Strategies for Kerapac, the bound

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

Recommended levels and equipment[edit | edit source]

Level recommendations
Style All Large.png
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 99+ Defence.
Anguish.png
At least 95 Prayer and ancient curses are highly recommended to improve your damage.
Overload detail.png
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 Herblore.
Aftershock.png
Augmented gear with advanced perks is recommended at 120 Invention.
Gameplay
Deflect Magic.png
If you deal low damage use protect from magic or deflect magic.
Soul Split.png
If you deal high damage, you can use soul split during the fight instead of protection prayers.
Equipment recommendations
Zero weakness icon.png
This boss has no particular weakness, so you can use any combat style during this fight.
Hybrid.png
Use tier 90 weaponry or better
(see recommendations).
Off-hand slot.png
You require a shield or defender/rebounder/repriser switch as you need to use defensive abilities to mitigate damage.
Cryptbloom top detail.png
Magic tank armour, such as cryptbloom or seasinger's, is highly recommended in conjunction with Animate Dead.
Reward boosts
Elder Trove (Wen, T3) detail.png
Completing the City of Senntisten quest and creating the Pontifex shadow ring unlocks Elder trove drops, while worn or overcharged. Upgrading the ring unlocks higher-tier troves.
Enriched pontifex shadow ring detail.png
Completing the Extinction quest and creating the Enriched pontifex shadow ring grants a 2% increase to unique drops at this boss, while worn or overcharged.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Corrupted slayer helmet chathead.png
This boss counts as a slayer task for 'Nodon dragonkin'. The slayer helmet provides additional damage and accuracy if you are on task.
Cinderbane gloves detail.png
This boss is poisonable, and cinderbane gloves and weapon poisons deal additional damage.
Pontifex shadow ring detail.png
The overcharged Pontifex shadow ring provides a passive effect that prevents the Jumping Slam ability from stunning you.
Hexhunter bow detail.png
The hexhunter bow deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is worth using on this target with Ranged as it is a 3x3 target.

Level recommendations
Style All Large.png
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 99+ Defence.
Malevolence.png
This boss is high level and Praesul offensive curses are highly recommended.
Overload detail.png
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 Herblore.
Aftershock.png
Augmented gear with advanced perks is recommended at 120 Invention.
Gameplay
Deflect Magic.png
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
Deflect Magic.png
Kerapac hits extremely hard using magic so you need to flick or camp deflect magic on his attacks.
Soul Split.png
Optionally Soul Split flick your attacks to restore health.
Equipment recommendations
Hybrid.png
Use tier 92 weaponry or better
(see recommendations).
Off-hand slot.png
You require a shield or defender/rebounder/repriser switch as you need to heavily use defensive abilities during Phase 4 to mitigate damage.
Cryptbloom top detail.png
Magic tank armour, such as cryptbloom or seasinger's, is highly recommended in conjunction with Animate Dead.
Reward boosts
Elder Trove (Wen, T3) detail.png
Completing the City of Senntisten quest and creating the Pontifex shadow ring unlocks Elder trove drops, while worn or overcharged. Upgrading the ring unlocks higher-tier troves.
Enriched pontifex shadow ring detail.png
Completing the Extinction quest and creating the Enriched pontifex shadow ring grants a 2% increase to unique drops at this boss, while worn or overcharged.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Corrupted slayer helmet chathead.png
This boss counts as a slayer task for 'Nodon dragonkin'. The slayer helmet provides additional damage and accuracy if you are on task.
Cinderbane gloves detail.png
This boss is poisonable, and cinderbane gloves and weapon poisons deal additional damage.
Pontifex shadow ring detail.png
The overcharged Pontifex shadow ring provides a passive effect that prevents the Jumping Slam ability from stunning you.
Hexhunter bow detail.png
The hexhunter bow deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is worth using on this target with Ranged as it is a 3x3 target.

