Strategies for Zemouregal & Vorkath
Zemouregal and Vorkath can be battled in three difficulties: story, normal, and hard. They can be fought in groups of up to 10. To begin a fight, interact with the commemorative statue in Fort Forinthry following completion of Battle of Forinthry.
Recommended levels and equipment
[edit | edit source]Presets
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This is a preset for consistent safe kills using the upgraded T90 Tank Necromancy Equipment.
Equipment:
Deathwarden robe armour.
Augmented Death guard (tier 90) and
Augmented Skull lantern (tier 90).
Salve amulet (e) as it gives 20% damage and accuracy boost against Vorkath and the undead minions.
Scripture of Wen or Jas for damage.
This is a BIS preset when going solo or in a group.
Equipment:
First Necromancer's equipment is used for its powerful passive and damage bonus.
Augmented Omni guard and
Augmented Soulbound lantern.
Salve amulet (e) as it gives 20% damage and accuracy boost against Vorkath and the undead minions.
Zemouregal's nexus along with
Lesser Bone Shield if defensives are required.
Inventory:
Essence of Finality amulet (or) with a
Death guard special attack, as a necklace switch for Zemouregal.- Extra prayer potions and food since multiple kills can be performed without banking.
This is a BIS preset for hard mode Zemouregal and is useful for DPS and tank roles. It can be used for duo hard mode kills or larger groups. This helps keep the team alive, as Zemouregal's unannounced and almost no-warning attacks can easily kill players in seconds in phase 3 and 4.
Equipment:
Full deathwarden is absolutely necessary for its damage reduction and dodge chance, which works well at blocking the various attacks from minions. It is more effective than even 3-pieces of Cryptbloom along with Animate Dead, due to the dodge chance.
Augmented Omni guard and
Augmented Soulbound lantern.
Salve amulet (e) as it gives 20% damage and accuracy boost against Vorkath and the undead minions.
Ring of death as players might die and its useful to quickly return to the arena after death and resume the kill.
Zemouregal's nexus along with
Greater Bone Shield for using
Reflect and
Resonance throughout the fight.
Inventory:
Essence of Finality amulet (or) with a Death guard special attack, as a necklace switch for Zemouregal.
Powder of protection which boosts damage protection from 50% to 60% when using protection prayers or curses.
Large rune pouches containing runes for
Prism of Restoration.
Familiar
Darkness incantation for +20% dodge chance.- When learning, use a Pack yak full of food like Rocktail or Sailfish.
- When advanced, use a hellhound (familiar) along with constant use of
Prism of Restoration.
While not the fastest, a BIS solo-magic tank loadout can yield a consistent average of 4:00 kill times on hard-mode. This includes collecting loot at the start of subsequent kills and starting immediately (thus losing 1 inventory spot for slightly faster kill-cycles). It is recommended to use the Salve amulet against Vorkath at almost all times except when using EOF(s). The Caroming switch is particularly for an increased chance to reset the cooldown of Soulfire when used after Greater chain; it can also be used to generally clear minions or increase the number of critical hits.
The dummy is used to help preserve Essence Corruption and Glacial Embrace stacks between kills, with potentially about 15 seconds between kills.
Depending on the player's skill, this can be further tilted towards damage, such as using a Kal'gerion demon and replacing brews.
Familiar: Hellhound
Boosts: Active Blue dragons Slayer assignment (the longest possible task that boosts damage at Vorkath), activated boost from the Slayer helmet stand, lantadyme incense sticks, Might of Het boost, Thermal bath boost (perhaps from ogre vial), Animate Dead. Possibly Powder of protection.
Relics: Conservation of Energy, Fury of the Small, Death Ward
PVM Unlocks: Greater Chain, Corruption blast, Magma Tempest, Greater Sunshine, Greater concentrated blast, Dive, Undead Slayer (ability), Greater Bone Shield, Shard of Genesis Essence, Permanent ring of vigour, etc.
- Perks (one possible combination)
- Armour: Biting 4 Mobile, Relentless 5 Cracking 4, Devoted 4 Impatient 4, and Undead Slayer Genocidal (the last is the most specific to this boss).
- Wand: Precise 6 Aftershock 1.
