# Strategies for Solak

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## Recommended levels and equipment

Level recommendations
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged or Magic).
It is recommended to have at least level 90+ Defence.
At least 95 and ancient curses are highly recommended to improve your damage.
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 .
Augmented gear with advanced perks is recommended at 120 .
Gameplay
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
Equipment recommendations
This boss has no particular weakness, so you can use any combat style during this fight.
Use tier 90 weaponry or better
(see recommendations).
Optional boosts
A beast of burden carrying food may be needed as this is a long activity: Pack mammoth, Pack yak, War tortoise, Spirit terrorbird, or Bull ant.
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
This boss is poisonable, and cinderbane gloves and weapon poisons deal additional damage.
The Seren godbow's special attack is worth using on this target with Ranged as it is a 3x3 target.
The Erethdor's grimoire does not use charges while activated within Solak's arena (inside and outside the instance), and is highly recommended for this boss.

## Presets

 This article or section is incomplete and could do with improvement.Reason: Missing some inventory itemsYou can discuss this issue on the talk page or edit this page to improve it.

The vamyprism scrimshaw can be used to keep health high, but when healing isn't needed or DPS needs to be maximized (ex. during the blight core in P1 or during P4), switch to a DPS-boosting pocket slot item such as the Scripture of Jas.

 4

Auras:

Rune pouch should have runes for Disruption Shield. Off-hand drygore rapier (or equivalent) should have the Flanking perk.

 4 30

Auras:

Equipment

 4 20 20

Inventory Setup

• A Replenishment potion which restores negative stat changes, restores prayer and summoning points and gives 25% adrenaline.
• This boss is poisonable, so bring a Weapon Poison+++ flask for extra poison damage.
• The Enhanced Excalibur is a nice-to-have, as it can heal 4% of your max life points every 4.2 seconds 5 times, resulting in a total heal of 20% over 21 seconds. By completing the Elite Seers' Village achievements, you can increase this to a 40% heal over 42 seconds.
• Saradomin brew flasks heal 1000 life points when consumed, but cause a negative stat effect, which should be counteracted by the effect of the overload. You can optionally bring a super restore flask to ensure negative stat changes are kept to a minimum. If you are taking too much damage, you can use Super saradomin brew flasks which heal 1300 life points, however they are much more expensive.
• The Ring of Vigour is used as a switch when you use an ultimate ability, as it will leave you with 10% adrenaline. It also reduces weapon special attack adrenaline usage by 10%.
• An Augmented vengeful kiteshield as you need to be able use Resonance often throughout the fight. (This does not have to be augmented)
• Some Dominion Mines for the Volatile Rootlings attack.
• Some Dreadnips for the extra damage they deal to your active target.
• A Large rune pouch containing runs to cast Disruption Shield. (optional)
• Blue blubber jellyfish heals 750 life points when consumed, and it can be consumed 3 times. It also does not reduce your adrenaline when consumed.
• Bring a few pieces of the best food you feel comfortable using for panic heals, in this case Sailfish.
• Some Vulnerability bombs to be able to deal extra damage.
• A Powerburst of Vitality can halve damage for 6 seconds in a panic situation.

Auras:

Equipment

 4 20 20

Inventory Setup

• An Adrenaline renewal potion which grants 4% adrenaline per tick for 10 ticks (40% total).
• This boss is poisonable, so bring a Weapon Poison+++ flask for extra poison damage.
• The Augmented enhanced Excalibur can heal the same as the regular Enhanced Excalibur, but you can also add perks. The most effective perk is Mobile, which reduces the cooldown of Surge and Escape by 50%.
• Saradomin brew flasks heal 1000 life points when consumed, but cause a negative stat effect, which should be counteracted by the effect of the overload. You can optionally bring a super restore flask to ensure negative stat changes are kept to a minimum. If you are taking too much damage, you can use Super saradomin brew flasks which heal 1300 life points, however they are much more expensive.
• The Ring of Vigour is used as a switch for when you use an ultimate ability, as it will leave you with 10% adrenaline. It also reduces weapon special attack adrenaline usage by 10%.
• An Eldritch Crossbow used as a switch for its special attack Split Soul which causes Soul Split to damage your target for 4x the amount of life points it would have healed.
• A Kalphite repriser to allow you to use both shield and weapon abilities. This is crucial, as you need to be able to use Resonance often throughout the fight.
• An Augmented ascension crossbow with the Flanking perk for increased damage.
• Some Dominion Mines for the Volatile Rootlings attack.
• Some Dreadnips for the extra damage they deal to your active target.
• A Grasping rune pouch containing runs to cast Disruption Shield, this pouch is upgraded over the Large rune pouch, in that it can save runes when a spell is cast (optional).
• Some Blue blubber jellyfish heals 750 life points when consumed, and it can be consumed 3 times. It also does not reduce your adrenaline when consumed.
• Bring a few pieces of the best food you feel comfortable using for panic heals, in this case Sailfish soup.
• Some Vulnerability bombs to be able to deal extra damage.
• A Powerburst of Vitality can halve damage for 6 seconds in a panic situation.

Auras:

Runes should be brought for your Incite fear, Smoke Cloud and Spellbook Swap for Disruption Shield.