Styles[edit | edit source]

  • In normal mode, any combat style can be used.
  • Like normal mode, any combat style can be used in hard mode, although the advantages are more noticeable:
    • Melee allows for rapid burst damage and constant bleed damage from the abyssal scourge. Trimmed masterwork can also reduce damage, although best-in-slot melee will only benefit from the 3-piece effect.
    • Magic can be used for all-round damage, while 3-piece Cryptbloom armour and Animate Dead can help reduce a lot of damage as Kerapac primarily deals magic damage.
    • Ranged can use Hydrix bakriminel bolts (e) for adrenaline gain, although there is no significant advantage compared to melee or magic.

Presets[edit | edit source]

This setup assumes the player is using the ripper demon for the whole time. The rune pouch should be filled with Disruption Shield icon.png Disruption Shield or Vengeance icon.png Vengeance runes.

Berserker aura.png
Jaws of the Abyss.png
Erethdor's grimoire.png
Igneous Kal-Zuk.png
Essence of Finality amulet (or).png
Grasping rune pouch.png
Augmented Abyssal scourge.png
Augmented Trimmed Masterwork Platebody.png
Augmented Dark Sliver of Leng.png
Augmented Trimmed Masterwork Platelegs.png
Cinderbane gloves.png
Trimmed masterwork boots.png
Reaver's ring.png
Augmented Zaros godsword.pngAugmented Masterwork Spear of Annihilation.pngAugmented malevolent kiteshield.pngAugmented kalphite defender.png
Augmented Dark Shard of Leng.pngRing of death.pngRing of vigour.png
Augmented enhanced Excalibur.pngScrimshaw of vampyrism.pngEnhanced gloves of passage.pngAbyssal armour spikes.png400
Adrenaline urn.pngVulnerability bomb.png100Sailfish.pngSailfish.png
Sailfish.pngSailfish.pngSailfish.pngSailfish.png
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSuper restore flask (6).pngSuper restore flask (6).png
Powerburst of vitality (4).pngElder overload potion (6).pngWeapon poison+++ flask (6).pngAdrenaline renewal flask (6).png

This setup assumes the player is using the ripper demon for the whole time. The rune pouches should be filled with Animate Dead icon.png Animate Dead and either Incite Fear icon.png Incite Fear or Exsanguinate icon.png Exsanguinate runes. Optionally, one can take a second pouch and fill it with runes for all three spells, or alternatively cast Animate Dead once every other kill while banking from War's Retreat.[1]

Maniacal aura.png
Cryptbloom helm.png
Erethdor's grimoire.png
Igneous Kal-Zuk.png
Essence of Finality amulet (or).png
Grasping rune pouch.png
Augmented wand of the praesul.png
Augmented cryptbloom top.png
Augmented imperium core.png
Augmented cryptbloom bottoms.png
Cinderbane gloves.png
Enhanced blast diffusion boots.png
Reaver's ring.png
Augmented fractured Staff of Armadyl.pngWand of the Cywir elders.pngAugmented merciless kiteshield.pngAugmented kalphite rebounder.png
Augmented enhanced Excalibur.pngRing of death.pngRing of vigour.pngAdrenaline urn.png
Vulnerability bomb.png100Grasping rune pouch.pngEnhanced Kerapac's wrist wraps.png
Sailfish.pngSailfish.pngSailfish.pngSailfish.png
Sailfish.pngSailfish.pngSailfish.pngSailfish.png
Saradomin brew flask (6).pngSaradomin brew flask (6).pngSuper restore flask (6).pngSuper restore flask (6).png
Powerburst of vitality (4).pngElder overload potion (6).pngWeapon poison+++ flask (6).pngAdrenaline renewal flask (6).png

Overview[edit | edit source]

Kerapac is a high-level boss that can be found in the Elder God Wars Dungeon. He is slightly harder than the generals at the Heart of Gielinor, utilising several mechanics that mainly focus on area-of-denial.

Offensively, he has combat stats of 93 with 2765 accuracy for magic. He possesses level 80 Defence with 1924 armour rating, equally weak to all combat styles with an affinity of 55, and is also susceptible to the hexhunter bow. He is not immune to poison, deflect and leech effects. Despite being a Dactyl dragonkin, he counts as a Nodon dragonkin for the purposes of slayer tasks, and thus affected by the bonuses of the slayer helmet.

