Strategies for TzKal-Zuk

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This article is a strategy guide for TzKal-Zuk.
Information on mechanics, setups, and tactics is on this page. For the hard mode strategy guide, see here.
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This article or section is incomplete and could do with improvement.
Reason: Needs recommended equipment setups and options for different styles, eg. Cryptbloom vs Power armour vs Obsidian armour as well as tactics for optimising DPS for DPS checks, maximising damage reduction, etc.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit | edit source]

Before players can fight Zuk, they must prove themselves in battle against 17 waves of TzekHaar. Unlike the Fight Caves and Fight Kiln, all enemies drop rewards upon defeat/death, which are collected into the challenger's chest outside. There are two different tables - a "normal" table for common monsters and "elite" table for stronger monsters such as Igneous TzekHaar, TzekHaar-Jad and TzekHaar-Aken.

Name Level Life points Attack style Max hit Weakness Special ability Priority
TzekHaar-Kih 100 6,000 Attack-icon.png Melee Zero weakness icon.png Nothing Each attack drains combat stats and 50 prayer points. They will also occasionally yell "Tst!" and form a projectile at the player's tile that explodes in a 1x1 AoE after it forms. If the player does not move out of the way, they will take light damage which the Kih heals off of, lose 60 prayer points and some adrenaline. Very high
TzekHaar-Hur 70 10,000 Attack-icon.png Melee Water weakness icon.png Water spells Increases its Attack and Strength levels based on the number and proximity of other TzekHaar-Hur [1]. Low
TzekHaar-Ket-Zek 600 18,000 Attack-icon.png Melee

Magic-icon.png Magic

Arrow weakness icon.png Arrows Applies the Geothermal Burn debuff with their attacks, dealing increasing magic damage over time if the debuff stacks. One stack is applied every 10 or so seconds and lasts for 45 seconds. Using Freedom clears the bleed, while killing a Ket-Zek halts the damage permanently for the remainder of its duration regardless of which one applied it. High
TzekHaar-Mej 240 10,000 Attack-icon.png Melee

Magic-icon.png Magic

Arrow weakness icon.png Arrows Will occasionally yell a TzHaar phrase, summoning a TzekHaar-Mej Disciple. Unlike those outside the instance, these disciples do not constantly provide their host with damage immunity. They will automatically die off if present and their summoner is killed. Low
TzekHaar-Xil 210 10,000 Attack-icon.png Melee

Ranged-icon.png Ranged

Crush weakness icon.png Crush Can occasionally throw its glaive to other TzekHaar, if this rebounds the player will take additional Ranged damage. Medium
TzekHaar-Tok-Xil 300 18,000 Attack-icon.png Melee

Ranged-icon.png Ranged

Crush weakness icon.png Crush Possesses the "Grounded" buff - each attack it performs while standing still grants it 10 of these stacks, increasing its Attack and Strength by 1% per stack. All stacks are lost when it moves. Deals particularly high ranged damage. Very high
TzekHaar-Yt-MejKot 450 18,000 Attack-icon.png Melee Water weakness icon.png Water spells TzekHaar-Yt-MejKot increases its Attack and Strength levels based on the number and proximity of all other mobs, unlike the TzekHaar-Hur which only increases its stats based on the number and proximity of other TzekHaar-Hur. Medium
TzekHaar-Jad 1,000 50,000 Attack-icon.png Melee

Magic-icon.png Magic Ranged-icon.png Ranged

Zero weakness icon.png Nothing Deals extremely high damage, which can be nullified by using the correct prayer. Unlike the other mobs, TzekHaar-Jad does not have any new special abilities. Very high
TzekHaar-Aken 1,600 150,000 Magic-icon.png Magic

Ranged-icon.png Ranged

Zero weakness icon.png Nothing Refer to section below. N/A
TzKal-Zuk 14,000 600,000 Attack-icon.png Melee

Magic-icon.png Magic

Zero weakness icon.png Nothing Refer to section below. N/A

Related items / conditions[edit | edit source]

