Dragonkin Laboratory/Strategies

The Dragonkin Laboratory is a large underground complex that houses the Black Stone Dragon. In order to attempt a raid, players must have completed the Temple of Aminishi at least once in either normal or story mode.

Features
Unlike its predecessor the Temple of Aminishi, the Dragonkin Laboratory is contained in one map. Like its predecessor, the Dragonkin Laboratory contains chests, and barriers in which "tied" enemies to it must be killed in order to dispel it. However, some barriers may require a specific amount of enemies to be killed in order for it to be dispelled.

All the dragons can be killed for their respective slayer tasks, and thus the Dragon Slayer perk and Dragonbane ammunition will work on them, making ranged much more viable compared to other combat styles. However, a magic user is still recommended to deal with non-draconic enemies and to debuff bosses to speed up kills.

Bosses & Minibosses
There are three bosses and a varying amount of minibosses which can be encountered in the Dragonkin Laboratory. Minibosses do not have to be killed in order to progress and act much like the common mobs throughout the Temple. They appear randomly throughout the raid and it is possible to not have specific minibosses in each attempt.

Both bosses and mini-bosses are denoted on the minimap as.

Killing either boss or mini-boss yields rolls on their drop tables in addition to 5,000 dungeoneering tokens in normal mode, or 500 in story mode. Mini-bosses share the same drops as common mobs while bosses roll on both a boss drop table and common mob table. The spawns of the mini-bosses are set but their appearance is random. Four mini-bosses are always guaranteed in each attempt.

Killing all the main and mini-bosses will reward the player with 35,000 tokens in normal mode, or 3,500 in story mode.

Bosses

 * Astellarn, the First Celestial (section 1)
 * Verak Lith (section 2)
 * Black Stone Dragon (section 5)

Minibosses

 * Spyndra (section 1, spider lair)
 * Giant Slime (section 2, past the magma golem room)
 * Shul the Molten (section 2, same area as Smoulders)
 * Firebelly (section 2, open field in the molten ruins)
 * Alanogard the Black (section 2, right outside Verak's arena)
 * Elegorn the Celestial (section 2, small area with the remaining celestial dragons in the dungeon)
 * Sangri the Red (section 1, in an enclosed area with red dragons)
 * Dragonwolf Alpha
 * Deathbreath (section 1, in an enclosed area near Astellarn)
 * Smoulders (section 2, near the far barrier with the lava strykewyrms)
 * Soulbound Ember (section 2, near Firebelly)
 * Engorged Lava Styrkewyrm (section 1, spider lair)
 * Verak Little (section 4, small laboratory)

Section I - Kalist Kirah
Kill all laboratory slimes and any enemies linked to the barriers.

If necessary, re-bank for the fight against Astellarn.

Section II - Molten Ruins
After killing Astellarn, run through the door the barrier was guarding and get the attention of two celestial dragons and kill them, as they are linked to the barrier leading to the molten mountain. Avoid the lava spiders if necessary, and run to the two strykewyrms on the far side and kill them. If Shul or Smoulders is there, use the closer entrance instead.

Ascend the mountain and kill ten black dragons to disperse the two barriers. After the second barrier, skip the first two strykewyrms, but kill the remaining four as the barrier only disperses when four are killed. Then kill the four black dragons behind the barrier.

If necessary, re-bank for the fight against Verak Lith.

Section III - Kalist Kiket Fia
Gemstone dragons can be relatively annoying; however, players only need to kill three onyx dragons and nine dragonstone dragons on the main path. The two hydrix dragons on the main path can be ignored as they are not linked to anything.

Players should re-bank before fighting the Black Stone Dragon.

Section I - Kalist Kirah
The first section contains laboratory slimes, lava spiders, red dragons, magma golems, animated books and celestial dragons.

Lava spiders are found in large quantities and attack with weak, but rapid ranged attacks. They can also poison the player for a small amount of health. However, only a small cluster of spiders are actually part of the main path in the upcoming section as the majority of them reside in a den near the starting area, which is off-path. If planning to kill the engorged strykewyrm or Spyndra, players must venture into the den.

Laboratory slimes split up into smaller slimes should they attack the player, resulting in a slime with 9,500 health which uses ranged attacks. The celestial dragons are capable of healing themselves, which can be stopped by stunning them. Players may alternatively safespot the dragons, preventing them from doing so.

Astellarn, the First Celestial
Astellarn is the first boss with 450,000 health.

She uses a magic AoE attacks at the direction she is facing. Occasionally she may summon pulsars, who have 20,000 health. They periodically explode and deal cannonball-type damage (meaning that only defensives can reduce it) throughout the whole arena. The damage they deal is scaled with the group; in solo encounters it will deal around 900 damage, while it can deal up to 2,500 in trios.

