Kree'arra


 * Kree'arra is a God Wars Dungeon boss and is called the 'Armadyl Boss' in RuneScape's Quick Chat feature.

Kree'arra is one of Armadyl's most trusted generals. He is an aviansie, but unlike the other aviansie his arms are joined to his wings giving him a quadrupedal posture. His main attack is a Range attack that resembles little whirlwinds, which can knock the player back and hit a maximum of 715. The same whirlwinds with a blue tinge are his magic attack, but it doesn't hit more than 210. His final attack is a Melee attack, but he will only use it if he isn't under attack. He can only be attacked with Magic or Ranged. It is highly suggested to stand back and use Protect from Range, as this will reduce most of the damage taken. But remember that he has a maximum hit of 715, so if you run out of prayer, watch your Life points! A commonly used strategy when fighting Kree'arra is to stand against a wall with the Protect from Ranged so that his attack cannot knock you back.

Kree'arra is considered to be the most tedious of the God Wars bosses to go and fight because he must be ranged or maged, and to kill 40 Armadyl followers takes a long time, (compared to killing 40 Zamorak followers, where you can kill level 7 imps, or Bandos followers where you can kill goblins). On the other hand, the fight itself is considered quite easy as he cannot hit as hard as the other God Wars bosses as long as the player uses the Protect from Range prayer. He is not often killed by players because of this, and most worlds are usually empty of players, and players can make lots of profit off of him because of the lack of people who try to kill him.

Kree'arra is the eleventh highest levelled attackable monster in RuneScape, after Commander Zilyana, The Pest Queen, General Graardor, K'ril Tsutsaroth, Nomad, TzTok-Jad, TokHaar-Jad, Har-Aken, the Corporeal Beast, and Nex.

Kree'arra is also the sixth highest hitting monster in RuneScape, after TokHaar-Jad, TzTok-Jad, Nomad, Yk'lagor the Thunderous, and Nex. However, several Dungeoneering boss monsters are capable of hitting more than Kree'arra through use of special attacks; for example, Shadow-forger Ihlakhizan is capable of doing 850 damage to players in a single hit.

Habitat
God Wars Dungeon; Armadyl's Eyrie

Attack styles
Kree'arra's main attack is a Ranged attack that resembles little whirlwinds, which can knock the player back and hit a maximum of 715. His magic attack looks similar, except the whirlwinds have a blue tinge. The magic attack is his weakest, hitting a maximum of 210. His melee attack is often his most deadly, because most people are protected from ranged attacks with prayer. His attacks, like General Graardor, are multi-targeted so he will shoot out ranged and magic attacks at people. The melee attack is only used if nobody's attacking him, and consists of two simultaneous melee attacks, each having a max of 250, making the total a possible of 500. Kree'arra can also perform this attack in quick succession, making his melee attack similar to a dragon dagger special attack and extremely hard to survive long against. Avoiding this attack is highly recommended and can be countered by running to the furthest corner from him while healing.

Fighting strategy


Just like the other bosses, the player must kill 40 of a god's followers to get into their room. Players usually bring a spare beast of burden pouch, with high enough summoning for secondary familiars such as a fruit bat, bunyip, titan, or unicorn stallion to summon once their beast of burden is empty. For players using a Pack Yak, they should bring winter storage scrolls for banking drops they might get. A Mithril Grapple is required to access the Eyrie. It is also beneficial for inventory space to bring a bolt pouch, with the ability to carry up to 4 x 255 bolts. A high level soloer could expect to use 100 broad-tipped bolts for the killcount, and 200-250 diamond bolts (e) for the boss fights, so they would take 150-200 broad bolts and 255 (a full slot) of diamond bolts (e) in the bolt pouch, while having the mithril grapple in the equipped slot, since you can't put in the bolt pouch due to its size. Once used, the player should drop the mithril grapple and equip the broad bolts, and after getting the killcount switch them for the diamond bolts (e). Using the bolt pouch method saves 1 inventory slot for people who only use diamond bolts (e), and 2 for people who use diamond and ruby bolts (e). The rest of the inventory and beast of burden should be filled with whatever combination of Saradomin brew and Super restore potions the player finds most effective.

A good base to start out with is to bring 3 Saradomin brews for every super restore potion you bring. Players with 85+ Defence tend to bring only 2 Brews for every Super Restores because it only takes 3 clicks giving Kree'arra less time to Melee you. When in need to heal, make sure you drink the brews first, attack Kree'arra, then drink Super Restores.