- Primary orb: Aftershock 4 Equilibrium 2.
- Secondary orb: Caroming 4 Equilibrium 2.
EOF: Legatus's Emberstaff, Armadyl battlestaff and Guthix staff; Guthix staff is less important and only for Zemouregal. Optionally, sacrifice a Fractured Staff of Armadyl to an EOF.
It is unknown if poison pools can be mitigated beyond using an Elder overload salve and running away from them.Styles:
Necromancy - While any combat style can be used, Necromancy is highly recommended for this encounter due to its survivability and constant damage output.
Melee - The boss' mechanics severely limit the amount of navigable space by the player, thus melee is not recommended for this fight.
Magic has issues with AoE damage due to the huge arena and numerous enemies attacking from varying distances and angles.
Ranged is a feasible option; Vorkath is susceptible to Jas dragonbane arrows, being an undead dragon. This effect stacks with the salve amulet and Undead Slayer.
Notes:
Salve amulet (e) is very effective on Vorkath, but has no effect on Zemouregal. Bring a necklace switch for attacking Zemouregal.
Undead Slayer perk grants a 7% damage boost against Vorkath and the undead minions (Invigorating 4 + Undead Slayer or Precise 6 + Undead).
Familiar:
Blood reaver (familiar) if using Vampyrism aura
Ripper demon if using any other aura
Overview
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Zemouregal and Vorkath's health will vary in each mode; Vorkath has 375,000, 750,000 and 1,500,000 health per player in story, normal and hard mode, while Zemouregal has 150,000, 250,000 and 500,000 health per player respectively. If more players join in the fight after it's begun, Zemouregal, Vorkath, and all the minions will gain health to compensate.
During the fight, an
Extra action button is available; players can order the fort guards to fire a ballista, launching an arrow at every enemy, dealing 10,000 damage to them - this damage is not scaled accordingly in groups. The ballista cooldown is shared between all players in the instance. This button can be safely used outside of phase 3, as Vorkath does not perform his Ice Barrage attack on phases 1 and 2.
Vorkath will primarily attack with magic that hits every player in the arena. Its dragonfire attack will also hit every player in the arena, though unlike other dragons, it is much less accurate and can be mitigated with defensive abilities. It is still recommended to bring antifire protection, as it is a higher tier dragonfire (thus unaffected by prayers) and can instantly kill players if fully empowered and unprotected. Antifire will reduce the damage by ~50%. Vorkath's damage will increase via the power meter underneath its health bar, including the dragonfire attack.
Zemouregal will attack with Necromancy, which will only hit one target outside of Death Skulls. His attacks will gain strength via Zemouregal's Empowerment; even without the buff, he still hits significantly higher than Vorkath. He will also summon minions and launch bone spikes at the team, which can be disabled in normal mode by disrupting their respective place of power. Unlike players' Necromancy equipment, Zemouregal's attack range is longer, around 8 or so tiles from his target.
Tips
[edit | edit source]- As the siege phase is skipped in hard mode, players should immediately prepare at the gates before entering. For necromancy, players should cast Conjure Undead Army, Life Transfer, Conjure Vengeful Ghost and one player should use Death Mark before starting.
- In group encounters, one player should be designated as a Zemouregal tank, prioritising Protect/Deflect Necromancy to avoid getting killed by his attacks and stay away from other team members, to avoid Death Skulls bouncing onto them. This player should stand to the north-east, as they will also kill any empowering zombies that spawn. Another player should grab Vorkath's attention, while any fillers should simply remain as DPS. The Zemouregal tank will also have to deal with Vorkath's auto-attacks, as they will hit everyone in the arena. The DPS and Vorkath tank should stand close to each other to minimise the impact of Bone Spikes, as this is particularly important if poison pools are present.
- In normal mode, players can easily ignore most of the mechanics outside of the bone spikes; the ballista will severely injure the combat minions while outright killing the support ones; with good gear, a Zemouregal skip can be easily achieved. One ballista shot should be fired when minions first appear, but keep the second one until phase three begins to avoid getting hit by Vorkath's Ice Barrage.
