Strategies for Lava strykewyrm
Lava strykewyrms are high level Slayer creatures that have very good drops. A Slayer level of 94 is required in order to inflict damage on them; a slayer task is not required in order to harm them, unlike their lesser cousins.
When killing lava strykewyrms, carrying the Wilderness sword 4 is highly recommended as while it is likely that it will be lost upon death, it notes their 100% searing ashes drop, negating the need to carry magic notepaper to note them. There are two bankers near the lava strykewyrms; Edmond and Darren. It is advised to bank with Darren if not planning to rebank in Edgeville as Edmond has a very large wander range.
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.
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.
- Use a lava titan pouch to teleport right outside the entrance of the Lava Maze.
- Teleport to the Bloodweed Patch using any 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.
Lava strykewyrms have high combat stats, but their defence is significantly lower. A tier 80 weapon while under the effects of an overload, their respective turmoil curse and a Slayer assignment will result in 100% accuracy.
As lava strykewyrms are immune to stuns, they will immediately attack the player who investigated their mound. Lava strykewyrms use all three forms of combat:
- Melee: Standard melee attack where they slam their head onto the target player. This attack will never be used when attacking from a distance, and can be avoided if the player moves out of the way before the head hits the player.
- Ranged: Shoots a lava projectile that will land around the target player before homing in on them. The attack can be avoided by being far enough from the projectile when it lands, though 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 straight at the target player that deals heavy damage.
When killing lava strykewyrms, Protect/Deflect Magic should always be on as their magic attack can hit the hardest. Prayer flicking is advised as their ranged and melee attacks can both be damaging, though neither hit as hard as their magic attack. If players have high magic defence, then leaving Protect/Deflect Missiles on instead while attacking from a distance can be more effective.
As with their lesser cousins, lava strykewyrms can also utilise burrow attacks. In addition to the standard burrow attack, lava strykewyrms have a unique twist on this attack. When a player is within 6 spaces of the strykewyrm, they will always use this burrow attack. When used, the strykewyrm burrows into the ground, dragging the player on top of the ensuing mound. This attack is classified as a stun, so using Freedom or Anticipation will prevent the strykewyrm from dragging the player if they are in range. If the player is more than 6 spaces from the strykewyrm, they will use a standard burrow attack identical to other strykewyrms instead, where they move to the target's location to resurface. Unlike the dragging attack, this attack takes a lot longer to execute and players have much more time to run out of their targeted location. Either way, if player is underneath the mound when the strykewyrm bursts, then they will take 50% of their maximum health as damage and have their protection prayers/curses temporarily disabled.
Unlike their other cousins that do this at random, lava strykewyrms will automatically perform the burrow attack after some time has passed upon surfacing. Sometimes when standing far enough from the strykewyrm, it may attempt to burrow but fail, resulting in a brief period where it will not attack the player.
Going under a lava strykewyrm will result in it applying stomp damage to the player, and also reduce their Defence level by 1 each time this happens.
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. Note that in the event of a player attacking you, you will need to attack your aggressor first; otherwise, the strykewyrm will continue attacking you.
Dealing with other players[edit | edit source]
To escape from attackers, players can run south to level 30 Wilderness, then use an appropriate teleport method such as a charged dragonstone jewellery or the Wilderness sword 4. However, as player killers may carry runes for Teleport Block, you will most likely have to run all the way down to the wall if they manage to teleblock you. For this case, having an augmented piece of equipment with the Mobile perk is highly recommended for your trips. Some player killers may use Leech Energy or Morrigan's throwing axe, so carrying some form of run restore items (summer pie or super energy potions) may be useful. Alternatively, carrying an Ogre flask (salt water) and drenching yourself in the event of a teleblock will provide you with unlimited run energy for 8-25 minutes, which is more than enough time to run all the way to the wall.
Good food should be brought (either sharks or rocktails), alongside a few Saradomin brews and Blue jellyfish to "brew-eat", restoring a significantly larger amount of health compared to eating food alone. Portents of Restoration also allow loseless healing if your health happens to fall below 50% and may help survive big hits. Always play safe in the Wilderness, banking after a set amount of kills; while it's possible to never encounter a PKer during a trip, you certainly don't want to be caught off guard with very little food. You should always keep your health as high as possible when fighting lava strykewyrms.
Never try to battle your attacker unless you are certain that they are alone, as most are almost certain to be part of a group intending to skull trick (this will also generally drain all of your adrenaline if you attack another player, denying you the use of defensive thresholds and ultimates). Always remember where the multi-way combat areas are located, as if you fight your attacker, they may stand on top of each other hoping for you to use a multi-target ability and get skulled as a result. Since teams generally will not attempt to log in until you have skulled, it may be best to simply run down a straight line either into the Forinthry Dungeon or south of the lava strykewyrms despite being in multi-way combat (western outer-edge of Wilderness Volcano). Alternatively, if the risk of getting piled is too dangerous, you should make your way south-west of the lava strykewyrms into single-way combat, whereupon you should proceed to run south to the wall. To decrease the chances of getting skull tricked, set your PvP settings to "Hidden". You should also watch out for large familiars like the pack mammoth, as you can skull yourself if you attack the familiar of another player who has not attacked you.