Bringing Ranging potions is not advisable when you're brewing, since you reset your stats (Except Defence) while healing.

If going in a larger group or utilising healing familiars, bringing a few extra super restore potions is recommended. Ruby bolts (e) and Diamond bolts (e) should be used for the most effective killing. Ruby bolts (e) are only necessary for people under 90-95 range, because at around 99 with eagle eye and a range potion boost (112 range), the diamond bolt (e) max is 410 (without Void Knight equipment), which is almost equal to the 510 ruby bolts (e) hit if your ruby (e) bolts spec first hit on Kree'arra. If money is not an issue, then Dragon bolts (e) may be used, as the special can be quite effective. The player should switch to using Diamond (e) or other bolt type after Kree'arra reaches half health. For getting their 40 kills, the player may use Broad-tipped bolts, Emerald bolts (e) or bring some extra Diamond bolts (e), though this is not suggested as the former bolts are much cheaper than diamond, and you will need them for killing Kree'arra.

If you wish, you can bring Grenwall spikes in multiples of 5 to make Extreme ranging potions out of the Ranging potions dropped by Kree'ara. This can extend your trip time a lot, but only if you are not using Saradomin brews as food.

Bringing an Enhanced Excalibur, obtained by completing all the hard Seers' Village Tasks, is very helpful when killing Kree'arra. The Enhanced Excalibur has a special attack which gives you a boost in your defence level and heals you 40 life points every 2 seconds for 10 seconds for a total of 200 life points (or for 20 seconds for a total of 400 life points if you have completed the elite task set). This uses up 100% of the special attack bar. Completing the Elite Seer's Tasks is also very useful because it increases the chance of a enchanted bolt special effect happening, even if you are not wearing the Seer's headband 4 and also increase, as said above, the amount the Enhanced Excalibur heals up to 400 life points.

Players are advised to have a 85+ range level and a 75+ defence level if the player is going with 4 or more people. Keep in mind that finding a team with these stats is almost impossible, and they won't be getting very many kills. 85+ ranging, 80+ defence, and 52+ summoning are highly recommended for going in a group, though getting people with these levels is even harder.

85+ Ranged, 70+ Defence, and 67+ summoning (or 52 if you can get a friend to trade you some food after you get the killcount) is the minimum to solo him, but it will be very tough to solo at these levels without armadyl armour. 85+ Ranged and 75+ Defence are highly recommended. To get even 5 kills at best, they need at least 90+ ranging 85+ defence and 67+ summoning. To solo him for a good number of kills, stats of at least 95 ranging, 90 defence, and 96+ summoning are required. Those soloers with 99 Summoning may opt to take a Steel Titan instead of a Pack Yak. While this method allows for fewer kills per trip, it considerably shortens the time needed to kill Kree'arra or get a certain kill count. Enchanted onyx-tipped bolts are expensive but allow for quicker kills and longer trips.

Protect from Missiles is a must while killing him, and after he is dead, the appropriate prayer may be used for when his minions are being killed. Eagle Eye or Hawk Eye may be used for an additional 15% or 10% range bonus respectively. Hawk eye drains prayer slower while still providing a decent range bonus, so it is recommended for lower levels or those who are inexperienced. Steel Skin should be used for soloers while fighting Kree'arra. Rigour is unlocked through dungeoneering and is an improvement on Eagle Eye as it gives a 20% range attack bonus plus a 25% defence bonus. A third and very effective choice would be using Ancient Curses. Leech defence along with Leech ranged or Leech magic has proved to be very beneficial. Sap mage can be used by players with lower prayer and can increase the speed of kills versus Eagle eye.

Always have up to 700 hp, because the minions can hit 250s, but wearing Armadyl or Pernix armor will make the minions much less accurate. After Kree'arra is defeated, some players choose to turn off Protect from Missiles while waiting for him to spawn. They will then stand under the area where Kree'arra spawns, giving them a few moments to turn on the necessary prayers when he respawns. This saves them a few prayer points each kill, although players should be warned that this strategy is also extremely dangerous. Kree'arra will have a tendency to use his melee attack against players who use this method, but there is also a chance he will respawn and use his range or magic attack, potentially causing heavy damage if prayers are not turned on quickly enough. Turning on prayer ahead of time is strongly advised. Players in groups of 2 or less should always keep their Protect/Deflect from Missiles if their Range level has been lowered by brews or low level, as Kree'arra will respawn before you will be able to kill all of the minions.