Item / condition TzKal-Zuk All other monsters
Obsidian warrior helm.png: RS3 Inventory image of Obsidian warrior helm Obsidian ranger helm.png: RS3 Inventory image of Obsidian ranger helm Obsidian mage helm.png: RS3 Inventory image of Obsidian mage helm Obsidian platebody.png: RS3 Inventory image of Obsidian platebody Obsidian platelegs.png: RS3 Inventory image of Obsidian platelegs Obsidian plateskirt.png: RS3 Inventory image of Obsidian plateskirt Obsidian gloves.png: RS3 Inventory image of Obsidian gloves Obsidian boots.png: RS3 Inventory image of Obsidian boots Obsidian kiteshield.png: RS3 Inventory image of Obsidian kiteshield Obsidian armour up to 55% damage reduction Yes check.svg Yes check.svg
Tokkul.png: RS3 Inventory image of TokkulTokkul donation at Fight Cauldron for 10% more damage reduction from Obsidian armour Yes check.svg Yes check.svg
Obsidian warrior helm.png: RS3 Inventory image of Obsidian warrior helm Obsidian ranger helm.png: RS3 Inventory image of Obsidian ranger helm Obsidian mage helm.png: RS3 Inventory image of Obsidian mage helm Obsidian helms 10% accuracy increase X mark.svg Yes check.svg
TokKul-Zo.png: RS3 Inventory image of TokKul-ZoTokKul-Zo 10% damage increase X mark.svg Yes check.svg[2]
Slayer helmet.png: RS3 Inventory image of Slayer helmetSlayer helmet, Genocidal.png: RS3 Inventory image of GenocidalGenocidal, and Tuska's Wrath.png: RS3 Inventory image of Tuska's WrathTuska's Wrath effect from TzHaar slayer assignment X mark.svg X mark.svg[3]
Volcanic damage enhancer.png: RS3 Inventory image of Volcanic damage enhancerVolcanic damage enhancer 10% damage increase X mark.svg X mark.svg

Waves[edit | edit source]

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This article or section is incomplete and could do with improvement.
Reason: Lots of information missing, including spawn locations for enemies on waves 4-17 and tips for completing Waves 5, 10 & 15 challenges
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There are 17 waves in total before the player can fight Zuk. Checkpoints are given after each challenge wave, which occurs on waves 5, 10, and 15.

During waves 4, 9, and 14, three Igneous TzekHaar will spawn. These come with a passive healing that heals them for 2,500 every few ticks. To cancel this healing, the player has to do the following:

There are 10 volcanic geysers dispersed in the arena that occasionally erupt and cause magic damage if the player is near them. Wearing a pontifex shadow ring charged with 1000 resonant anima of Ful will reduce the damage from these by 25%, although the effect is near useless due to the randomness of eruptions.

Like its spiritual predecessors, monsters spawn in batches, with anywhere from 1-4 sets per wave.

Wave Monsters Spawn sets Checkpoint Notes
1 2 TzekHaar-Kih, 5 TzekHaar-Hur 2 X mark.svg
2 2 TzekHaar-Kih, 4 TzekHaar-Hur, 2 TzekHaar-Xil, 1 TzekHaar-Yt-MejKot 4 X mark.svg
3 1 TzekHaar-Kih, 2 TzekHaar-Hur, 2 TzekHaar-Xil, 4 TzekHaar-Yt-MejKot 4 X mark.svg
4 3 Igneous TzekHaar-Hur, 8 TzekHaar-Hur X mark.svg Reduce TzKal-Zuk's health by 50,000 to complete the wave.
5 5 Volatile TzekHaar-Hur 1 X mark.svg Challenge wave (see below)
6 1 TzekHaar-Jad, 5 TzekHaar-Xil, 2 TzekHaar-Yt-Mejkot, 2 TzekHaar-Kih Yes check.svg
7 2 TzekHaar-Kih, 2 TzekHaar-Mej, 4 TzekHaar-Xil, 2 TzekHaar-Tok-Xil, 1 TzekHaar-Yt-MejKot X mark.svg
8 1 TzekHaar-Yt-Mejkot, 4 TzekHaar-Tok-Xil, 1 TzekHaar-Xil, 2 TzekHaar-Mej X mark.svg
9 3 Igneous TzekHaar-Xil, 8 TzekHaar-Xil 1 X mark.svg Reduce TzKal-Zuk's health by 50,000 to complete the wave.
10 1 Unbreakable TzekHaar-Ket 1 X mark.svg Challenge wave (see below)
11 2 TzekHaar-Jad, 2 TzekHaar-Kih, 1 TzekHaar-Yt-MejKot, 5 TzekHaar-Mej 3 Yes check.svg Both TzekHaar-Jad spawn on the north side of the arena.
12 2 TzekHaar-Ket-Zek, 4 TzekHaar-Mej, 2 TzekHaar-Tok-Xil, 1 TzekHaar-Kih 3 X mark.svg
13 4 TzekHaar-Ket-Zek, 4 TzekHaar-Mej, 2 TzekHaar-Tok-Xil 3 X mark.svg
14 3 Igneous TzekHaar-Mej, 8 TzekHaar-Mej 1 X mark.svg Reduce TzKal-Zuk's health by 50,000 to complete the wave.
15 3 Fatal TzekHaar-Yt-Hurkot 1 X mark.svg Challenge wave (see below)
16 3 TzekHaar-Jad 1 Yes check.svg Refer to section below
17 1 TzekHaar-Aken with ranged and magic tentacles 1 Yes check.svg Refer to section below.
18 1 TzKal-Zuk with 1 Igneous TzekHaar-Hur, 1 Igneous TzekHaar-Xil, and 1 Igneous TzekHaar-Mej per cycle 1 Yes check.svg Refer to section below.

