Strategies for Lava strykewyrm
Lava strykewyrms are high level Slayer creatures that have very good drops, with every kill worth at least a guaranteed 104,243 not including secondary or tertiary drops. A Slayer level of 94 is required in order to inflict damage on them; unlike their cousins, a slayer task is not required in order to harm them, but being on task grants a 1/6,168 chance of receiving Wyrm parts: the spike (10,625,883), scalp (12,340,690), and heart (40,054,531), up from 1/12,288 off-task. They can also drop items from the Wilderness shared loot table.
As lava strykewyrms are in the Wilderness, players should be aware that they may be attacked at any time by other players. Players should not bring items they are not willing to lose. On-task slayers should note that the cost of making another corrupted slayer helmet if lost is 1,179,673 (this includes 595,140 in Slayer point value) if items are purchased from the Grand Exchange. The helmet should NOT be risked due to its value, particularly in the 210 slayer points it would take to re-create it if lost. The fully upgraded slayer lodge of Anachronia is the best solution. If this is unavailable, one may consider using the respective slayer helmet component (black mask for melee, focus sight for ranged, hexcrest for magic) instead.
If the player has completed Ritual of the Mahjarrat, it is highly recommended that they visit the Glacor Cave (fairy ring code DKQ) to receive the Stone of Jas damage buff (4% due to the distance away from the cave) when fighting lava strykewyrms, especially if using tier 80 gear or lower.
As luck rings such as ring of fortune or luck of the dwarves should not be risked in the Wilderness, good alternatives if one wishes to take advantage of increased rare chances are enhanced luck potions, which provide tier 3 luck, or the appropriate relic power (see this page for steps to obtaining the ring of fortune or luck of the dwarves relic power). Players may also wish to take advantage of the death note relic power or the Wilderness sword 4 ash-noting capabilities, but this is largely unnecessary due to the close proximity of Darren and there is no reason to risk a significant sum of noted ashes just to increase a short trip's time.
Getting there[edit | edit source]
There are multiple ways to reach them quickly:
- Use the Wilderness obelisks and teleport until arriving at the level 35 or 44 obelisks. Run west if arriving at the level 35 obelisk, or southeast if arriving from the level 44 obelisk. Alternatively, with the Wilderness sword 3 or higher, choose the level 44 obelisk.
- Use the Wilderness sword's teleport to the Wilderness agility course and run south.
- Use a lava titan pouch to teleport right outside the entrance of the Lava Maze.
- Teleport to the Bloodweed Patch using the Wilderness sword, then run west.
Mechanics[edit | edit source]
A wyrm initially appears as a mound on the ground. Before combat can be initiated with the wyrm, the mound must be investigated, like any other strykewyrm mound. This action causes the wyrm to burst out of the ground and attack the player who investigated the mound. It should be noted that there can be an even larger mound: this spawns the WildyWyrm, and attempting to interact with it will lead to a confirmation message. Do not attempt to fight the WildyWyrm solo, as it possesses 1,000,000 health and hits significantly harder than a standard lava strykewyrm.
Lava strykewyrms have level 85 offensive stats and a Defence level of 80 with 55 affinity towards all combat styles, however Ranged or Magic are the most effective styles to use. They are immune to stuns and reflect damage but can be affected by drains via ancient curses.
They use all three forms of combat:
- Melee: Standard melee attack where they slam their head onto the target. This attack will never be used when attacking from a distance.
- Ranged: Shoots a lava projectile that will fly a random direction before bouncing toward the player. The attack can be avoided by being far enough from the projectile when it lands, though this is needlessly overcomplicated and it is better to simply tank the incoming attack. This attack will never be used in when attacking within melee distance.
- Magic: Shoots a fire projectile similar in shape to fire blast at the player that deals damage based on its target's current health. At max health, it deals approximately 2,100 damage. This damage can be heavily mitigated with protect/deflect magic.
If the player walks on top of them (or is on top of them after a burrow attack), they deal between 200-1,500 hard typeless damage and reduce the target's Defence by 1.
As remaining at low health in the Wilderness is simply too risky, players should prioritize protect/deflect magic. If players have high magic defence via ranged armour, then leaving protect/deflect missiles on instead while attacking from a distance may be more effective. Players with sufficient damage (tier 80 weapon or higher with use of a stat-boosting potion) can simply use soul split and heal most damage taken.
As with their lesser cousins, lava strykewyrms can also utilise burrow attacks. They perform two different burrow attacks, depending on the distance between them and the player, after 6 auto attacks:
- The standard burrow attack all strykewyrms perform, slowly approaching the player's previous location before bursting from the ground, dealing approximately 20% of the player's current health. Additionally, the strykewyrm's "stomp" damage will almost certainly occur immediately after, dealing an additional 200-1,500 hard typeless damage. This attack can be very easily avoided by moving a few tiles in any direction after the strykewyrm burrows.