Places of power
[edit | edit source]| Story mode | Normal mode | Hard mode |
|---|---|---|
At the start of the encounter, an array of skeleton knights, zombie warriors, zombie knights, phantom sorcerers, and skeleton archers will spawn from active sites to attack the fort. There is no danger of the fort falling. However, these undead are attackable and will aggro players if struck, so it is important to avoid hitting them unless needing adrenaline.
There are three places of power that need to be cleared by players. Each site is guarded by a small assortment of four undead and an undead giant. They primarily attack with melee that can deal moderately high damage, and a magic stomp attack that deals less. If the giant is damaged by any means, it will cause nearby guards to attack the player, usually within a 25-tile radius from it that also includes over obstacles. It is possible to lure the giants from the forts without enduring this forced attack, making it much quicker with area-of-effect attacks at the cost of time. After the guarding undead giant is killed, the player can disrupt the place of power.
In story mode, disrupting the places of power is mandatory. The Raptor will help the player fight the giants and can defeat them on his own. A player may let the Raptor do the fight while staying near the fort walls as a safe zone saving food and resources for the final boss fight; alternatively, the giants can be lured near the fort to have the Fort Guards deal heavy ranged damage towards them.
Disrupting the places of power becomes optional in normal mode, while the siege phase is skipped entirely in hard mode.
An ideal method to clear these sites is to attack the giant with
Death Mark, lure the guards till they clump up, cast
Threads of Fate,
Soul Sap and
Volley of Souls. This will outright kill the guards and deal significant damage to the giant.
| Map of all locations | Site | Image | Recommended to destroy | Notes |
|---|---|---|---|---|
| Northern site | Killing the giant and disrupting the place of power will stop Zemouregal from summoning undead into the fight. This site is guarded by two skeleton knights and haunting ghosts. It is recommended that players who struggle to deal area-of-effect damage clear this site, as the undead can be very annoying to handle due to their erratic spawn positions, moderately high health and damage. | |||
| North-western site | Killing the giant and disrupting the place of power will stop the Bone Spikes mechanic during the boss encounter. This site is guarded by two phantom sorcerers and skeleton rangers. Leaving this site untouched is generally recommended due to both its distance and the corresponding mechanic being least dangerous. | |||
| Western site | Killing the giant and disrupting the place of power in the west will automatically proceed to the next phase. This site is guarded by two zombie knights and skeleton rangers. Players who are familiar with the mechanics should head straight to the western site to start the fight phase as quickly as possible. |
In order to claim reward caskets at the end of the encounter, the player must be inside Fort Forinthry before the fight is started. Otherwise, they will not obtain any loot.
Attacks
[edit | edit source]In this encounter, Vorkath deals heavy damage in phases 1, 2 and 3. In phase 4, Vorkath flies off and Zemouregal gets enraged.
Zemouregal
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- Auto Attack: Zemouregal attacks with Necromancy.
- Bone Spikes: Zemouregal will conjure bone spikes from the ground on all players, indicated with the ground shaking with small debris in a 5x5 area. A few seconds later, a large amount of spikes will burst forth, dealing up to 3,000 soft typeless damage and stunning players in a 7x7 area.
- Undead: Zemouregal can conjure undead to assist him in the fight, consisting of two minions; one combat (phantom wizard, skeleton ranger, zombie warrior, zombie knight or skeleton knight) and one support (ghost healer, empowering zombie, skeletal shielder). Support zombies will no longer be summoned after Vorkath's health reaches 0.
- Necromancy abilities: Zemouregal can utilise an array of abilities:
| Ability | Phase 1 | Phase 2 | Phase 3 | Phase 4 | Notes |
|---|---|---|---|---|---|
| Generates a Residual Soul stack for Zemouregal. | |||||
| Zemouregal will use a Residual Soul stack to inflict a 3 second stun and bind to his target. | |||||
| Available when Zemouregal reaches 3 Residual Souls. Each hit can deal up to 3,800 damage. | |||||
| Zemouregal yells DIE! and then performs this attack. This attack can hit upwards of 10,000 damage without protection prayers. | |||||
| Performs a unique variant of Blood Siphon, calling any combat minions in the arena to him. He will drain health from them and any player in range before sending the damage at his target. This attack will deal damage on par with an auto-attack even if nothing was siphoned off of. During the duration of the ability, combat minions will temporarily stop attacking unless struck. | |||||
| Used infrequently, will hit for 3 times in total. This can deal up to 5,500 damage without protection prayers. |
Vorkath
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Vorkath is an undead dragon, though status effects are inconsistent; the Undead Slayer ability and perk work, but the Dragon variants do not work, whereas Jas dragonbane arrows do. As an undead monster, the salve amulet also provides additional damage and accuracy. The slayer helmet and Genocidal perk provides a buff if on a dragon cluster, blue dragons, or undead cluster task.