Attacks[edit | edit source]

  • Auto-attacks: Kerapac's auto-attack is a simple magic attack that can be mitigated using any protection prayer or defensive ability.
  • Time-threads: Upon reaching a phase transition, Kerapac will split the timeline and add one Echo of Kerapac to each of his special attacks, which will perform the special in the same position and direction that he did in the previous phase. If he performed the special multiple times in the previous phase, the Echo will use the most recent pattern. In phase 2 there will be one Echo, in phase 3 there will be two.
Shatter
  • Shatter: Kerapac will yell I'll tear right through you. and raise his staff into the air before slamming it down, stunning the player and sending a rift in time behind the player. This deals one instance of magic damage, before Kerapac starts to siphon from the rift, drawing dangerous energy that inflicts about 5 hits of damage, all of which have 100% accuracy. Getting hit by the start-up or the channelled attacks without any form of stun protection applies a single instance of a 1.8 second stun and bind to the player. During the duration of this attack, he is rooted in place.
Jumping Slam
  • Jumping Slam: Kerapac will say either You will break beneath me. or I will put you in your place. and fly into the air before diving at the player, dealing melee damage to anyone within 2 spaces of him (covering a 7x7 AoE) that also applies a stun and bind for 3 seconds. Using Freedom or Anticipate beforehand will block the stun, but Kerapac will remove its effects afterwards. Upon impact, the slam deals melee damage, and Kerapac will "root" onto the ground. While rooted, he takes 50% less damage and deals rapid hard melee hits that intensify in strength the longer he remains in this state. Both the slam and "bleed" damage have 100% accuracy. As hard melee damage, Reflect and Debilitate do not reduce damage, but Barricade and the Devoted and Enhanced Devoted perks do. Attempting to use Devotion against this attack will prompt Kerapac to yell Your godly devotion will not help you here, [player]., and remove its effects.
    • Wearing a pontifex shadow ring imbued with Jas anima or overcharging it will remove the stun effect from these slams. The slam damage can be avoided by using Surge, Escape, Bladed Dive or Barge (if not his main target) one to two ticks after Kerapac points the staff towards ground, similarly to dealing with Telos, the Warden's uppercut attack. The player must also have at least three spaces' worth of distance or melee damage will still be incurred. If the attack is successfully dodged, their cooldowns are immediately reset to dodge the next slam.
    • Kerapac's echoes will copy his movements based on the locations from the previous phase(s). If Kerapac is not moved at all (slams on the same spot) for the first slam, no echoes will appear. If he did, then the echoes will follow his previous phase's pattern until they strike a position in which he was kept in place or all three slams were performed, whichever comes first.
    • Perfect-ticking the attack will reset the cooldowns of Surge, Escape and Bladed Dive while also preventing the stun and bind effect from applying as it is the melee hit from the slam that causes them.
Lightning Strike
  • Lightning Strike: Kerapac will yell Witness the power of the Staff. and raise the staff into the air, channeling energy. A wall of lightning will then appear in a random direction. This lightning hits anywhere from 2000-4000 soft typeless damage every tick the player is in its area-of-effect. The lightning has a deceptively large area of effect and cannot be dodged by walking through the visual gaps. It is recommended to use Surge, Escape, or Bladed Dive if possible to avoid these lightning walls, and it is also recommended to target this movement ability far beyond where the wall extends visually.

Phases[edit | edit source]

Kerapac possesses a maximum of 200,000 health, but a total of at least 525,000 damage must be dealt over the fight to defeat him.

Phase Phase start LP Phase end LP Damage required
1 200,000 50,000 150,000
2 200,000 50,000 150,000
3 200,000 50,000 150,000
4 75,000 0 75,000
Total damage required 525,000

He phases when he falls below 50,000 health, at which point he becomes invincible to all damage for a few seconds. The attack rotations are the same for the first three phases:

  • 3 auto-attacks
  • Shatter
  • 3 auto-attacks
  • Jumping Slam
  • 3 auto-attacks
  • Lightning Strike
  • 7 auto-attacks
  • Repeats from Shatter

Even though Kerapac takes no damage during phase transition, using Soul Split during this period will still provide healing.

In group encounters, Kerapac focuses his aggression on the first player that moves west towards him past the halfway point in the arena.