 4 30

Auras:

Runes should be brought for your combat spell, along with Vulnerability and/or Disruption Shield. Essence of Finality should contain the Guthix staff and Armadyl Battlestaff special.

 4 30

Auras:

Equipment

 30 4

Inventory Setup

Auras:

## Overview

Solak is a very damage-centric boss. Therefore it is recommended to have a thorough understanding of ability usage and rotations, and employ niche tricks that increase DPS. The average high level Solak preset is notably low in adrenaline or stat-draining foods (such as sailfish or Saradomin brews), and will have a significant amount of blue blubber jellyfishes and Guthix rests instead, as those do not cause any stat or adrenaline reduction upon use. Additionally, it is highly recommended to learn the boss with Magic or Ranged, as they are more flexible compared to melee.

Roles in 7-man fight

Solak can be fought in any team size from two to seven players. The team size scales his health and most of his mechanics. Damage is still consistent throughout all sizes. Beginners are advised to practice in four-man encounters, as the death of a teammate in phase 2 or 3 should not impede the overall kill. Lower sized teams provide better splits, but require all players to be proficient at the boss as a single death phase 2 or 3 will result in a fail. Likewise, teams larger than four often results in a messy potentially chaotic first and third phases.

Players who possess Erethdor's grimoire will find that it will not degrade in Solak's arena. It is highly recommended to bring this if possible, with a Scripture of Ful or Scripture of Jas as alternatives. As a group boss, Flanking is a very powerful switch to deal additional damage.

### Auto-attacks

Solak has 2,000,000 health, with an additional 1,000,000 health for every additional player in the fight, capping at 8,000,000. He uses both melee and ranged attacks, with his melee attack exclusively used on his main target. The melee attack has 100% accuracy and deals up to 4,000 damage, in addition to possessing a range of twenty tiles. The melee attack also "shatters" into ranged attacks that hit players up to twelve spaces from his main target, also dealing up to 4,000 damage.

Unlike the melee attack, the ranged attacks are considered normal attacks and can be blocked with sufficient armour rating. He possesses an attack speed of 5, except for a specific stage in phase 1 in which it is increased to an attack speed of 3.

### Blight damage

Solak can inflict a special type of damage, known as blight damage. It is indicated by a purple coloured hitsplat (). Many of his special attacks inflict blight damage. Blight damage is dealt the same way as standard attacks - either as a normal hit (in which Resonance will heal in full), a soft typeless hit (Resonance blocks the attack) or hard typeless in which no defensive ability outside of Barricade blocks the damage dealt. Most of Solak's blight attacks fall under the normal or soft typeless category, with only the homing roots in phases 1, 2, and 3 being hard typeless.

Some, but not all special attacks that deal blight damage also apply a debuff () that increases damage taken by Solak's autoattacks and some of his special attacks 1% per stack. All blight stacks can be removed all by interacting with Merethiel in the second and third phases. All stacks are removed in the final phase.

### Prayers

The tank should always have Deflect Melee, while non-tank players use Deflect Missiles. Try to flick Soul Split whenever possible during the first three phases. In the last phase, the player can keep it on for the entire phase, but should be swapped with Wrath at the end if the team will lose the kill, this can potentially save the kill and save death costs.

When fighting Erethdor, the player with his aggression should use Deflect Missiles with Soul Split flicking when possible.

If a mind realm tank is needed, the mind tank must camp Deflect Magic.

### Extra action button

The battle with Solak involves the extra action button (). It is used in the second, third, and fourth phases; in the second phase, it deploys the Nature's Blessing dome, and in the third and fourth phases, it is used to enter Solak's mind. Additionally, if enough time has passed since entering the mind in the fourth phase, the button can be used to leave it.

### Mind realm

Solak's mind becomes accessible in the third and fourth phases via the Extra Action button. It is a copy of the boss arena where Erethdor and his manifestations can be found. Players inside the mind are affected by the "Withering" debuff (), reducing all healing from food and potions to 0. Other healing methods, such as those from familiars, passive heal effects like Enhanced Excalibur and Soul Split work as normal.

## Phases

### Phase health overview

Solo Duo Trio 4-man 5-man 6-man 7-man
Start 2,000,000 3,000,000 4,000,000 5,000,000 6,000,000 7,000,000 8,000,000
Phase 1 damage cap 1,500,000 2,250,000 3,000,000 3,750,000 4,500,000 5,250,000 6,000,000
Phase 2 damage cap 800,000 1,200,000 1,600,000 2,000,000 2,400,000 2,800,000 3,200,000
Phase 3 damage cap 200,000 300,000 400,000 500,000 600,000 700,000 800,000

### Phase 1

HP
Solo Duo Trio 4-man 5-man 6-man 7-man Effect when met or depleted
Solak (start of phase) 2,000,000 3,000,000 4,000,000 5,000,000 6,000,000 7,000,000 8,000,000 N/A
Solak (damage cap) 1,500,000 2,250,000 3,000,000 3,750,000 4,500,000 5,250,000 6,000,000 All damage taken capped; replaces all special attacks with arms becoming attackable
Volatile rootling 7,500 20,000 32,500 45,000 57,500 70,000 82,500 Prevents a blightbound lasher from spawning
Blightbound lasher 50,000 (60,000 maximum) 50,000 (160,000 maximum) 50,000 (260,000 maximum) 50,000 (360,000 maximum) 50,000 (460,000 maximum) 50,000 (560,000 maximum) 50,000 (660,000 maximum) N/A
Solak's arms 45,000 60,000 75,000 90,000 105,000 120,000 135,000 Legs become attackable
Solak's legs 35,000 50,000 65,000 80,000 95,000 105,000 120,000 Spawns blight afflicted core
Blight afflicted core 125,000 250,000 375,000 500,000 625,000 750,000 875,000 Ends phase