Below Vorkath's health bar, there is a power level bar that shows Vorkath's damage output. The higher this number is, the more damage Vorkath's attacks will deal. This bar starts at 75% in both modes and will increase 25% after every phase, capping at 125% at phase 3. If an empowered zombie reaches Vorkath, it will increase its power level by 25% (50% in hard mode), capping at 175% on both modes.

Vorkath attacks with magic. This attack will hit all players.
Action required:
- Players can simply
Soul Split through the attack.

Ice Breath & Spikes:
- Vorkath telegraphs the attack by designating grey zones where spikes will appear soon.
- Vorkath briefly flies upward and creates rings of ice that go outwards.
- The spikes are launched from the ground in a 3x3 AoE. A player can walk in and out through the spikes to avoid damage from them, since the previous set of spikes will despawn before the next appears. If the player gets hit by the spikes, they will take up to 4,500 magic damage and part of it will be transferred to familiars.
- Vorkath then slams into the ground, dealing melee damage to players under him.
Action required:

Spikes:
- Zemouregal telegraphs the attack by designating grey zones where spikes will appear soon. This has a 6x6 visual AoE but is highly deceptive; the tiles surrounding the outermost layer of spikes are also unsafe, giving it an effective 7x7 AoE.
- Getting caught by the attack will deal up to 7,000 soft typeless damage.
Action required:

Vorkath will spew dragonfire. Similarly to metal dragons, Protect from Magic and Deflect Magic don't reduce its damage, though antifire protection and defensive abilities will. However, it is not guaranteed to hit. If it does, a small blast of energy will appear under the player.
Potions that reduce damage from this attack:
Action required:
- Players can simply
Soul Split through the attack.

Vorkath spits out some pools onto the ground, either in purple or green colours. Players will take heavy poison damage if they stand on them. Up to two sets of pools can persist at any one time during the encounter.
Normal method:
- Simply stay away from the pools and continue attacking Vorkath/Zemouregal.
Unusual methods:
- The Poison Purge aura nullifies damage from the pink pools, but will not heal poison damage otherwise taken. The aura does not nullify damage from the green pools.
Zemouregal screams Cut them down without mercy! and Vorkath will fly into the sky to prepare an arena-wide attack that deals massive Magic damage.
- This is indicated by Vorkath completely disappearing from the arena.
- To counter this attack, the player must use the
Extra action button to have the guards fire on Vorkath when it returns;
- Against familiars, this will often deal around 16,000 damage.
- Players are required to use the
Extra action button the moment Vorkath flies off. If it is on cooldown, then they must use their best defensives such as
Barricade when Vorkath is about to reappear.
Minions
[edit | edit source]Zemouregal will be able to summon minions to assist him in the fight. They can be blocked in normal mode, but they will always spawn in hard mode. This will always consist of a combat minion (skeleton knight, zombie knight, skeleton ranger or phantom wizard) and a support minion (ghost healer, empowering zombie or skeletal shielder).
Combat minions will always spawn to the west. Support minions will spawn around Vorkath, mostly to the north (around Zemouregal's spawn point) or east, close to Vorkath. The combat minions, while being able to attack any player in the arena, will generally prioritise whoever Zemouregal is focused on.
| Phantom wizard | Skeleton ranger | Zombie warrior | Zombie knight | Skeleton knight | |
|---|---|---|---|---|---|
| Normal mode | Only if northern place of power was not disrupted. | ||||
| Hard mode | |||||
Health:
- In normal mode, the combat minions will have 18,000 health per player.
- In hard mode, the combat minions will have 36,000 health per player.
Action required (Normal mode):
- These can be usually ignored, as the ballista can be used to outright kill support minions and severely injure the combat ones, coupled with the high damage output provided by Necromancy.