  • The first special attack Shatter, can be easily avoided by using Anticipation or Freedom and then simply moving away from the green projectiles that emerge from the rift.
    • However, they have very inconsistent hitboxes and can damage players from angles in which they do not visually do so.
    • A more common method is to walk directly underneath Kerapac (who is a 3x3 monster) Flanking can be used during this attack, as he will not turn toward the player if they move behind him or to his side.
    • Alternatively, the player can simply walk under Kerapac to prevent the rift from spawning, but this has to be done before Kerapac slams the staff down after he raises it.
  • His jump slam can either be dodged or tanked; without a tier 3 Pontifex shadow ring or better being worn, each slam will subsequently stun and bind the player for 3 seconds.
    • Using Anticipation or Freedom beforehand without the enhanced ring does prevent the stun, but Kerapac will immediately remove the ability's effects right after.
    • With the pontifex ring imbued with Jas anima or overcharged, the slam no longer stuns the player.
    • The first two slams will "root" Kerapac in place, where he can deal rapid hits of 1,500 melee damage in a small radius around him.
    • Kerapac will remain rooted for 45 seconds if the player chooses to tank the entire mechanic, but the high melee damage makes it particularly dangerous, even when factoring in both the normal and enhanced Devotion perks.
    • Kerapac does not root himself after the third slam.
  • To dodge these slams, the player must perfect-tick Surge, Escape or Bladed Dive away, similarly to dealing with Telos, the Warden's uppercut attack.
    • The best time to use these abilities is when Kerapac's wing tips point towards the ceiling.
    • Another helpful visual indicator is to move when Kerapac's staff tip starts to point downwards.
    • Doing so will immediately reset the cooldown of these movement abilities, allowing them to be used again - this also stops the stun and bind from being applied, meaning that players who can perfect-tick these attacks won't need the ring to begin with unless desiring higher troves.
    • Note that occasionally the player might be dragged back to Kerapac; it is unknown if this is a glitch or intentional, but it will consume the refreshed Surge/Escape.
    • Bladed Dive is unaffected by this, and thus it is recommended to bring a Bladed Dive switch for this purpose.
  • Lightning walls should not occur with sufficient DPS; if it does, take note of where it is coming and quickly Surge or Bladed Dive past it. Despite having visible gaps, the entire lightning wall cannot be dodged by simply walking through the gaps.

  • Mechanics from before are retained, apart from an Echo of Kerapac assisting in the fight and an additional wall of lightning. Warp Time will become available for the player(s) during this phase - it is an Extra Action button toggle, and when used, a ten second period initiates. After these ten seconds expire, the player will "rewind" time, resetting their life points, adrenaline, and prayer points to whatever values they were when Warp Time was initiated in addition to teleporting them to the tile they were on when they activated it. It does not reset cooldown timers such as potions.
  • Clicking the button before the ten seconds are up will teleport the player back to the spot it was used on, but does not restore anything. Therefore, do not click on the button twice. There is about a 30 second cooldown before Warp Time may be used again. Do not use adrenaline-draining abilities on the same tick as Warp Time, as while the ability will reset, it does not restore adrenaline. Instead, wait around a tick after using Warp Time to use abilities like Berserk as the player will be restored to full adrenaline once the effect expires.
  • As with the previous phase, rift skips are feasible whenever possible, unless an echo is present for this mechanic; attempting to walk underneath Kerapac if an echo is present will cause the rift to spawn in the same location as the previous phase. The rift still takes highest priority for the player, with the echo being second priority if Kerapac cannot summon one at the player.
  • Lightning should not occur with sufficient DPS; if it does, take note of where it is coming and quickly Surge or Bladed Dive past it. Despite having visible gaps, the entire lightning wall cannot be dodged by simply walking in the gaps. Try to Surge or Bladed Dive between two incoming walls if possible; otherwise, Surge one and Bladed Dive the other.