Attack rotation:

• 2 autoattacks
• Green spore bombs and soft typeless followup hit
• 3 autoattacks
• Volatile roots spawned
• 14 autoattacks
• Stunning roots attack
• 7 autoattacks
• Blight bomb
• 7 autoattacks - attack speed increases significantly after third autoattack
• Blight bomb
• 3 autoattacks
• Arms attackable
• Legs attackable
• Blight afflicted core spawned
• 7 autoattacks
• Repeat from green spore bombs until core is destroyed or Solak reaches the HP cap, in which case all special attacks are replaced by his arms becoming attackable

The fight begins once a player challenges Solak, either via a dialogue box or quick-starting by right-clicking on him. Solak will remain focused on the player who started the fight (unless he is immediately attacked as soon as the fight triggers) until they die or teleport out.

When Solak reaches 75% of his maximum health, all damage dealt to him is reduced by 99% and any special attack he would use is replaced with rooted arms.

Green spore bomb

1. Solak will yell I will replenish the earth with your bones, generating yellow sparks on his hands in the process. He will launch a single bomb for each player in the arena, each one having a random impact zone around the arena. If the bombs are not intercepted, all players receive 5000-6000 soft blight damage and are applied 5 blight stacks for each bomb that was missed - to prevent this, players must stand underneath the impact zone to intercept the bomb.
2. If the bomb is grabbed, the players' Bladed Dive cooldown is automatically reset.
3. Regardless if the bombs are taken or not, a bar will slowly fill over the players. When this bar fills, anima will burst from them, dealing 7,000 to 10,000 damage to them only. Like the spore bombs, these are considered soft typeless blight.

Volatile rootlings

1. Just as the bomb burst goes off, Solak will yell The roots of the tree are one with us., spawning eight volatile rootlings around the edges of the arena, two in each direction.
2. If ignored, they transform into blightbound lashers, and will heal nearby roots. Blightbound lashers attack with multi-target ranged that can deal extremely high damage.
3. The timer to convert to lashers is slowed when tagged, so all roots should be tagged.
4. The rootlings do not possess any combat level, making them susceptible to the effects of dominion mines. Like Solak, the rootlings are susceptible to the inquisitor staff.

Blight roots

Roots can travel across the map and hit all players to reach you
1. 14 auto-attacks after spawning the rootlings, Solak will yell The roots below bend to my will., shaking the arena and targeting two random players (including the base tank) with a root attack.
2. A yellow pointer arrow indicating the direction the roots will come from and a popup text box will appear stating Roots are preparing to rush you from the edge of the arena! Look out! [#] (seconds)
3. The amount of time given varies from 8 ticks to 24 ticks. When the timer hits 1, the roots will prepare to merge, and upon hitting 0 ticks, three sets of roots will converge on the targeted player's position - one from the pointer arrow, and two from each side of the pointer arrow.
4. Any player who gets caught in this attack will be stunned, take up to 2,500 blight damage per tick and have 2 blight stacks applied per tick.

Blight bombs

1. 7 auto-attacks after the blight roots, Solak will target two non-tank players with deadly blight bombs, indicated with the message A deadly blight begins to fester within you.
2. A bar will slowly fill over these targeted players, which when filled, will cause a blight burst that deals up to 4,000 blight damage and damages anyone within three tiles of the player when it explodes. There is no other effect from these bombs.
3. Whenever Solak applies these bombs, his melee attack will register one tick slower than it normally would. After the first pair of bombs explode, Solak's attack speed is temporarily increased to 3.

Rooted arms & legs

1. Three auto-attacks after the second blight bomb, Solak will teleport to the centre of the arena, facing south as he roots both his arms and legs to the ground to absorb anima from the Grove. He becomes invulnerable and untargetable (unless the player continues to have him as a target). A timer will tick down as he absorbs anima into himself.
2. If the timer runs out before they are disabled, Solak will yell MWAHHAHAHAH, inflicting 4000 blight damage to everyone and summons 3 blightbound lashers, each with 50,000 life points. He resumes attacking players, returning to the start of his attack rotation.
3. When both arms are disabled, he will change stance and his legs become attackable.
4. Both the arms and legs are susceptible to the inquisitor staff.

Blighted core

1. Once the legs are disabled, a blight afflicted core will appear in front of Solak. Its life points are shown in the second bar of this phase.
2. To advance to the next phase, the core must be destroyed. After 18 seconds have passed, if the core is not destroyed, Solak will yell How futile. You are weak, disgusting creatures!, recalling the core.
3. Solak will repeat his attack pattern until the core is destroyed. During the repeated rotations, the deadly blight bomb is only used once instead of twice if it is triggered.
4. The core is susceptible to the inquisitor staff.