Action required (Hard mode):
- It is required to stack the combat minions south-west of Vorkath or between it and Zemouregal in order to have them targeted by Threads of Fate/Volley of Souls or Greater Chain. Try to avoid having more than two at a time, especially if they are rangers or magers, as they can all deal up to 1,600 damage each and are quite accurate.
- Use Threads of Fate, Volley of Souls, Soul Sap and then Volley of Souls - this will likely kill them off, or weaken them enough that a subsequent ballista shot will kill them.
- For magic, try to get the minions close to Vorkath or Zemouregal (depending on who is being attacked). Use Corruption Blast, Greater Chain and any high-damage ability of your choosing; options such as Omnipower, Asphyxiate (4+ Tumeken's resplendence equipment) or the Roar of Awakening's special attack, Soulfire, which has a high chance of resetting due to numerous enemies being hit.

One of these support minions will spawn:
- Ghost healers should be killed the moment they appear.
- Empowering zombies must be killed the moment they appear, otherwise their damage buff will greatly amplify Vorkath's damage.
- Skeletal shielders must be killed the moment they appear, otherwise they will frequently cast a shield around Vorkath significantly reducing the damage he takes.
Health:
- In normal mode, the support minions have 3,000 health per player.
- In hard mode, the support minions have 6,000 health per player.
Action required (Hard mode):
- It is very likely that the player will have to deal with all the mechanics of the boss. Try to have a ballista ready for skeletons or zombies. If a ghost spawns, it can be safely ignored, though they should be killed off once two of them are present.
- If on cooldown, attack them manually.
Phases
[edit | edit source]Vorkath has access to the following abilities:
- Zonal Ice Breath
- Bone Spikes
Vorkath has access to the following abilities:
- Zonal Ice Breath
- Bone Spikes
- Pools
Vorkath uses the following attack pattern:
- 2 auto-attacks
- Ice Barrage
- 1 auto-attack
- Dragonfire
- Auto-attacks
- Zonal Ice Breath
- Auto-attacks
- Pools
- Auto-attacks
- Dragonfire
- Auto-attacks
- Zonal Ice Breath
- Auto-attacks
- Pools
- Loops from top
- Auto-attacks
- Finger of Death
- Auto-attacks
- Blood Siphon (in conjunction with Vorkath's poison barrage attack)
- Auto-attacks
- Death Skulls (in conjunction with Vorkath's dragonfire after the poison barrage)
- Auto-attacks
- Volley of Souls (in conjunction with Vorkath's ice spike attack)
- Loops from above
Vorkath can still be damaged from bleeds while flying, and upon landing (or crash-landing), can be targeted by indirect attacks (e.g bounce from Death Skulls). Nonetheless, try to deal as much damage as possible to Zemouregal while Vorkath is away, to make the last phase slightly faster.
Zemouregal will begin to use more highly damaging attacks from this phase onwards, such as Finger of Death, Death Skulls and Volley of Souls (3 stacks). These attacks have the capability of dealing immense damage - both Finger of Death and Volley of Souls can deal well over 10,000 damage, often causing instant death if players are not prepared for them, so players should keep their health above 8,000 and avoid Soul Split flicking until the attack is used. The timing of the attacks will vary depending on the overall DPS provided. In a fairly fast-paced kill (clearing phase 2 before poison pools), Finger of Death will be lined up with Vorkath's ice breath. If the player is slower in phase 2, it is very likely for it to be used off-sync and players should be aware of this. The remaining two attacks - Death Skulls and Volley of Souls, are still on-sync. The only indicator for Finger of Death is when Zemouregal yells "DIE!" (though this is rather rare), and the other two attacks do not have any overhead warnings. Players are more likely to be focused on Vorkath than Zemouregal, so it is possible to die in an instant if not paying attention. Blood Siphon is used somewhat after the first poison barrage, and players should avoid standing near Zemouregal. Ideally, minions should have been killed beforehand, as the sapped health will contribute to its overall damage and can quickly kill an unsuspecting player. Minions will lose aggro until the siphon ends or if they are attacked while in the process of doing so. Death Skulls is used in conjunction with the second dragonfire, so a player should ideally use Reflect or Debilitate (both if possible) on Vorkath and pray Necromancy. Do not run away until Zemouregal launches Death Skulls, and maintain at least 7 tiles from Zemouregal to prevent them from bouncing to another player. Death Skulls can deal over 6,000 damage per hit if not protected against. In the subsequent ice breath attack, immediately use Devotion, as Zemouregal will launch Volley of Souls shortly after the attack starts. In normal and story mode, it is possible to defeat Zemouregal before Vorkath returns. This is much more consistent with Necromancy, as other combat styles may struggle due to the higher adrenaline costs needed to deal the required damage. It is much harder to achieve in hard mode due to the doubled health, but still possible. Ideally, the team should be able to subdue Vorkath before it can attempt a second Ice Barrage.