Occasionally she will select a player as a wyrmhole anchor, with a small bar appearing; once it fills, the wyrmhole appears, which deals increasing damage to anyone standing on it. A neutron star will then appear for each player; regardless of team size, only one neutron needs to be lured into the wyrmhole. Stand in the newly converted wyrmhole, as she will take significantly reduced damage if players are not standing on it. Should a neutron touch a player, it will explode and deal 5,000 damage to everyone in the room.

She can also drop celestial rain on one of the four quadrants, dealing rapid damage to anyone standing on them. If the rain hits the wyrmhole, it is recommended to wait for the rain to move to another area.

Section II - Molten Ruins
This section contains black dragons, celestial dragons, lava strykewyrms, lava spiders and magma golems. The lava strykewyrms here are significantly weaker than their surface counterparts as they only use magic attacks that deal significantly less damage, and are incapable of using their burrow attacks.

A chest can be found while climbing up the mountain, which is a quick-access point for section four. The actual chest is found at the top of the mountain. Players will usually catch Alongard's attention if he appears as he is near the chest leading to Verak Lith.

Verak Lith
Verak Lith is a black dragon and the second boss of the Dragonkin Laboratory.

He attacks with both magic and melee; his melee attack has halberd-like range, but he does not actively pursue targets to melee them like his relative the King Black Dragon. His magic attack is a small plume of fire that hits all players in the room. Both types of attacks can deal up to 3,800 damage.

Throughout the fight he will summon spires, with a game message stating. They will burst up, hitting for up to 2,500 melee damage, which as it is a guaranteed hit; however, it is better to Resonance his magic attacks as they tend to hit far higher. The pillars must then be destroyed as they provide him with damage immunity. One spire is generated for each player; each one has 15,000 health. Verak does not attack while the spire is being summoned.

Verak will occasionally launch poison, ice or shock energy for each player in the room (indicated with the message ), and the energy will land on a random nearby tile. It must be grabbed, or players will take heavy damage. Once grabbed, a second message appears and players must then deposit it into the nearby eggs to disperse the energy. The energy taken cannot be used on its respective eggs; for example, players who have taken poison energy must deposit it into the shock or ice eggs. This attack can also be resonanced for a 8,500 heal but it requires on-tick timing.

He can occasionally target a player with a large cluster of fire, generating a seemingly harmless 3x3 patch of fire at his target's location. However, the fire will soon turn into a large cluster of flame vortices that will deal rapid hits of 2,700 damage to anyone near them, so immediately surge across Verak.

A black dragon may occasionally target a player with an incoming dive bomb strike (, with an circle indicating it's starting point and an arrow showing its direction. The dragon will track the player if it moves, but there is a short delay prior to the strike that the player can dodge it immediately. Verak does not attack while the dragon is dive bombing.

Section III - Kalist Kiket Fia
This area contains gemstone dragons and a few animated books. It is highly recommended to attack one gemstone dragon at a time, as each dragon has very high health and are often found together of varying types which may prove troublesome if players are hit by their special attacks.

Black Stone Dragon
The Black Stone Dragon is a gemstone dragon and the final boss of the Dragonkin Laboratory, having 650,000 health.

She uses all three forms of combat; lunging at players for melee, launching rapid spikes as ranged and small black orbs for magic. Occasionally she can use the hydrix dragon's special attack, which is indicated with much slower spikes and the screen shaking violently. This attack deals a significant amount of melee damage and can be healed off of with Resonance, but is not recommended because of the halved adrenaline gain.

She also belches a darkness bomb that contaminates a large spreading area with damaging darkness - the entire area should be avoided

Upon reaching 520,000 health, she will teleport to the middle of the arena and four black hands will appear; each one has 80,000 health and use powerful, but incredibly slow magic attacks. Sometime before their magic attacks hit, hands will fly out towards the players' location and deal up to 2,500 damage per tick if stood on. Since the hands attack only once per rotation, players can easily Soul Split them to restore health while dealing with the magic attack any way they desire. The hands only use their magic attacks against their aggressors, but they can still send hands flying at players if they are within range.

Once these four hands are destroyed, she will resume attacking players. This time, she can converge energy to her in a spiral formation, dealing 3,900 damage per tick if stood on; fortunately, this attack can be easily avoided by standing next to her, then backing away as the energy gets closer to her. She can also launch shadow bombs, though most of them tend to miss their targets.

When she reaches 260,000 health, she goes into a state of invulnerability and starts flying all over the room, sending out draconic energy which deals up to 4,500 damage per tick if stood on if anyone is within range. She seems to do this 7 or 8 times before becoming vulnerable again. She does not perform auto-attacks during this stage, so players just need to avoid her attacks while stalling adrenaline. Right after she becomes attackable again, she will do the Spiral Formation attack so be very careful as the arena will be flooded with draconic energy.