### Phase 2

• 4 anima eruptions spawn, anima storm
• Infinite autoattacks until all eruptions are cleared
• 5/6 autoattacks
• Yellow anima bombs
• 12 autoattacks
• Blight rain (Nature's Blessing dome 1)
• 7 autoattacks
• Binding crush (Arm climb)
• 4 autoattacks
• Blight rain (Nature's Blessing dome 2)
• 7 autoattacks
• 7 autoattacks
• Root Arrow on base
• 4 autoattacks
• Blight bomb
• 3 autoattacks
• Root arrow on base
• 4 autoattacks
• Blight rain (Nature's Blessing dome 3)
• Restart from anima bombs if not at 0% corruption
HP
Solo Duo Trio 4-man 5-man 6-man 7-man Effect when met or depleted
Solak (start of phase) 1,500,000 2,250,000 3,000,000 3,750,000 4,500,000 5,250,000 6,000,000 N/A
Solak (damage cap) 800,000 1,200,000 1,600,000 2,000,000 2,400,000 2,800,000 3,200,000 Next phase starts if reached
Solak (damage cap before destroying eruptions) 1,400,000 2,100,000 2,800,000 3,500,000 4,200,000 4,900,000 5,600,000 All damage taken capped
Anima eruption 15,000 30,000 45,000 60,000 75,000 90,000 105,000 Sends players to anima storm; final eruption lifts damage cap
Anima storm 100,000 200,000 300,000 400,000 500,000 600,000 700,000 Stops dealing blight damage

The second bar now starts at 100%. The next phase begins when it lowers to 0%, and Solak gradually loses blight corruption as he takes damage; whenever he uses special attacks, the bar decreases significantly faster.

When the phase starts, Solak will become unattackable for around four seconds after the core is destroyed, allowing players to move to their next position. The phase officially begins when he yells WATCH AS THE GROVE BLEEDS. He will slam his arm to the ground and apply five blight stacks to all players. If the player's blight stacks are somehow over five from the previous phase, he lowers it to said amount. This is indicated with the message Blight stacks start to rip through your veins. You now have 5 stacks of blight.

If Solak's life points reach 40% of his maximum life points during the phase, all damage dealt to him is reduced by 99% and his corruption bar drains faster. He will automatically phase if the bar is emptied and he hits his health cap.

Anima eruptions and storms

1. Four anima eruptions will appear to the northwest, northeast, southwest and southeast of the arena.
2. Destroying an anima eruption will cause a circle that covers a 5x5 area to emerge; ~6-8 seconds later, a gust of air will blow players up.
3. Up in the air, a Anima storm can be found, supplying Solak with a large amount of blight power. Periodically on the ground, it will discharge blasts of anima, adding 1 blight stack to players hit by it and dealing ~2,200 soft blight damage. It will also turn the centre of the arena into a dangerous blight cloud that damages anyone inside it.
4. Players must click on the blight storm to deal damage to it, dealing the following damage as this formula: ${\displaystyle Damage=(10-blightstacks)*1000}$.
• Basically, blight stacks of 9 or less will damage the storm; 10 deals no damage, and anything over 11 heals it instead.
5. The storm will eventually die out on itself as it discharges blasts, but this is highly discouraged; damage it as much as possible. Ideally it can be destroyed in two attempts, the first also including the base tank.
6. Solak will retain aggression towards his main target if all players are in the air. If there is a player still on the ground, he changes aggression to them and will need to be Provoked by the base tank if this occurs.
7. All four anima eruptions will need to be destroyed regardless if the storm is dispelled or not; otherwise, Solak will take 99% less damage upon reaching 70% of his health.

Anima bombs

1. Around six auto-attacks all four eruptions have been destroyed, Solak shouts Rip the earth open! Spill the blood of life!, causing bombs of anima to erupt from the ground.
2. The bombs slowly rise up from the ground before landing back down, dealing soft typeless damage to anyone in a 7x7[source needed] area around the bomb.
3. The damage from each bomb starts out low, around 750 damage, but increases as they continue to spawn, up to around 8,000 damage.
4. Solak's large size means that he can conceal some bombs underneath him, so it's important to flatten the camera as much as possible and take note of particles to avoid the bombs.

Nature's Blessing & Blight Barrage

1. 10 auto-attacks after beginning the anima bombs, a yellow dome will appear on the northern side.
• Clicking on it will cause the player to gain the "Nature's Blessing" ability - this is used against an upcoming attack and can be activated by clicking the "Extra Action" button on the player's interface. Each dome contains three charges of this blessing.
2. Solak will yell The power of the grove in its purest form. LET IT RAIN DOWN UPON YOU. one auto-attack after the dome appears, and he will raise his right arm as a warning indicator for this attack.
3. One auto-attack after he returns to normal, five blight bombs will converge on all players in the arena, dealing up to 8,000 soft blight damage per hit.
4. By using Nature's Blessing, a protective dome will appear around the user, which protects all players in a 3 tile radius from the centre from 75% of the incoming bomb damage.
5. This attack is used again four auto-attacks after Binding Crush and four auto-attacks after the root arrow on base.