If Zemouregal is under damage reduction effects, Death Mark will not instantly kill him, rather dealing around 22,000 damage, thus requiring a second use in order to kill him off.
Once Vorkath reaches 0 health, it will fly off, leaving Zemouregal alone. This will usually kill off any ghost healers, empowering zombies and skeletal shielders if present on the field. Occasionally they may persist, but will simply idle without Vorkath. Zemouregal's damage reduction will be fully lifted in this phase. Zemouregal will still be able to summon undead, launch bone spikes and retain his attack pattern from the previous phase, so players lacking in damage should be wary of Finger of Death. The ballista can be freely used when available in this phase.
This phase is skipped if Zemouregal's health was fully depleted in the previous phase.
Once Zemouregal's health reaches 0, the encounter will end and Guard captain Sofía will emerge to the south-east, running into the arena on the tile where Zemouregal was defeated, where she will hand the player their respective reward casket. If the player is not ending the trip at the last kill, simply teleport out and claim the reward casket from the statue, since trying to stop her to claim it is much more tedious.
Hard mode
[edit | edit source]In hard mode, the mechanics stay the same with the exception of the various types of minions that will spawn. As players skip the places of power stage and directly enter the boss arena, they are unable to block minions from spawning. Minions deal a lot of damage and have a very large health pool, therefore it is a priority to deal with them.
Action bar
[edit | edit source]The following action bar helps in hard mode, and must be used along with
Greater Bone Shield. Note that the Revolution size must be set to exactly 6 for this to work. The first 6 abilities are automatically executed, and players must manually execute the rest using their own judgement.

Prayers
[edit | edit source]- Players need to camp
Deflect Necromancy at all times, to protect against Zemouregal's powerful attacks. Failing to do so will result in the player being one-hit by Volley of Souls or Finger of Death during the last two phases. - When entering into a DPS rotation, players can use
Split Soul and
Soul Split for 20 seconds, and then quickly return to the protection prayer when done.
Lifepoints overview (hard mode)
[edit | edit source]| Solo | Duo | Trio | 4-man | 5-man | 6-man | 7-man | 8-man | 9-man | 10-man | |
|---|---|---|---|---|---|---|---|---|---|---|
| Start | 1,500,000 | 3,000,000 | 4,500,000 | 6,000,000 | 7,500,000 | 9,000,000 | 10,500,000 | 12,000,000 | 13,500,000 | 15,000,000 |
| Phase 2 | 1,125,000 | 2,250,000 | 3,375,000 | 4,500,000 | 5,625,000 | 6,750,000 | 7,875,000 | 9,000,000 | 10,125,000 | 11,250,000 |
| Phase 3 | 750,000 | 1,500,000 | 2,250,000 | 3,000,000 | 3,750,000 | 4,500,000 | 5,250,000 | 6,000,000 | 6,750,000 | 7,500,000 |
| Zemouregal | 500,000 | 1,000,000 | 1,500,000 | 2,000,000 | 2,500,000 | 3,000,000 | 3,500,000 | 4,000,000 | 4,500,000 | 5,000,000 |
| Combat minions | 36,000 | 72,000 | 108,000 | 144,000 | 180,000 | 216,000 | 252,000 | 288,000 | 324,000 | 360,000 |
| Support minions | 6,000 | 12,000 | 18,000 | 24,000 | 30,000 | 36,000 | 42,000 | 48,000 | 54,000 | 60,000 |