Igneous waves[edit | edit source]

In these waves, Zuk will only summon a single type of TzekHaar to the battlefield, accompanied with a different quote compared to the normal waves. The first Igneous wave starts at wave 4 and then occurs every 5 waves. One each spawns in front of Zuk and to the south-east and west respectively for the Hur and Xils.

  • Wave 4: Zuk will summon TzekHaar-Hurs to the battlefield, along with three igneous variants of them.
  • Wave 9: Same as above, but with TzekHaar-Xils.
  • Wave 14: Same as above, but with TzekHaar-Mejs. Unlike the previous two, they are static and are considered "solid" enemies. They also spawn in the central west, south and eastern sections of the arena rather than the central north, south-west and south-easet.

The Igneous TzekHaar come with a passive 50% damage reduction and the ability to heal for 2,500 every few ticks regardless of how much health they actually have. While possible to kill them without dealing with the damage reduction, it is not recommended. The damage reduction can be lifted by the following (and also applies on Zuk's wave):

  • Igneous TzekHaar-Hur: Successfully land a stun
  • Igneous TzekHaar-Xil: Successful threshold or ultimate[note 1] hit
  • Igneous TzekHaar-Mej: Walk underneath its shield dome and attack it twice

When killed, the player absorbs their energy into themselves. After clearing the Igneous TzekHaar, the player can channel their energies into "Igneous Vengeance", launching a powerful blast at Zuk to stagger him and killing any other TzekHaar still alive. Zuk will be incapacitated and the player has to deal 50,000 damage to him to move to the next phase. The player has roughly 20 seconds to sufficiently damage Zuk; if this damage is not achieved in time, Zuk will simply send another batch until the requirement is satisfied.

Challenge waves[edit | edit source]

After the Igneous wave, Zuk will forcibly drag the player to a small arena in front of him to initiate a "challenge". Challenge waves occur every 5 waves, so they start at waves 5, 10 and 15. The waves will progress regardless if the player completes the challenge or not.

  • Wave 5: Zuk will summon five Volatile TzekHaar-Hur in a star formation around the player (centred at the spot). These TzekHaar-Hur do not attack, but instead charge up destructive energies to themselves in an attempt to kill the player. If their bar fills, they will explode and deal up to 6,000 typeless damage for each one not killed, which ignores defensive abilities. These only have 8,000 health each. Destroying all five before they can explode will grant the player a success.
  • Wave 10: Zuk will summon a single Unbreakable TzekHaar-Ket that attacks the player with melee. Like the TzekHaar-Hur in the previous challenge wave, this TzekHaar-Ket also charges up with destructive energies and deals up to 6,000 damage if not destroyed in time. As its name suggests, it is particularly sturdy, possessing a Defence level of 100 and is weakest to magic, especially from the inquisitor staff. It will soak up any damage inflicted by the player if the hit deals less than 3,000 damage, although this does not apply to familiars and the eldritch crossbow's special attack, Split Soul. It has 20,000 health. Destroying it before it can explode will grant the player a success.
  • Wave 15: Zuk will become irritated by the TzekHaar's lack of progress and summon three Fatal TzekHaar-Yt-HurKot. As their name implies, these Yt-HurKot are extremely dangerous and can deal up to 8,000 damage per hit. They are also invulnerable to all damage. The middle HurKot attacks with typeless melee, the west HurKot with ranged, and the east HurKot with magic. They will attack four times in total as a group, with an attack speed of 4 (2.4 seconds). The middle HurKot is guaranteed to attack twice. The two on the side will attack at random, with both attacking once or one attacking twice, the other doing nothing. To pass the challenge, the player must not take any damage outside of Devoted hits.
    • The easiest way to clear the challenge is to equip a tier 90 shield with Turtling 4, allowing Barricade to last long enough to tank all four hits. Use it before the first hit connects.
    • A conservative way to save adrenaline is to Resonance/Disruption Shield the first hit, use Devotion on the next two and then the other unused ability for the last typeless hit. This will provide 100% adrenaline for the next wave.

