Kalphite King/Strategies

Melee Attacks
This phase is signified by the Kalphite King's wings being orange. It is weak to fire spells in this phase.

Standard Attack: There are four different types of standard attacks. There is a Slaughter attack, which if the player moves upon it successfully hitting the player, one can be dealt with over 1000+ damage on one tick; it has been recorded up to 3000+ at one time without Protection prayers. There is also a Dismember attack, which is less dangerous then the Slaughter one. The King can also push players away from him, dealing minor damage most of the time. These three attacks will hit any player that is in front of him, however, damage is split with more players taking the blow. There is also a single-hitting melee attack which is rarely used but hits incredibly high towards players.

Ranged Attacks
This phase is signified by the Kalphite King's wings being coloured green. It is weak to stab attacks at this time. Standard Attack: The king will fire an attack that looks like the Kalphite Queen's ranged attack. This attack will cause a damage over time effect similar to the Fragmentation Shot ability, including taking 3x damage when moving. This attack is usually used together with the Stun Darts (see below). As with the stun darts, the attack is shot at random players.

Stun Darts : The king will fire stun darts at a group of players, which will have a chance to stun them. As with the standard attack, it will be shot at random players.

Incendiary Shot: The king fires an incendiary shot to three or four specific players. It will then explode and deal up to 5000 damage, but with prayers it only deals 1500-2000 damage. Without prayers it will deal around 3000 damage.

Magic Attacks
This phase is signified by the Kalphite King's wings being coloured Blue. It is weak to Range attacks, specifically arrows, at this time. Remember not to attack using Magic at this stage or the Kalphite King will be in same stage for longer time. During this phase, the Kalphite King will not use his instant kill attack. Blue Energy Circles Attack: The king will shoot numerous blue energy circles to everyone in range for up to 3500 damage. Players will be notified when they are stunned; this means the attack will hit them. Resonance can be used on this attack, but Freedom should always be used first. The attack range of this is extremely high. It will override any stun-immune abilities also.

Green Energy Circles Attack: The king will launch some greenish-yellow circles at the players' squares that slowly levitate and explode. The circles will hit multiple players in range which can also stun them. The maximum damage of these circles are about 4000, but it will usually hit for 2000. This attack could be very deadly if the player is hit by multiple circles. It is suggested using the abilities Escape or Freedom (if stunned) to evade.

There are two types of orbs that the King uses: High-hitting orbs, which can deal up to 4000 per orb or higher if prayer is not used. Another orb is a "Combustion" orb, which only does 1 damage for every orb the player is hit by but also causes the "Combust" ability on the player.

'''Note: Earlier, many thought that attacking the minions would make the Kalphite King spawn more orbs. This, however, has since been proven to be false. Instead, orbs are based on the number of people in the arena. Therefore, if 20 players are in the room, the King will summon much more orbs.'''

Other Attacks and Abilities
Instant kill: This is the most deadly ability the king uses. The target player will start to glow in green color and will be killed after a few seconds. The player is stunned during the glow, and they will not be able to teleport. The cooldown of ALL ABILITIES will be reset to 0. The ONLY WAY to survive this attack is to have a teammate use the ability Provoke, in order to force the king's attention away. After using provoke, the teammate can use Resonance to heal instead of getting hit by the King's Insta-kill, Barricade to fully block the damage, or Immortality to revive after dying from the attack with 30% lifepoints (note: the teammate will still remain the target of Kalphite King after they revive from Immortality effect). The person using provoke SHOULD NOT have REFLECT active during the insta-kill because it will heal the king by 5000LP! Note that when there are marauder spawned, it is strongly advised to NOT USE Resonance, but use Barricade or Immortality instead. Resonance will heal the first hit, which can be hit by a marauder, while Barricade will negate all damage for 10 seconds. Unlike other boss monsters, the King can be stunned, so watch out if it is stunned while doing this ability and your Resonance is active. This results in the ability expiring and the King killing you instantly.

Spawning Monsters: The king will spawn a group of Exiled kalphite marauders (Level 140). If standing on top of the marauders when they spawn, you will take approximately 1000 damage, though it is common to be hit at around 750-900 damage. Players can be hit by multiple marauders popping out from the sand, so players should be wary of this and have their lifepoints at 4000 to avoid being killed by them.