- A drag-burrow combo attack performed when the player is within 5 tiles of the strykewyrm, where it will near-instantaneously drag the player to its position, burrow, then 2 ticks (1.2 seconds) later, burst from the ground, dealing approximately 50% of the player's current health. The drag can be avoided with anticipation/freedom, and the damage can be avoided by quickly clicking away.
Sometimes, lava strykewyrms will not perform their standard burrow attack if a direct path to its target is not clear (such as using nearby jutting rocks to hide). They will stop attacking for approximately 3 seconds and eventually resume combat. However, the drag burrow should be prioritized by standing within 2-5 tiles of the strykewyrm, as it will significantly speed up kill times to not have to wait for the strykewyrm to re-appear after its standard burrow attack.
Lava strykewyrms are aggressive once disturbed and will not burrow back underground even if the player is hiding from it. They will only do so if the player moves far enough, logs out, or is fighting another player. In the event of the latter, the player has to attack their aggressor, or the strykewyrm will continue attacking them.
Dealing with other players[edit | edit source]
Because the lava strykewyrms are exclusively located in the Wilderness, the player may be attacked by others at any point during their trip.
The likelihood of being attacked and killed on-task is relatively high as people killing lava strykewyrms risk dropping all collected ashes. PKers have virtually every advantage over an unprepared player and the likelihood of being killed when attacked is exceptionally high for the unprepared. As is always the case in the Wilderness, any item that could be deemed too valuable to lose should never be brought, even if it is thought safe due to protection prayers. The best way to ensure that large amounts of profit are not lost is to make frequent use of Darren's banking service, who patrols just north of the gated area housing several lesser demons. Banking ashes at a safe interval, and always when a strykewyrm drops a 5x noted searing ashes drop or any drop from the rare drop table, will help ensure maximum profitability and minimum losses. However, this does result in less kills per hour, so it's up to the player's choice to kill them slow and safely, or fast and risky.
The majority of PKers will utilize ranged or magic weapons, and the fact that a strykewyrm slayer is most likely stationary, means that the risk of being caught off guard is incredibly high. The draw distance in the wilderness used to be capped to a maximum of 10 tiles for all players, regardless of graphics settings, but this is no longer the case. As a result, it is advantageous to enlarge the minimap to ensure that any white dots that appear on the map can be seen. Many player killers make use of "scout" accounts to hop worlds, look for players and plan their attacks better. These are usually unskulled, unarmed, sometimes wearing clothing that helps them blend in to the wilderness environment, and may even be under the effect of a camouflage potion to hide their minimap dot. As a result, it is best to remain as vigilant as possible when killing the strykewyrms. If you happen to spot a scout, they have most likely spotted you as well, so it is best to leave immediately as there is a good chance a player killer is on the way.
Players should be extremely mindful of the western and eastern horizon, as these are the directions of the two nearest Wilderness obelisks and the most likely directions PKers will come from. If at any point another player is noticed, assume that they are a PKer, immediately activate anticipation for stun and bind immunity and, if noticed, the appropriate protection prayer against the style the other player is using. Surge southward and continue running south to level 20 Wilderness to teleport out using a chosen quick teleport (Max Guild, Sixth-Age circuit, Ring of duelling, or any teleport tablet are all good choices). It is highly recommended to maintain stun immunity through anticipation and use freedom only if a stun or bind is incurred. Using freedom to remove bleeds is strongly discouraged, as being stunned or bound will almost certainly result in far more damage taken than what any damage-over-time ability could deal. If using augmented equipment, the Clear Headed perk can be very helpful for increasing the duration of Anticipation up to 15 seconds. Although this removes the 10% damage reduction, the extended stun immunity is far more important. If the player has completed the Elite Wilderness achievements and has access to the Wilderness sword 4, the sword's teleports will work at level 30 Wilderness, but note that the Wilderness sword 4 is considered a 100,000 risk. Attempting to teleport out using the Wilderness obelisks while being chased--even potentially--by a PKer is not recommended, as without completion of the Hard Wilderness achievements, the obelisk teleportation is random, but even with the non-random selection, the player must waste valuable seconds choosing a destination and waiting for the obelisk to charge. There is almost no instance where one's life is in danger where use of the obelisk is preferable to simply running.