Completing the wave successfully will impress Zuk. Players who complete the wave optimally will gain a stack of "Champion's Vengeance", although this does not provide any beneficial effect to the fight. Clearing all three in one encounter along with not using any checkpoints is a requirement to access hard mode.

Jad waves[edit | edit source]

After each challenge wave will be a Jad wave, so they occur in waves 6, 11, and 16.

  • In wave 6, a lone Jad spawns to the south-centre and will immediately attack upon spawning if in range.
  • In wave 11, two Jads will appear to the north-west and north-east. These Jads will immediately attack upon spawning if in range.
  • In wave 16, three Jads will appear, following wave 11's Jad spawn points and one directly in front of Zuk, slightly south but between of the two spawns. They will not attack upon spawning for roughly 3 seconds, with the north-western Jad attacking first. The Jads attack counter-clockwise, with the remaining two Jads having a 1-2 second delay before each other to allow the player to prayer flick.

In all three waves, the player can hug the north-western edges of the arena. The wave 6 Jad will be stuck on the rocks and not pose a threat at all during the wave. In waves 11 and 16, this also makes the north-western Jad the only one to attack the player; the north-east will be stuck by the rocks there, while in wave 16, the central Jad will walk onto the rocks and be unable to attack at that angle. Make sure not to stand directly next to or under the spawn point or this may walk Jad into an undesirable position or be attacked with melee. The wave 16 Jads are intended to be killed via prayer flicking, although they can be safespotted if needed.

TzekHaar-Aken[edit | edit source]

After clearing the triple Jad wave, Zuk will summon TzekHaar-Aken to the arena. Like the original, TzekHaar-Aken only possesses 150,000 health and summons both ranged and magic tentacles as its primary means of attack. However, Har-Aken itself is also enhanced like all the other monsters. It will only spawn to the east or west of the arena and the head will be present a short time after the wave starts.

Har-Aken has a passive damage reduction ability similarly to the TzekHaar-Ket in wave 10, varying from 100-1,100 depending on how many tentacles are present in the arena. It will occasionally launch blobs of lava at the player's position that deal 1,500 soft typeless damage and drains both adrenaline by roughly 10% and adrenaline gain by 50% in a 3x3 AoE. There is a roughly 50 second time frame before Har-Aken submerges into the lava and players must wait another 50 seconds before it re-emerges again. While in the lava, Har-Aken will occasionally bombard the player lava blobs targeted at their position at the time of the attack in a "+" formation (bar the centre tile), before following up with "\" and "/" across the plus formation for five tiles in both directions. The player will be notified of this attack and it can be easily avoided by running in a straight line in any cardinal direction when the message appears.

TzKal-Zuk[edit | edit source]

Zuk is the final enemy in the encounter. He appears sitting on his throne in wave one, but is immune to all attacks aside from the times he is attackable after the igneous waves. He does not retaliate if attacked, allowing players to safely Soul Split off him and stack Storm Shards. Zuk has a Defence level of 80 with 1,924 armour. Despite the tooltip claiming that he has no weaknesses, he is weakest to magic, sharing the same values as the TzekHaar-Ket during wave 10; 55 melee and ranged affinity, 65 magic affinity and susceptible to the inquisitor staff.

In wave 18, Zuk will lift his sword from the lava and jump into the centre of the arena to personally confront the player, destroying all of the rocks in the chamber. The geysers will no longer spew lava. Zuk's melee attack has a range of 4 tiles and he will use magic otherwise. Unlike the other monsters, he is immune to poison. He uses a special attack after every 3 autoattacks.

Zuk's first attack is always Geothermal Burn ( You will break beneath me!), functioning similarly to the Ket-Zek's, albeit lasting shorter and disabling defensive abilities on hit. The player should use Freedom to remove the bleed.