Digging: The king will dig into the sand and re-appear under the player it is targeting. The player must get away or they will be stunned and dealt with 4000 melee damage.

Phase changing: The king will change its phases randomly throughout the fight. The colours of its wings correspond to its main attacking style. If the wing is Yellow, it uses Melee attack and is weak to Fire Spells. If the wing is Green, it uses Range attack and is weak to Stab Weapons. If the wing is Blue, it uses Magic attack and is weak to Arrows.

Healing Auras: Red: The king will sometimes be surrounded by a red aura, causing any attacks done by it to heal it by the amount it would have hit if no protection prayers or other damage reduction buffs were in effect. Green: The king will surround itself with a green aura, making it heal instead of taking damage for the duration of the aura, like Nex's siphon. The King will heal 24,000 if he kills someone with his instant-kill attack with the red aura on.

Barricade: Using the ultimate ability "Frenzy" will cause the king to use the defense ultimate "Barricade," negating all damage received for 10 seconds.

Immortality: It is confirmed that the king can use another defensive ultimate ability, "Immortality," reviving the king with a certain percentage of LP remaining. The conditions under which Immortality is triggered are unknown, although it is possible that the "Unload" Range ultimate ability triggers Immortality. To tell if the King is dead or not when it uses Immortality, the regular death animation is different from the Immortality version. The King's regular death looks as if it is screeching then collapses. The Immortality version is when it collapses without screeching. Charge: The King only uses this attack during melee and magic phases. It does not hit very high usually.

Strategy
There are many strategies. Here are a few of them, and what you should take when performing this strategy. Use the "Equipment" part to see which equipment you want to use.

Group
Grouping is the easiest way to kill the King as it results in 1-2 minute kills. However, there are strict requirements in doing so, such as using melee only, because the King's high-hitting orb attacks home in on/near a player's current location, and with people far away from the King, the meleer's may not be able to survive from the attack. Typically, players in groups will want Drygore or Chaotic weaponry, along with the use of high-level melee armours.

Duo/Small team
In a duo, it is much more harder since two players must be willing to take hits. Both must have a shield in case the main provoker dies, and to heal off hits. If one partner dies, it is best to teleport out because it will be very unlikely the King will not use his insta-kill attack while the other player gets back to his grave.

Small teams and duos should use the best equipment they can use for maximum efficiency.

Mass
In a mass, there are much more people in here, so one should expect very fast kills. However, as there is a lack of experience in such teams, one should expect other players to die and stun very often. Masses do allow mages, though they prohibit them to being primarily a voker since the meleers will do the most damage.

Equipment

 * Helm: Tetsu helm* > Torva helm > Ganodermic visor > Bandos helm/Barrows helm > Void melee helm
 * Body: Tetsu body* > Torva platebody > Bandos chestplate > Void knight top
 * Legs: Tetsu platelegs* > Torva platelegs > Bandos tassets > Void knight bottom
 * Amulet: Amulet of fury > Amulet of glory
 * Ring: Warrior's ring (i) > Warrior's ring
 * Gloves: Torva gloves > Ganodermic gloves > Void knight gloves > Bandos gloves
 * Shield**: Divine spirit shield/Arcane spirit shield/Spectral spirit shield > Bandos warshield > Blessed spirit shield
 * Boots: Steadfast boots > Torva boots > Bandos boots > Dragon boots
 * Weapon: Drygore rapier/mace > Chaotic rapier/longsword > Zamorakian spear***
 * Off-hand weapon: Off-hand drygore rapier/mace > Offhand chaotic rapier/longsword
 * Aura:

Other
On the minions, some say it is better to leave them alive, while others believe it is best to kill them. It is entirely up to the group, as although it can be a while killing them, it is easier on the tanks as they are able to safely heal on the instant kill attack without being killed. Using methods above, kills as fast at 45 seconds to 1 minute 30 seconds have been recorded, although they tend to average at about 3-4 minutes for a kill.

The ideal method is to leave the room after each kill. The advantages of this is that it clears the room of minions, making it easier to Provoke and then Resonance successfully. Lag caused by large numbers of minions is reduced and more kills can be done per hour. The minions do drop various charms and occasionally a prayer potion or super restore potion, which could make a kill smoother for one low on such supplies, but just getting more supplies from a bank is preferred.