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. The strykewyrms are typically killed for their ashes and wyrm component drops. Slaying the wyrms as part of a slayer task significantly increases the drop rate of the component drops.
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 level 85 offensive stats and a Defence level of 80 with 55 affinity towards all combat styles. Unlike their lesser cousins, they are stun immune, but otherwise share the same effects; they are immune to poison, but not to reflect or leech effects. Due to this stun immunity, the lava strykewyrm will immediately attack the player upon bursting from the ground.
They 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 their target 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 hits the hardest; around 2,500 damage if not protected against, whereas the ranged and melee attacks don't hit anywhere as hard, about 50% lower than their magic attack. 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. Lava strykewyrms utilise the standard burrow attack along with a special "drag" burrow. This special burrow is only used if the player is within 6 spaces of it. When activated, the strykewyrm will automatically burrow back into the ground, dragging the player right underneath them in the process unless Freedom or Anticipation is used, which stops the drag. If the player is standing on the mound when the wyrm bursts out, they will take 50% of their current health as damage and will be unable to use overhead protection prayers/curses for 3 seconds. Unlike their weaker cousins, the burrow attack is always performed after it has performed around 8-10 auto-attacks.
If the player is further away, than the strykewyrm may simply burrow towards the player, unless obstacles are in the way that would prevent it from doing so, in which it may simply stop attacking for 2-3 seconds before resuming combat.
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. 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.
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 a form of run restoration is vital to successfully escape. 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. Alternatively, the Endurance relic power also provides the same effect permenantly, albeit requiring 81 Archaeology in order to use.
A shield of sorts is highly recommended regardless of combat style because it will allow for access to defensive abilities, such as Resonance/Divert, Reflect and Devotion. Immortality is the most powerful defensive ability in the Wilderness as it will remove the effects of Teleport Block if triggered, and provides the player with brief immunity which may be used to immediately teleport out before the player killer may apply Teleport Block again.
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 anyone else during a trip, you certainly don't want to be caught off guard with very little food and make yourself a lucrative target with no minimal effort on the player killer's part. 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 or get smited. 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).
In the case you are sure that you're going to get killed by a PKer, quickly scatter your searing ashes, while eating all your food and drinking all your potions. This will discourage the PKer as they will make little to no profit on your death. Using the Retribution prayer or even better, the Wrath curse can also deals some damage to the player killer when you die.
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, Entangle and/or Ice Barrage may be useful. 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. Ranged setups also offer the least amount of risk, as the player doesn't need to sacrifice as much compared to the other setups due to their easy-to-make and/or reclaim weapons (royal crossbow, Death Lotus darts and even the hellfire bow). Note that using the latter has its own risks, and players using it should refer to the page for the dangers.
|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 67,388 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.
Although the wyrms' ashes are noted with completion of the Elite Wilderness diary, the player has to carry the Wilderness sword 4 in order to do so, which drops as 100,000 coins on death if not protected. The Death Note power completely bypasses this requirement, albeit requiring 107 Archaeology in order to unlock. This will allow the player to replace the sword for food or a potion, as the sword is no different than a charged dragonstone jewellery in teleportation as the fast-teleport is only available when wielded.
Also, while the mighty slayer helmet is the best helmet for when on task, the helmet comes out to a cost of 1,096,468 for a 15% accuracy/damage boost. This is highly recommended and the player can still benefit from the helm's effects if it is mounted on a tier 3 Slayer Lodge, essentially allowing them to replace the helmet for something that provides better bonuses.
If the player doesn't have a tier 3 Slayer Lodge set up, then it is recommended to use the respective component part at the downside of 12.5% accuracy/damage boost. Focus sight at 71,828, hexcrest at 131,506, and black mask at 893,134. 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).