Araxxor/Strategies

Araxxor is a large spider that can be found in the Araxyte Hive. Drops include parts of spider legs and Araxxi to create level 90 Noxious weaponry, 2-handed weapons.

Players cannot teleport out of the fight; the only way to leave is by victory, death or logging out.

Inventory

 * Overload flask (highly recommended)
 * Prayer renewal flask
 * Antipoison++ flask
 * 3 or 4 Super restore flask
 * 9 Saradomin brew flasks (fill remainder with Rocktails or Rocktail soups)
 * Air runes (for spells if maging)
 * A beast of burden summoned and filled with high healing food


 * Recommended
 * Adrenaline flask
 * Portent of death (or Sign of death if the player cannot make the portent)
 * Elite enhanced Excalibur
 * Phoenix necklace (for the last 25000 LP of the boss on phase 4)
 * A shield

Standard Attacks
The primary combat style Araxxor uses is shown by the colour its legs are tipped in. A red tip indicates it only uses melee attacks, a green tip indicates ranged/melee attacks and a blue tip indicates magic/melee attacks. The special abilities from these standard attacks occur randomly.


 * Magic: Araxxor/Araxxi spits a large ball of acid towards the player. This attack can drain combat stats and run energy.
 * Melee: Araxxor/Araxxi smashes its legs at the player, dealing melee damage. This attack can cause style-less extra bleed damage.
 * Araxxor can use this attack no matter what his primary style is if you are within range.
 * Ranged: Araxxor/Araxxi launches a ball of spider silk at the player. It can cause poison anywhere from 200-2000 damage. If the Poison Purge aura is used, it will heal the damage, but will also take off 1 minute of the aura. The timer for anti poison potions is not affected.
 * This does not come with the "You have been poisoned!" message.

Special Attacks
These special attacks can be used on any phase. It should be noted that Araxxor will never repeat its special attacks back-to-back on the first 2 phases. If fought in a duo, all effects are doubled; this means that a cleave that would deal 4000 damage in a solo fight would deal 8000 in a duo. Araxxor/Araxxi's "rage" also affects the damage it does with its special attacks.


 * Cocoon: Five small spiders rush at the player, trapping them in a cocoon. To struggle free, you must click rapidly. If you fail to free yourself, Araxxor/Araxxi will bite the player, freeing them but taking extra damage as a result. Using Freedom or Anticipate before the spiders trap you will only result in the player needing to click anywhere twice to break free.
 * Cleave: Araxxor/Araxxi bends its front four legs and then swipes the area in front of him, dealing massive damage and will deal up to 2,000 damage on familiars. If you are not within range, you will be dragged to the spider. If Freedom or Anticipation are active, you will not be dragged. If you do not avoid the drag, you can still click to move to a location far away to avoid the damage.
 * This attack only does damage to the player within Araxxor's melee range, but for familiars/spiders, will deal damage from a distance.
 * Cobweb: A large cobweb encases Araxxor/Araxxi, healing 1% of the spider's maximum lifepoints five times (2% if duoing). Attacking the spider while it is in the cobweb will stop it from healing, but will reflect damage that can be higher or lower then the hit inflicted.
 * Utilizing a shield, player can use Resonance followed by a single strong attack.
 * Using a damage over time attack like Fragmentation shot will prevent the heal while minimizing the damage reflected back.
 * Autoheal: If Araxxor's health reaches 0 during phases one and two, the spiders above will "refuse to let him die", healing him back to 5,000 lifepoints.
 * Egg drop: Araxxor's spiders drop two or three eggs onto the arena and launches an explosive attack. The explosive can hit up to five targets, but eggs will have more priority then the spiders. The player and Araxxor are not valid targets for damage reduction from the fireball. If there are no valid targets within range of the player, they will take 3000 damage. The damage is reduced by 900 for valid targets affected by the explosion; 2100, 1200, 300 damage for one, two and three targets respectively. If the fireball hits more then three valid targets (eggs/spiders), the player will not suffer any damage. The fireball has an 4x4 area of effect range.
 * This attack will remove the effects of Barricade, Devotion, Debilitate and Resonance, as well as resetting their cooldown.
 * Stomp: Standing under Araxxor for too long deals 2,000 damage. If no stun-immune ability was used, the player(s) will also suffer a 2 second stun.
 * Path specific:
 * Path 2 — Acid spider: Araxxor uses his melee attack animation and a ball of web resembling his ranged attack will fly off in a random direction, usually near the player. When it lands, that part of the ground will glow with green acid, and shortly after, an acidic spider will spawn. The spider will move towards you, and if it touches you, will explode deal 32,000 damage. It can only walk about 10 squares before it explodes and kills itself. This is marked with an adrenaline bar like timer above it. Another class of acid spider also counts as a special attack, and is described below.
 * Path 3 — Darkness: Araxxor/Araxxi will make the area dark with one spot of light open. Staying in the darkness results in rapid damage, after which they will stop at a specific cap.