Binding Crush

1. 4 auto-attacks after the first barrage, Solak will yell I'll crush you like the bug you are., picking a random player (including the base tank). There is no warning indicator before-hand as to which player is targeted.
2. ~2 seconds after the phrase, that player will be dragged to a random location, stunning and binding them for four seconds in front of Solak, who will proceed to slam his right arm on them. This causes an instant kill, bypassing signs of life if the player does not move out of the way.
• This will also apply to other players in the kill zone. Players around this zone will take around 3,000 melee damage instead.
3. Using Freedom or Anticipation before-hand will cause the player to trample the roots back and prevent the stun and drag from occurring. Freedom can also be used upon being dragged.
4. Solak's arm will become rooted to the ground, allowing someone to climb up it and deal a deadly blow to Solak, removing ~20% of corruption. Solak can still be attacked by the climber if they are using ranged or magic.
5. Solak will then throw the player back onto the ground and prepare a deadly retaliatory blow, dealing up to 9,000 damage and applying 20 stacks of blight in the process.
• If the player is thrown on invalid tiles, they are automatically teleported to the centre of the arena in the process.
6. Solak will not use auto-attacks during the duration of this mechanic.

1. After the second barrage, Solak will be engulfed in a purple blight tornado and spins rapidly while yellig ARGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
2. This attack is similar to the blight rain attack - 5 hits of very high blight damage - except Nature's Blessing does not protect players from this attack, so they will need to use defensives in order to reduce or block the incoming damage.
3. This lowers Solak's corruption bar even further but will cause all players to hit fifty blight stacks.

Blight Bombs & Roots

1. After the tornado, Solak targets three non-tank players with a deadly blight bomb and the base tank with a root arrow.
2. The root arrow is signaled by Solak pounding the ground and yelling Frail creatures! It's time to die!. A few seconds later, roots will sprout up at the base tank's position in an arrow shape, stunning all players standing on them and dealing rapid blight damage.
3. Along with this, up to three non-tank players will be targeted for the deadly blight bomb. When the bar fills, the bomb will explode and cause roots to form in a line between the targeted players, which will stun and cause blight damage if not avoided. These roots will only appear if two or three players have been targeted by the blight bomb; if only one player has been targeted, then no roots will appear.
4. If Solak's corruption bar has still not been emptied at this point, the rotation restarts at the anima bomb attack. Once the bar is empty, the next phase begins.

### Phase 3

Before first sigil:

• 7 autoattacks

Second sigil: Uncertain

Third and beyond sigils:

• 3 autoattacks
• Blight bomb
• 2 autoattacks
• Stun and blight bleed
• 1 autoattack
• Repeat until all green sigils converted or Erethdor is defeated
HP
Solo Duo Trio 4-man 5-man 6-man 7-man Effect when met or depleted
Solak (start of phase) 800,000 1,200,000 1,600,000 2,000,000 2,400,000 2,800,000 3,200,000 N/A
Solak (damage cap) 200,000 300,000 400,000 500,000 600,000 700,000 800,000 All damage taken capped
Erethdor 100,000 200,000 275,000 350,000 425,000 500,000 575,000 Ends phase; weakens P4 manifestations
Placing roots by the previous sigil will prevent damage to meleers, those returning from the mind, and DPS while leaving you close enough to quickly stun.

Once Solak's life points reach 10% of his maximum life points during the phase, all damage dealt to him is reduced by 99%. As with the previous phase, Merethiel can cleanse blight from players.

This phase is cleared once all eight sigils are filled with corruption, or Erethdor is defeated. Although the former is significantly faster, this should never be done as Solak will have too much health for the final phase. The latter allows the team to reach the health cap for this phase and weaken Erethdor's manifestations in the final phase, making it easier for the entire team.

Green Sigils

1. Merethiel will cast a spell, generating eight green circles around the arena. Solak must be led to these circles to charge them and remove the corruption. When Solak is within range of one of these sigils, additional markings will appear on the ground and slowly encircle the green sigil.
2. It takes around 10 seconds for the sigil to be charged.
3. Blight bombs with a fairly wide AoE periodically fall upon the sigils, dealing 2000 base blight damage and adding 2 blight stacks. This blight bomb always falls upon a sigil after it has been charged.

Erethdor

1. After a circle has been filled with corruption, Merethiel will launch a red projectile at Solak, causing him to shake violently as Erethdor's connection to him has been temporarily disrupted.
2. During this time, two players can use the Extra Action button to enter Solak's mind, where Erethdor can be found.
3. Erethdor uses Ranged attacks and abilities. He is not aggressive but will retaliate when attacked.
4. ~18 seconds after entering the mind realm, Erethdor will throw the player out of Solak's mind. They are automatically returned to the centre of the arena; if Erethdor's health reaches 0 and players are in the mind realm, they are dropped next to Merethiel instead.
5. Erethdor is susceptible to the terrasaur maul. He can still take poison damage even when the player is not in the mind realm.