His next mechanic is Sear ( Sear!) ( Suffer!), which applies one melee hit followed up by two magic hits on the tick immediately after, giving time to switch to Deflect Magic for them. This will also apply 15 stacks of a debuff that drain the player's Constitution level over time. Each stack of the debuff bar is reduced by one for each tile the player moves via any means; running, walking, and movement abilities such as Surge. Using Surge will instantly remove 10 stacks, which the remaining 5 can then be removed by running back to the player's Sunshine or Death's Swiftness. Surge should only be used with the Mobile perk, Double Surge or if Bladed Dive switches are brought along. Try not to eat while affected by the debuff, only doing so after drinking a super restore when the debuff is lifted.

The next mechanic is Quake ( Tremble before me!)( Fall before my might!)( The earth yields to me!), in which he slams his sword onto the player, dealing a large melee hit before creating 5 eruptions in an AoE around the player that deal typeless damage and apply stacks of Geothermal Burn if struck by them. The eruptions will also apply a debuff that decreases armour rating by 1 % per stack. Fortunately, the AoE is rather small in a rather large arena - the player can simply Surge or Bladed Dive past Zuk to easily avoid all of the quakes.

The next mechanic is Empowered Magic, in which he drops a rock from above on the player that deals around 4,000 soft typeless damage. He will yell Die!, Begone! or Ful's flame burns within me!. This attack is considered soft typeless and can be dealt with using Disruption Shield, Barricade, or Resonance to completely negate it, or Debilitate, Reflect, or Shield Dome to halve the damage.

The last mechanic is Igneous Rain ( Flames consume you!)( Burn!), in which he will jump to the centre of the room and become invulnerable to attacks. Use of Anticipation is recommended since he will then forcibly drag the player to a random location near him, stunning and binding them for 3 seconds before covering most of the arena in lava, which deal increasing magic damage the longer the player stands in it. The damage can be mitigated with Protect from Magic or Deflect Magic along with Devotion (or the Devoted/Enhanced Devoted perks). Only one section of the arena 135° clockwise to the player's position is safe, and the following TzekHaar will spawn in the safe areas in the following order:

  1. Igneous TzekHaar-Hur ( Rise, warrior of flame!) stun or bind this minion to weaken it;
  2. Xil ( Rise, ashen ranger!) use a threshold (or ultimate; e.g: Tsunami with stacks of Incite Fear) ability on this minion to weaken it and;
  3. Mej ( Rise, mage of embers!) stand in the minion's circle to weaken it

Each of the igneous TzekHaar spawn after a certain period of time regardless whether the previous one has been killed or not. They spawn on the section 135° clockwise from the last - e.g. if Zuk drags the player south-east at the start of the mechanic, then the first minion spawns in the west area, the second minion in the north-east area, and the third minion in the south area.

All three TzekHaar must be killed to gain charges, as around 20 seconds after the Mej appears, Zuk will begin to channel the lava for an instant kill attack, indicated by him saying Flames unending... and an adrenaline bar over him. If the player has killed all three igneous TzekHaar, the extra action button will appear on their screen, which must be used to stop TzKal-Zuk's instant kill, as otherwise it will ignore signs of life and Immortality. The player has roughly 10-15 seconds to interrupt Zuk before this happens. It is worth noting that a soul phylactery can revive you if this happens, thus sparing you and allowing you to continue the fight.

After Igneous Rain, Zuk restarts his attack pattern from the start. Upon reaching 100,000 life points, all damage he receives will be blocked for a tick and then he will restart his attack rotation at Geothermal Burn regardless of how far in he was.

He has the following attack rotation:

  • Geothermal Burn
  • 3 auto-attacks
  • Sear
  • 3 auto-attacks
  • Quake
  • 3 auto-attacks
  • Empowered Magic
  • 3 auto-attacks
  • Igneous Rain
  • 3 auto-attacks
  • Loops from start

Notes[edit | edit source]

  1. ^ a b The hit from an ultimate has to be from the ultimate itself. This means basics and special attacks under damage boosting ulimates such as Sunshine, Metamorphosis, Death's Swiftness, or Berserk will not work. However, the damage-over-time effect from Sunshine and Death's Swiftness will work (Planted Feet cannot be used).

References[edit | edit source]

  1. ^
  2. ^ Jagex. Mod Sponge's Twitter account. 20 October 2021. (Archived from the original on 5 November 2021.) Mod Sponge: "Against the mobs yeah, against Zuk no."
  3. ^ Jagex. Mod Sponge's Twitter account. 20 October 2021. (Archived from the original on 5 November 2021.) Mod Sponge: "They won't be affected by tzhaar tasks, much like the tokhaar aren't"