  • Mechanics from before are retained, apart from an Echo of Kerapac assisting in the fight and an additional wall of lightning.
  • Lightning should not occur with sufficient DPS; if it does, take note of where it is coming and quickly Surge or Bladed Dive past it. Despite having visible gaps, the entire lightning wall cannot be dodged by simply walking in the gaps.
  • Due to the threat of three lightning walls, it is important to have a Bladed Dive switch; while possible to dodge all three one at a time depending on formation, this is not always possible. Try to skip at least two of these walls with one of the abilities, then use the other to dodge the remaining wall. Alternatively, if the player is not confident in their ability to dodge them, head to the centre of the arena, activate Warp Time and use Barricade afterwards to block all damage and regain the adrenaline used from Barricade, or run head-on through the wall with Reflect and Debilitate - use the latter on Kerapac, as hitting him with it reduces the wall's damage.

  • Kerapac will become enraged and heal 25,000 life points, starting the phase at 75,000 life points. He will begin drawing power from the Staff of Armadyl and gain the buff icon "Kerapac's Fury", starting with a stack of 25. This provides him with a powerful buff; for every 1 stack of Fury, Kerapac deals 1% additional damage and weakens the player's protection against these attacks by 0.25%.
  • Kerapac gains ten of these stacks for every auto-attack he performs, so it is important to subdue him quickly before the attacks become too damaging. Kerapac will accumulate up to 200 stacks (requiring 19 auto-attacks to do so), giving him tripled damage and reducing protection prayers' effectiveness by 50% (causing Protect from Magic/Deflect Magic to reduce his attacks by only 25%, or 30% with an Amulet of Souls or equivalent equipped).

Hard Mode[edit | edit source]

Kerapac possesses a maximum of 450,000 health, but a total of at least 1,700,000 damage must be dealt over the fight to defeat him. Each attack rotation for phases 1-3 last for 1 minute and 20 seconds, assuming that each jumping slam is avoided.

Phase Phase start LP Phase end LP Damage required
1 450,000 50,000 400,000
2 450,000 50,000 400,000
3 450,000 50,000 400,000
4 200,000 0 500,000
Total damage required 1,700,000

Kerapac's attack pattern is the same as in normal mode. However, the Shatter and Jumping Slam mechanics are modified:

  • The time thread tears generated from Shatter last indefinitely and must be closed by attacking them. They possess 15,000 health and will periodically damage players for light soft typeless damage while present.
  • If Kerapac's echoes appear during Jumping Slam, non-target players will have their own "personal" Kerapac that functions much like the original.

The Warp Time buff is still available as in normal mode, and it is recommended the player get used to this extra action bar as it is absolutely essential for hard mode, especially during phase 4. Try to make use of Warp Time effectively - as the mechanic basically resets all unused abilities prior to its activation to be used again, this makes it particularly useful for both defensive and offensive purposes, such as a double Devotion or ultimate damage rotations.

Phase 1[edit | edit source]

The fight plays out similarly to normal mode, except the time thread tears summoned by Kerapac permanently linger on the arena and can be attacked, possessing 15,000 health. As long as one tears is present in the arena, all players will take up to 500 soft typeless damage every few ticks. The amount of tears scales to the amount of players present when the fight started. They still spawn the same as they do in normal mode.

In solo encounters, always walk directly underneath Kerapac (center tile) to stop the tears from spawning. Dealing with the rifts wastes valuable time and DPS. In trio encounters, everyone death-dots on a tile west of Kerapac's landing zone and use an Seren godbow-imbued essence of finality with mechanised chinchompas equipped to instantly wipe the tears and deal massive damage to Kerapac in the process. Try to end the phase without moving Kerapac from his landing zone tiles, which is easier to do in solo encounters. In group encounters, everyone will need to walk under Kerapac on the first slam to prevent echoes from spawning for this attack for the next two phases, although the high DPS in such teams means that it is unnecessary.

Phase 2[edit | edit source]

Mechanics are repeated from the previous phase, with the addition of an additional lightning storm at a random direction and additional echoes for the jumping slam mechanic. In group encounters, the echoes are more dangerous when Jumping Slam is performed, as there will be more of them and one echo will act similarly to Kerapac himself for non-targeted players if Kerapac was able to perform this ability at least once in the previous phase.