Blight bleed

1. Solak intermittently shouts " Give me the life you so tightly cling to!", raising his hand and charging it with blight energy before slamming it into the ground, stunning all players for 2 seconds; 3 seconds after this slam, players begin to take rapid blight damage that rapidly increases to fatal levels that also applies a single stack of blight each time it occurs.
2. To stop this bleed, Solak must be stunned sufficiently, requiring [current players in physical world - 2]. Mind realm players do not count towards this requirement. Flanking stuns will still work for the purposes of stopping the bleed. As with Yakamaru, the team is notified whenever someone successfully stuns him.
• The stuns have to be inflicted by different players - one player using multiple stuns will not work.
3. If Solak is phased in the middle of this attack, he will need to be stunned in the next phase to stop the bleed.
4. Solak can be stunned immediately as he performs this attack - the player doesn't have to wait for him to slam his hand into the ground.

Blight roots & bombs

1. Like in the previous phase, Solak will target up to three non-tank players with deadly blight bombs throughout the phase. When the bar fills, the bomb will explode for 4,000 soft blight damage and also cause roots to form a line between targeted players if more than one player has been targeted by the attack.
• The roots stun and damage non-targeted bomb players; targeted players can safely stand on roots.
2. The bomb explodes just before Solak initiates Blight bleed, so use Anticipation to avoid the stun.

### Phase 4

• Erethdor's manifestations spawn throughout phase
• Solak is unattackable for ~6 seconds
• Solak is undamageable for ~13 seconds
• Burst of Nature bomb is charged ~28 seconds after the phase begins (~12 seconds after becoming damageable) and is charged every ~28 seconds hereafter
Hp caps
Solo Duo Trio 4-man 5-man 6-man 7-man Effect when met or depleted
Solak (start of phase) 200,000 300,000 400,000 500,000 600,000 700,000 800,000 N/A
Solak (damage cap) 0 Ends fight
Withering Solak 100,000 If HP reaches 0, all players are instantly killed
Manifestations of Erethdor 25,000 Respawns outside of mind

Erethdor's hold over Solak has slipped drastically, causing conflict in Solak's mind. The second health bar now has 100,000 life points - this is the health of Solak's conscience, and if it decreases to 0, all players are instantly killed. Signs of life and equivalents do not revive players from the instant kill, although they are not put on cooldown either. To end the phase and the encounter, Solak's life points in the outside world must be reduced to 0.

All accumulated blight stacks from the previous phase are automatically cleared at the start of this phase.

In addition to blight stack removal, Solak cannot be targeted for the first six seconds when the phase begins, followed by a seven second period in which he may be attacked, but not take any damage, essentially giving him 13 seconds of invulnerability.

When Solak's health reaches 0, the encounter ends in a success. If the player somehow dies but is not sent to Death's office or their respawn hub, Merethiel will revive the player with the grove's power, although sticks and overloads are still consumed accordingly. Players in the mind realm should be automatically ejected back to the physical world, although in the rare case they do not, a yellow dome will appear in the centre of the arena to bring them back out.

Mind Realm

1. To heal Solak's consciousness, simply click on him.
2. This will deal 1,500 soft typeless damage each time he is healed in this manner.
3. Merethiel will be unable to remove players in the mind realm for a brief amount of time when they enter.
Manifestation of Erethdor
1. When the phase starts, a lone Manifestation of Erethdor will spawn in Solak's mind, attacking him with a magic Onslaught-like attack that increases in damage the longer it is alive. If attacked, they will use the same attack on the player.
• Familiars that obtain their aggression will be attacked with abilities instead.
2. More manifestations will spawn as time progresses and Solak takes damage, scaled accordingly to team size.
3. If a manifestation is destroyed in the mind realm, they will reappear in the physical world, retaining the damage they inflicted when destroyed in the mind realm and attack in a manner similar to blightbound lashers.

1. ~15-25 second after becoming attackable, Solak will yell THIS ENDS NOW. and charge up a blight tornado around him; if uninterrupted, it will cause a powerful blight attack that can deal over 12,000 damage.
• Solak will also throw two deadly blight bombs at random players in the process.
• Stunning Solak will cause him to launch the attack early, yelling Blight in its purest form, let it rain amongst you.
• If stunned properly, the attack will deal no damage.

## Summary

At the start of the phase, all members should use their damage-boosting ultimates and their best rotations.

If the first hit is blocked through Resonance or Disruption Shield, use the other for the build-up hit. The bar will fill relatively quickly, doing so just as Solak launches an auto-attack. The auto-attack will register before the build-up hit does, so care must be taken to avoid having the auto-attack snipe the second block attempt. If players are particularly worried about this, try to stand on or next to another player, or simply use Devotion when the bar is half-full and then use Resonance.

An advanced tactic is to "root skip" - in this case, the blight roots that appear roughly around the minute mark are completely skipped. The players completely ignore the pads and continue damaging Solak as normal. This can only be done in duo and trio encounters, as the other sizes are too hectic and will often result in instant death. Use Anticipation with Debilitate and drink a powerburst of vitality to reduce the damage from the bombs by 30%, which will typically deal around 2,200-2,500 damage for each pad missed. The player may alternatively substitute Debilitate with Reflect to rebound the damage from missed pads back onto Solak for additional DPS.

Melee players should set up a Zaros godsword rotation after the pad attack.

##### Volatile rootlings

All rootlings should be destroyed before ~1:30 mark as this will begin the spawn sequence for blightbound lashers. Prior to starting the fight, one pair of rootlings should have already been pre-planted mines to immediately deal 20,000 damage to them regardless of team size. The team continues to damage Solak until a specific interval (usually the one minute mark) before focusing on rootlings, planting another set of mines on the untouched rootling.