If a minion is killed before Kree'arra has been defeated, then the minion will instantly respawn again. They will continue to do this until Kree'arra has been defeated. Therefore, players must  kill Kree'arra first before the minions can be taken down. This will be hard as he will constantly stun you and you will need to place yourself either closer to him or move your screen at an extreme angle.

Bodyguards

 * Wingman Skree
 * Flockleader Geerin
 * Flight Kilisa



Recommended Equipment

 * Head: Pernix cowl > Armadyl helmet > Verac's Helmet > Full Slayer helmet > Saradomin coif / Zamorak coif > Karil's coif > Helm of neitiznot


 * Neck: Amulet of fury > Saradomin stole / Zamorak stole > Amulet of ranging > Amulet of glory > Amulet of power > Armadyl pendant


 * Torso: Pernix body > Armadyl chestplate > Karil's leathertop > Zamorak d'hide body / Saradomin body / Armadyl body / Bandos body


 * Legs: Pernix chaps > Armadyl chainskirt > Karil's leatherskirt > Zamorak chaps / Saradomin chaps / Armadyl chaps / Bandos chaps


 * Boots: Glaiven boots > Ranger boots / Snakeskin boots / Infinity boots / Silly jester boots / Dragon boots / Bandos boots


 * Cape: Completionist cape > Ava's alerter > Ava's accumulator > Blue or Red cape > Skillcape


 * Ammunition: Ruby bolts (e) + Diamond bolts (e) (first ruby (e) bolts, then at half-life, diamond (e) bolts)> Broad-tipped bolts (Mith grapple is required to enter Armadyl area)


 * Bow: Chaotic crossbow**>Rune crossbow
 * Aura: Penance > Reverence > Sharpshooter


 * Shield: Divine spirit shield > Elysian spirit shield>Eagle-eye kiteshield > Spectral spirit shield > Dragonfire shield > Blessed spirit shield> Toktz-ket-xil > Dragon sq shield > Granite shield


 * Gloves: Swift gloves > Barrows gloves > Mercenary's gloves*** > Zamorak vambraces / Saradomin vambraces / Armadyl vambraces / Bandos vambraces


 * Ring: Archers' ring (i)> Onyx ring (i) > Dragonstone ring (i) > TokKul-Zo> Archers' ring > Diamond ring (i) > Ring of life > Explorer's ring 3 > Seers' ring (i) > Seers' ring


 * *Completing the Elite Seer's Village Tasks and all previous difficulties is very useful, as it will make the special effects of enchanted bolts activate more often. One does not need to be wearing the Seer's headband 4 to get this effect.


 * **The chaotic crossbow provides 30 more Ranged attack bonus points than the rune crossbow. However, the chaotic crossbow costs a lot more to keep due to the fact it degrades.


 * ***Although mercenary's gloves give better range bonus then the barrows gloves, the bonus is only one higher than barrows gloves, while the barrows gloves provide much better defensive bonuses.

100% drops

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Weapons

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Ammunition and Runes

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Armour

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Other
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Trivia

 * When attempting to attack Kree'arra with melee, it gives a message saying you cannot because of him flying too high. However, if you use a Salamander (any type) on the melee setting you will deal damage (This also works with aviansies).
 * Kree'arra is one of only two monsters in the game that drops a complete crystal key (not just one half of it). The other one is the Corporeal Beast.
 * Kree'arra is one of only two bosses in the dungeon that can "farcast" their range/magic attacks, the other being Nex. K'ril and Zilyana only use their magic attack in melee range, and Graardor uses his ranged attack close up.
 * Although Kree'arra has the lowest combat level of the five generals, he has the second-highest maximum hit, at 715 lifepoints. Only Nex surpasses this, capable of hitting over 750.
 * Kree'arra is one of only two generals in the dungeon that use all 3 attack styles, the other one again being Nex.
 * After killing Kree'arra multiple times in one trip, the Adventurer's Log will read "I killed X graceful followers of Armadyl, all called Kree'arra. The gods have little imagination for names.". A similar effect occurs with the other bosses in the dungeon.
 * Kree'arra is the only GWD boss without phrases to say; instead, he screeches from time to time.
 * According to the Runescape Duel Cards (downloaded version), Kree' arra has an attack level of 190, magic level of 190, and ranged level of 235. He also has an agility level of 92.