For lightning storms, try to Surge/Bladed Dive between two walls if the pattern permits. Otherwise, Surge/Bladed Dive the first and use the other for the second. Melee should start with Surge while ranging/maging players use Bladed Dive for walls due to the ease of Bladed Dive for melee and Surge for ranging/maging players.

Phase 3[edit | edit source]

Mechanics are repeated from the previous phase, with the addition of an additional lightning storm at a random direction and additional echoes for the other mechanics.

For lightning storms, try to Surge/Bladed Dive between all three walls if the pattern permits. Otherwise, try to Surge/Bladed Dive between two connected walls and use the other to deal with the last storm. If the player is worried they will not be able to dodge, Warp Time Barricade in the middle of the arena when the walls are about six tiles away from them, which will block all damage at the cost of slightly slower kill rates.

Before starting the next phase, make sure that adrenaline is at 100% and prayer is high. If using melee with the Dark Shard of Leng, make sure to use the special attack and regain the lost adrenaline. Do not phase if the rift summon or lightning mechanic is about to be performed; rather, deal with the mechanic accordingly before phasing. This is especially important for solo encounters.

Phase 4[edit | edit source]

The final phase is significantly changed over normal mode - upon triggering this phase, Kerapac will fly to the east, heal himself 150,000 health (to 200,000 health) and summon three Kerapac echoes to the north, west and south respectively. These echoes have 100,000 health and have slightly higher Defence compared to Kerapac himself. Kerapac will not attack until the message Kerapac becomes enraged! appears.

For every player in the arena when the phase triggers, there will also be a player clone that spawns for each Kerapac echo. The player can only see their echo, although Kerapac's echoes will damage all echoes assigned to them and will take damage from other players' clones. Player echoes start with 10,000 health.

The player can jump into their clones to "transfer" their health as theirs and vice-versa; if a player has 10,000 health and jumps into an echo with 7,500 health, the echo will have 10,000 health and the player will be left with 7,500. Powerburst of vitality will retain the health for the clone even after the potion expires.

In order to harm Kerapac, all three Kerapac echoes must be subdued by reducing their health to 0. Until the player jumps into any player clone of their choice, the echoes will take massively reduced damage as the player is not in sync with it. When a Kerapac echo is subdued, Kerapac and the remaining echoes will gain 50 Fury stacks. If a player clone dies, then Kerapac and the remaining clones get 25 stacks. When all Kerapac echoes are subdued, Kerapac himself will gain an additional 25 stacks.

It is important to watch health carefully while dealing as much damage as possible as the damage begins to stack up significantly after reaching 50+ stacks. Proper usage of abilities with Warp Time makes the phase significantly easier.

At the start of this phase, Kerapac will heal back to 200,000 health and immediately fly to the eastern edge of the arena, yelling at the player(s) for fracturing the time threads. This will cause three Kerapac and player echoes per player to appear, each pair in the north, west and southern sections of the arena. In these instances, the player can only see their echo, although attacks from other player echoes in duo and trio encounters will still be seen and count as damage against the Kerapac echo. Kerapac will tether onto the three echoes, making him invulnerable to damage until they have been restrained. The Kerapac echoes are more resilient than Kerapac himself, possessing a Defence level of 87 and armour rating of 2,765. They are also susceptible to the inquisitor staff, are 1x1 and do not count as Nodon dragonkin. While not immune to stuns, they will ignore them. The echoes each have 100,000 health.

Note: If Kerapac is phased but players are not present in the arena (e.g dying or teleporting out) before they return, he will not make echoes of them. This can reduce overall enrage but slows kills and is not recommended.

He cannot be attacked in his current state and becomes enraged, attacking as soon as the message Kerapac becomes enraged! appears. As with normal mode, he also gains the ability "Kerapac's Fury", but it is gained differently in this mode.

Kerapac's echoes also come with a massive damage reduction if the player does not jump into one of the player echoes, so one of them must be jumped into to begin dealing normal damage. When the player jumps into the respective player echo the Kerapac echo is facing, the player automatically moves in to attack, but does not register it as a target until they get into attack range. The player also takes on the health of the player echo as their own. In the event that the player jumps between two echoes that have not had their respective Kerapac echoes restrained, their health is swapped; the player takes the health of the jumped echo, while the other echo possesses the health the player had prior to the jump.