If performing root skips, rootlings are typically ignored until Solak reaches the phase 1 threshold or the one minute mark is reached.

In solo encounters, the roots have too little health to be affected by mines. However, they are extremely easy to destroy as a result.

##### Blight roots

The base tank should lure Solak back to the center of the arena unless they have been targeted by the blight root attack. The same also applies for the other targeted player due to the varied timer and location in which the roots may appear. A powerburst of acceleration can be useful in darting across the arena, especially with a low timer.

Players still around the edges of the arena should use Anticipation to avoid the stun caused by the roots, as getting stunned will typically result in death due to the rapid, heavy damage inflicted every tick. Targeted players can avoid getting struck by the roots by using Bladed Dive, Surge or Escape when the timer hits 1 second. If possible, try to call root direction so other players in that area can quickly disperse.

If players are root skipping, with sufficient DPS this mechanic can be completely bypassed.

##### Blight bombs

Targeted players should always move away from teammates when their bar reaches ~80% as the bombs cause AOE damage and can stack you out from full health. The first bomb can be blocked with Resonance and/or Disruption Shield, using proper timing. It can also be mitigated by using Resonance after using Devotion to ensure your resonance isn't sniped by Solak's auto attack. The second bomb can usually be tanked since players can Soul Split during the next mechanic to recover missing health. However, if tanking the hit without any sort of damage mitigation, make sure to have at least 6,000 health to avoid being combo'd out by an auto-attack.

With sufficient DPS, this mechanic can usually be skipped over, notably when root skipping. Dealing with the rootlings will often result in one bomb being applied.

##### Arms, legs and core

Soul Split can be used throughout this mechanic to heal back up to full, or intentionally keep health low if using the Berserker's Fury relic. Vulnerability can be cast on the arms but is not completely necessary. However, it's recommended to use it on the legs. A bomb can be thrown between the legs to apply the debuff to both.

All players should have 100% adrenaline before the legs are disabled. One player should throw a bomb near the core's spawn point and all players should perform an ultimate ability damage rotation. Range and mage users should Death's Swiftness/Sunshine when the legs become attackable, due to the core's 18 second attackable time frame. Melee users should use Berserk once the core appears and set up a Greater Barge damage rotation as damage must be quickly applied. If damage is insufficient, continually repeat until the core is destroyed.

If the damage cap for this phase is reached but the phase has not ended, simply apply Storm Shards on Solak until the mechanic repeats. Devotion and other defensive abilities may be used to mitigate damage while you wait for the mechanic to repeat.

##### Anima eruptions and blight storm

Base tank will move in front of Merethiel while the other players wait near the south-western eruption. When the south-west eruption nears or falls below half health, the base tank should immediately click on Merethiel so she can perform her cleansing ritual. The eruption should be destroyed before the ritual ends, and then everyone should stand in the ritual. After the ritual ends, all players should Bladed Dive/Surge into the air current and repeatedly click the storm to damage it.

Beginning players can tackle the south-western eruption together first, but more experienced teams usually split into two groups to clear the southern eruptions, slightly speeding up kill times. All players should have their blight stacks cleared before the next bomb falls, upon which they return to the pad to tackle the blight storm.

Assuming a player does not miss the pad, Solak will automatically reaggro on the base tank, who will clear the north-western eruption on their own; the DPS clear the remaining eruptions. After the base tank clears their eruption, the entire team should converge on the north-center spot with the small alcove poking out. DPSers usually stand in this pocket after done clearing eruptions to avoid most of the next mechanic, but more advanced players can instead stand south of Solak to take advantage of the Flanking perk.

Assuming that no one missed the ritual and/or a pad, it takes two cycles to clear a storm from full health. If a ritual is missed, the player(s) who missed them should cleanse blight.

##### Anima bombs

Players should use their ultimate ability damage rotations while avoiding any bombs that appear near them. This is most important for the later bombs that deal up to 8,000 damage, causing players to be easily combo'd out if they aren't being careful. Players standing behind Solak (for Flanking) as opposed to the northern pocket are likely to spend more time dodging bombs. Watch for bombs underneath Solak, as his large size often ends up concealing those directly under him.

##### First Blight Rain

The base tank should grab charges from the dome and deploy the protective barrier after Solak lowers his arm from the warning indicator of this attack. Most teams should not usually have to deal with a second blight rain. The base tank and one random DPS will grab a charge from the dome; the latter is done for the sake of Flanking. Debilitate is useful in reducing damage but not completely necessary.

If the base tank needs an early heal, they should Resonance the second or third bomb while protecting themselves with Devotion. DPS players can do the same, but this is typically done on the final bomb. Solak's bombs and auto-attacks are applied on different ticks, so there is usually no need to Devotion the auto-attacks.

##### Binding Crush

All players should use Anticipation after the last blight bomb or Freedom and run away after being dragged and stunned. DPSers should do their ultimate ability damage rotations and use Soul Split since Solak can't attack. The base tank should climb Solak's arm, and if using ranged or mage, cast their ultimate during the climbing animation and deal damage to Solak until thrown off. After being thrown off, the 9,000 melee hit from the crushing blow should be blocked with Resonance, Disruption Shield, or Devotion + Deflect Melee or simply reduced with Reflect to rebound a good amount of damage back to Solak.