However, as player killers may carry runes for Teleport Block, teleports should not be relied upon. The mobile perk can be extremely beneficial for quickly surging through the Wilderness, but carries the risk of risking an augmented item. Enhanced Excalibur is a good, low-cost choice that can also aid with health management on-task, but players should still keep in mind the cost of augmenting and perking the item. Some PKers may use Leech Energy or Morrigan's throwing axe, so a form of run restoration can also be beneficial. Carrying an Ogre flask (salt water) or stamina potion can be helpful to ensure run energy is not depleted. Alternatively, the Endurance relic power also provides the same effect permenantly, albeit requiring 81 Archaeology in order to use. If you have enough adrenaline and it doesn't look like an escape by foot is possible, a last resort is to equip a shield, use Immortality, and let the PKer kill you. Getting resurrected by the ability will clear your Teleport Block status and give you a brief period of invulnerability, giving you an opportunity to teleport out before they can cast Teleport Block again. Remember that the shield must remain equipped or else the effect of Immortality will be lost.
To avoid being caught off-guard with low health, players should be extremely safe with their health, never dropping below 75% HP. Sharks or rocktails are highly recommended for relatively low-cost, high-healing food. Blue blubber jellyfish allow for healing during combat without losing adrenaline, which may be especially helpful if many hits are being taken. Players should also closely watch their prayer, as most PKers will utilize smite or soul split which drain prayer points based on the damage they deal. The general strategy a PKer uses to kill you to try and stun or bind you with Barge, Entangle, ice spells, Binding Shot or Tight Bindings, follow up with an ability that disables your protection prayers–specifically Havoc/Smash, Dragon Breath or Snipe, and then finish you off with a strong threshold ability or special attack. Player killers hit much harder on players not praying against their combat style, so always pray correctly when you can. If they happen to disable your protection prayers, use defensive abilities such as Reflect or Debilitate to reduce the incoming damage as much as possible. If you're not fighting back, Fortitude should be used to increase your defence and damage reduction, while also improving the accuracy of Debilitate.
Due to the high likelihood of a PKer employing additional tactics, such as skull tricking (see this page for more information on PvP tactics), to make their kills more profitable, it is never recommended to fight back, especially if high-value gear is risked. Attempting to fight back should only be used as an absolute last resort if escape is deemed completely impossible. If death is likely inevitable, it is highly recommended to scatter all searing ashes and consume all food/potions to decrease the PKer's profit from the kill. Fury sharks or powder of item protection can be used to save one additional item on death (stacks with the protect item prayer, for a maximum of 5 saved items--however, neither should be relied upon when considering equipment choices).
Note: the following equipment recommendations should be used as a general guide and has been created in an attempt to provide the best-quality gear with the lowest monetary risk. It is not a table of best-in-slot recommendations but instead attempts to provide good recommendations that minimize risk for the player. Risk of death from PKers should always be taken into account when setting up equipment for Wilderness activities. Players should never take any items into the Wilderness they are not willing to lose.
Melee is the cheapest style to use at higher-tiered equipment largely due to elder rune and other items added in the mining & smithing rework. Elder rune is a great choice at a relatively low cost, and cheap power armour like rock-shell can be used for faster kills at the cost of more damage taken. However, it suffers from less mobility (requiring walking to each mound to summon the strykewyrm), low defence against magic and melee--the two styles the strykewyrm will use when in melee range--and the least amount of resistance from teleport blocks. Use of a halberd-style weapon such as the noxious scythe or Dragon Rider lance is recommended if melee is used so one can stand 2 tiles away and face magic and ranged attacks instead. Protect/deflect magic is recommended for melee users.
Magic possesses good damage and range, and runes for the standard spellbook are fairly cheap. In the event of a PKer showing, spells such as entangle can be used to aid in escape. However, counter-intuitively to its range, it requires being in melee distance of a strykewyrm to take advantage of magic armour's resistance to melee. Lunar armour is highly recommended if obtainable (requiring Lunar Diplomacy), as it is only 253,000 to re-obtain the entire armour set, necklace, and ring from the Oneiromancer. Players using a wand and orb/book with Greater Concentrated Blast unlocked should use this ability as much as possible, at it is a very strong basic ability and will improve kill speeds significantly. The lava strykewyrms are also susceptible to the inquisitor staff's damage boost. Protect/deflect ranged is recommended for magic users.
Ranged possesses good damage, range, and defence against the strykewyrm's magic attacks as well as the highest resistance to teleport block. However, ranged armour does not possess as many high-quality, low cost armours like melee's elder rune or magic's lunar. Ranged users could also use the Wilderness-exclusive hellfire bow, but wielding the bow announces the name and level of the Wilderness the user is in to other players in the Wilderness every 5 minutes, so its use should be considered with extreme caution. Dinosaurhide armour can be used it the player desires additional defence, but the risk is generally unnecessary. Unfortunately, because the location of the lava strykewyrms is not in a Multicombat area in the wilderness, Greater Ricochet will only hit them once. Protect/deflect ranged is recommended for ranged users.