Kerapac's echoes deal around 800-1,200 damage as critical hits against the player echoes with no fury stacks. This hits all player echoes, including the ones the player can't see in group encounters. The player echoes on the other hand are incredibly weak, missing frequently and dealing very little damage to them in the process. They only have 10,000 health, which is unaffected by health boosts such as bonfires or lifepoint-boosting equipment when they spawn. While Kerapac's echoes do not initially attack players, they will do so once attacked, launching projectiles to all players that had attacked it. They continue to launch projectiles at their player echo if still alive. If the Kerapac echo is unattacked and kills its player echo, it will perform one more auto-attack before attacking everyone in the arena.

If a player's echo is killed, Kerapac and his echoes gain 25 enrage stacks for each one killed, resulting in 75 stacks for every player if their three echoes are killed, for a total of 75, 150 or 225 additional enrage if all players' copies are killed. When one of Kerapac's echoes are restrained, he and the unrestrained echoes gain 50 fury stacks, and once all three echoes have been restrained, he gains an additional 25 enrage, resulting in a minimum of 175 stacks and a maximum of 400 stacks. This makes his attacks significantly damaging and it is important not to get combo'ed out by these attacks.

Solo[edit | edit source]

Solo players have the hardest time during this phase as they will need to restrain all three Kerapac echoes themselves, while handling attacks from Kerapac at the same time.

Immediately powerburst the player echo whose Kerapac echo will be fought last, then quickly swap to the player echo whose Kerapac echo will be fought first. While this will halve the player's health, this in turn also doubles the first player's echo. With sufficient DPS, two Kerapac echoes should be subdued before its corresponding player echo reaches 5,000 health. The first Kerapac echo should be unable to kill the player, even with Kerapac assisting. With the second echo, the player should be prepared to eat and use defensives.

As ranged or magic, it is recommended to Warp Time and set up Death's Swiftness/Sunshine between the first and second Kerapac echoes and then powerburst the last player echo, as more damage is incurred, and starting off with halved health puts the player in a dangerous situation. Defensive abilities like Barricade are very useful in surviving dangerous attacks, which will almost always be the case. Maging players also have the advantage of Animate Dead and Achto to further mitigate damage. It may be useful to target the middle echo instead of the northern/southern one first while jumping into its respective player echo to prevent an additional 25 stacks. While this means three enemies will be attacking at once, they shouldn't be dealing too much damage with no stacks, allowing the player to weaken and restrain both at the same time to minimise the amount of enrage taken.

After the echoes have been dealt with, focus on Kerapac. As melee, Berserk can be used to significantly speed up kills but this is only recommended when at or near full health as Kerapac can easily hit over 2,800 damage through prayer at 175+ stacks. Players wishing to take it slower and safer can Warp Time and use a Zaros godsword special instead.

As ranged or magic, try to plant Death's Swiftness/Sunshine between the third echo and Kerapac to hit both of them while under its effects, while making use of as many damage reduction abilities and effects as possible due to Kerapac's greatly increased enrage.

Duo[edit | edit source]

One player should handle the north/south echo while the other player handles the western echo. While optional, vitality powerbursting the unfocused player echo can allow it to tank enough hits from the Kerapac echo before dying. Both players can then focus on the remaining echo so less running is required to return to Kerapac, while also reducing the frequency of multiple attacks hitting on the same tick. Both players are also expected to kill their assigned echo before the remaining Kerapac echo can kill its player echo, which should result in Kerapac gaining 175 stacks.

Trio[edit | edit source]

In trios, each player deals with their own echo; the team should decide beforehand who gets which echo, to avoid confusion and allow for consistent DPS on all echoes. Melee players by default should usually tackle the western echo, so that ranging and maging players can place Death's Swiftness/Sunshine between their assigned echo and Kerapac. Damage rotation abilities should be set as usual as with other team sizes.

Each player should be able to kill their respective echo before they kill any player echoes, which should result in Kerapac gaining 175 stacks.

  1. ^ If completing two kills takes longer than 12 minutes, it is advisable to use Animate Dead while banking and only taking one rune pouch, unless runes for other spells are needed.