##### Second Blight Rain

Should not occur with sufficient DPS. Use dome if necessary and follow the same strategy as the first Blight Rain.

Should not occur with sufficient DPS. Either all players should Barricade, or one player should Barricade and cast Intercept on all other players. Since everyone will have 50+ Blight stacks at this point, cleansing with Merethiel is encouraged.

##### Blight roots & bombs

Should not occur with sufficient DPS. Players should surge behind Solak for the Blight roots, and those with bombs should Resonance and make sure no other players are caught in the root lines (see the Phase 3 strategy section for more details).

##### Third Blight Rain
Should not occur with sufficient DPS. Use dome if necessary and follow the same strategy as the first Blight Rain.

All players should start applying Storm Shards if 7 or more have not been reached yet.

##### Green sigils

Base tank has option to return to Merethiel to clear stacks with teammates or can remain in mid-center to start damaging Solak as soon as possible. First sigil should be set off immediately; second can be done at any time after the first, although usually when Solak is nearing the damage cap for this phase.

##### Erethdor

Depending on team size and player DPS, one or two players can enter the mind realm to tackle Erethdor. In duo and trio sizes, Erethdor can be consistently two-cycled so one player should simply enter in a trio to allow the other player to continue attacking Solak. Make sure to apply Vulnerability to Erethdor and don't leave his health critically low (below 50,000) as he will continue to take poison damage even after ejecting the players from the mind realm.

##### Blight bleed

Either Anticipation before the attack or Freedom after the stun, then stun Solak. Alternatively he can be stunned before-hand, albeit at the cost of getting stunned if not using Anticipation beforehand.

##### Blight bombs

The players that get the bomb (up to three) should stand apart from each other to ensure they aren't caught in each other's blasts, but also ensure that none of their other team members are standing between them. Players should Resonance the hit, either timing it well or using Devotion to ensure it isn't sniped by Solak's auto attacks. If at least two players get the bomb, root lines will shoot out connecting them, and other players should ensure they aren't hit by these. Use Anticipation or Freedom when bar reaches 80% as blight bleeds follow up when the burst occurs. While the targeted players won't take damage from the root lines, it would be better to get a free heal from the burst rather than taking a stun.

All players should ensure they have 100% adrenaline before Phase 4 commences.

#### DPS players

During the transition phase, set up an ultimate ability rotation - while Natural Instinct can be used for extra adrenaline, this is only recommended for magic and ranging players.Solak will be facing south, so he can be flanked from the north.

Melee players should activate Icy Tempest assuming they have the Dark Shard of Leng, regain the lost 18/20% adrenaline, use Berserk and spam various defensive abilities to gain adrenaline until Solak becomes attackable, starting off with a Greater Barge rotation as usual.

Due to the ten storm shards, a player should use Shatter to deal 30,000 damage to him while under the effects of their ultimate damage booster. The shatter role is typically allocated to a maging or ranging player due to their ability to gain adrenaline, as melee players generally struggle with gaining adrenaline. This role should have already been decided before starting the trip to ensure that other players don't waste adrenaline and lose out on DPS. However, if the team's damage output is extremely high, applying shards can be completely ignored. Do not use Shatter until he is at low health, as doing so early will prompt more manifestations to spawn quicker.

After the blight tornado, switch to the ring of death and switch the overhead prayer to Wrath This ensures that the player won't have to pay a hefty fine in the event of death, and Wrath may provide that additional push to defeat Solak if he was at critically low health combined with weapon poison.

An advanced tactic is to no realm this phase, meaning no mind tank will be present for this phase. This requires all players to quickly apply damage as Erethdor's manifestations will destroy Solak's conscience within 45-50 seconds with no one stopping them. Kill times are mostly consistent between having and not having a mind tank. If a teammate had died in the previous phases, it is possible to no realm this phase, although highly unlikely and will often necessitate the use of a mind tank.

#### Mind tank

The tank should have ended the last phase with 100% adrenaline. Use Natural Instinct, equip a shield, gain 100% adrenaline, use Immortality and then enter the mind realm.

Aggro all manifestations and use Reflect when adrenaline permits, along with Resonance and reach 100% adrenaline before it triggers. If the manifestations do not trigger Immortality, do so by healing Solak. Immediately use Barricade after getting back up and reach 50% adrenaline before it expires while spam-clicking Solak to heal him. If encounter has still not ended, use Devotion.

### No Realming

No realming is a term for phase 4 in which the base tank, which is usually also the mind tank, does not enter the mind realm - instead, they serve as a normal DPS player for that phase. The overall DPS is usually considered to be the same regardless if a mind tank is present or not, which in turn also speeds up the kill slightly. No realming is required for solo, since the manifestations will spawn too fast for the player to handle in the mind realm and any slain manifestations will end up in the actual realm if killed in the dream realm.

It is important to note that the entire team must have the DPS required to beat the threshold before the manifestations kill Solak's consciousness, since there will be no one to protect him. The team has roughly 30 seconds to defeat Solak's body before the manifestations kill him.