impale: If the King attempts to charge but there is less than 3 spaces to do so, then he will either impale (melee) or launch an invisible ball (magic), dealing up to 5,500 hard typeless damage to all players in that direction in place of Charge.
  • Cowardice: If the King cannot attack his current target for more than 10 seconds, then he will automatically heal himself for 26,000 health and change into another combat stance to reach his target. This only occurs in his melee form.

Strategy[edit | edit source]

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. 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 canceled. 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 canceled by stuns in the melee form. However, Freedom can be used in its place; though it does not remove the stun, it does remove the bind effect, allowing players to use Bladed Dive. It is recommended to Freedom in between the first and second attack from a charge, or during the second attack. Although possible to Freedom after the second attack, this is generally risky as the player is likely to get Beetlejuiced before they can use Freedom. Bladed Dive away from the King when the timer hits three or four seconds and use Resonance.

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 Slaughter bleed deals considerable damage even through trimmed masterwork if moved. 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.

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 channeled 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 and Bladed Diving away, although a simple stun works much more effectively. Freedom 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.

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 center of the area, 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.