At best, you should only bring three or four items to ensure that they will not be lost in the event of death. While it's possible to keep five if using Protect Item while being under the effects of a fury shark (which the strykewyrms drop), you may lose an item if the fury shark's effects run out before you are killed. Always watch your prayer points to ensure that you do not get smited. Bringing two-handed weaponry is also recommended, as while more expensive, you can bring another piece of armour for better defensive bonuses. For this reason, the ranged combat style is often preferred as it affords the player the option of utilising a shield bow (namely the 'strykebow') which will ensure you are able to retain modest accuracy against the strykewyrms while also prolonging survival by virtue of defensive abilities being made available. Additionally, the gear supporting the ranged combat style works tactically against PKers geared with mage, and allows adrenaline to be stalled and gained more effectively while a strykewyrm is burrowed (due to combat persisting).
Melee has the advantage of not requiring any ammo or runes to use, as well as having access to armour and weapons that were released with the mining and smithing rework, which are usually cheap to purchase or easy to acquire with the required smithing level. The main drawback to melee is having to run up to each mound to summon a Lava strykewyrm, whereas Ranged and Magic can do so from a distance. In addition, attacking within melee distance will cause the strykewyrm to attack exclusively with melee and magic attacks, both of which melee armour doesn't provide optimal protection. A workaround to this is to use a halberd and stand one square away so the strykewyrm will use ranged attacks instead of melee attacks, which melee armour provides much better protection against. Melee armour also provides the least amount of protection against the Teleport block spell.
Magic is all around a great combat style to use as it allows one to attack from a distance and provides easy access to a multitude of spells. In the event of being attacked by another player, some spells such as Enfeeble can be helpful in reducing the amount of damage they deal. However, magic doesn't provide optimal protection to the ranged and magic attacks of the strykewyrms.
|Slot||Item (most effective → least effective)|
|Corrupted slayer helmet (If on slayer task)||Ganodermic visor||Ahrim's hood||Skeletal helm|
|Saradomin's hiss||Amulet of glory||N/A||N/A|
|God capes||Lunar cape||N/A||N/A|
|Seasinger's robe top||Ganodermic poncho||Ahrim's robe top||Skeletal top|
|Seasinger's robe bottom||Ganodermic leggings||Ahrim's robe skirt||Skeletal bottoms|
|Seasinger kiba||Wand of the Cywir elders||Attuned crystal wand||N/A|
|Noxious staff||Staff of darkness||Chaotic staff/ |
Attuned crystal staff
|Seasinger makigai||Attuned crystal orb||N/A||N/A|
|Culinaromancer's gloves 10||Ganodermic gloves||Skeletal gloves||N/A|
|Ganodermic boots||Skeletal boots||N/A||N/A|
|Sixth-Age circuit||Seers' ring||N/A||N/A|
Ranged users have access to the weapons with the longest attack ranges, which is very useful in targeting and attacking strykewyrms. Ranged armour also provides the best protection against the powerful magic attacks of the strykewyrms, as well as reasonable protection against their ranged attacks. In addition, Ranged users have access to the Hellfire bow, which means the player will not have to bring their own ranged weapon if they obtain one. However, it does come with drawbacks of its own (refer to the page on disadvantages).
|Slot||Item (most effective → least effective)|
|Corrupted slayer helmet (If on slayer task)||Sirenic mask||Death Lotus hood||Royal dragonhide coif|
|Saradomin's murmur||Amulet of glory||N/A||N/A|
|Ava's device||Team cape (if all Wilderness tasks are completed)||N/A||N/A|
|Sirenic hauberk||Death Lotus chestplate||Royal dragonhide body||Black dragonhide body|
|Sirenic chaps||Death Lotus chaps||Royal dragonhide chaps||Black dragonhide chaps|
|Ascension crossbow||Death lotus dart||Chaotic crossbow/ |
Attuned crystal chakram
|Hellfire bow||Noxious longbow||Attuned crystal bow/ |
|Off-hand ascension crossbow||Off-hand death lotus dart||Off-hand chaotic crossbow/ |
Off-hand attuned crystal chakram
|Royal spiky vambraces||Culinaromancer's gloves 10||N/A||N/A|
|Sixth-Age circuit||Archers' ring||N/A||N/A|
An enhanced luck potion can be used here in replacement of a ring of Fortune or luck of the Dwarves. The potions are relatively cheap at 53,849 and last 1 hour. However, using these potions as a substitute for a luck of the Dwarves will render one unable to receive a Vecna Skull or a Hazelmere's signet ring as a drop. Alternatively, players with the Luck of the Dwarves relic power unlocked can have it active to gain the effects of tier 4 luck at all times; even within the wilderness.
Also, while the mighty slayer helmet is the best helmet for when on task, the helmet comes out to a cost of 1,603,520 for a 15% accuracy/damage boost. However, the parts used to make the helmet can be used separately at a much cheaper price at the downside of 12.5% accuracy/damage boost instead. Focus sight at 35,104, hexcrest at 37,968, and black mask at 1,530,448. Accuracy is not a problem if using tier 90 or higher weaponry with overloads and its respective turmoil. The 2.5% damage loss from using the component rather than the slayer helmet can be substituted for with the 4% damage bonus from the Stone of Jas' residual energy (requiring completion of Ritual of the Mahjarrat).