Araxxor and Araxxi use one of their special attacks after every 4th or 5th standard attack. To prevent the drag attack and to reduce the time it takes to escape the cocoon, count 4 standard attacks and then cast either Freedom or Anticipate. Rotate between the two abilities after every 4th or 5th attack to save time and supplies.

Rage Meter
During phases 2-4, Araxxor/Araxxi has a rage meter, which will affect their accuracy and damage output. The higher the "rage" goes, the more damage and accuracy inflicted on the player. The following can affect the rage meter:


 * Successfully dodging Araxxor's charge when on the bottom path.
 * Killing Araxxor's hatchlings (4% rage if all three eggs are destroyed each time)
 * Letting Araxxor Cleave his minions
 * Increasing its acid level by luring Araxxor into the acid on Phase 2 (this rage is removed on phase 3)
 * Increasing its acid level by luring highly acidic spiders to Araxxor. (20% rage increase)
 * Enraging Araxxi once her health reaches 50,000 lifepoints.
 * Every time Araxxi attacks once she is below 25,000 lifepoints.
 * Every time Araxxi is killed, the fight will start off with an additional 15% rage. This is capped at 150%, and is reset daily.

For higher rage levels, the abilities Devotion and Debilitate are invaluable for reducing damage at any time during the fight.

Starting
Only one player or duo can fight the non-instanced version at a time, per world. If someone is already facing the non-instanced version, other players will not be able to enter. To get around this, players can pay 200000 coins for an instance which will last for one hour. After entering the arena, Araxxor will spawn and the fight truly begins.

Phase 1
Araxxor will spawn in either his melee, magic or ranged form and will stay in this form for the rest of the fight. It is recommended to only accept the style of Araxxor that is weak against your chosen style of fighting. The lair cannot be teleported out of; however, you will have time to log out. This will place you either in the graveyard (for a non-instanced fight) or outside the entrance to the lair (for an instanced fight). During this phase, Araxxor will only use his cleave, cobweb and cocoon special attacks. Two of the paths will be covered by webs, and the other will be blocked by rocks. Choose a path and ignite the web immediately to save time while you are depleting his health. It will take 1 minute to burn through the web. Lower Araxxor to at least 3,000 life points before proceeding.

Phase 2
The way this phase plays out is dependent on the path the player(s) took. Regardless of the path chosen, Araxxor will have his egg-spawn ability available to use along with his previous special attacks. Two paths are open while the other path is closed. The available paths change every four days, with the closed off path rotation counting up and rolling over; i.e. path 1 will be closed for 4 days, then path 2 for 4 days, path 3, then path 1 again.

Top path
If the top path (northern) is chosen, Araxxor will have 20 spiders to spawn (40 in duo), summoned in 4 waves, shown by spiders fleeing or converging on Araxxor. There are 3 combat spiders: bladed is melee; spitting is ranged; imbued is magic. There are also two support spiders: Pulsing spiders constantly heal Araxxor for 5,000 life points; mirrorback spiders absorb damage taken by Araxxor and reflect it back on the player. Pulsing and mirrorback spiders should be killed first, before they can focus on healing Araxxor or reflecting any damage. Only 1 support spider can be spawned per wave, and may not spawn in the group of spiders. Spitting and imbued spiders can be dealt with in any order. Bladed spiders can either be dealt with directly, or lured into the explosive attack when using it to destroy eggs.

To keep damage low, kill spiders as quickly as possible. Devotion is useful here as you can kill the minion spiders to extend its timer while taking no damage from Araxxor's standard attack. Araxxor uses all of his special attacks from the first phase, including his egg drop ability.

Phase 3 can be advanced to at any time by continuing down the path; however, it is recommended to deplete the reinforcements and reduce his health to 3,000 or less.

Middle path
In the middle path, Araxxor must be lured to the pool of acid in the center to absorb it, then use his acid to collapse a barrier. There are 100 units of acid (200 in duo), and it is recommended to allow Araxxor to absorb it all before continuing. During this phase, he will not use his cocoon attack. Instead, it is replaced with the ability to spawn an acidic spider, which must be avoided until it explodes or it will deal 32,000 damage at the player.

This path is particularly dangerous because of the tight setting and the fact that Araxxor is able to spawn acidic spiders, which may be hard to spot when fighting him on the ramp.



When Araxxor is in the pool and on the ramp, he will focus on using melee, regardless of his primary style. If he is standing in the pool, he will absorb 1 unit of acid every tick. This also increases his rage meter by 1%. Once enough acid is absorbed, run to the top of the ramp; Araxxor will soon follow. The acid Araxxor has on him will leak onto the platform, and once enough acid has transferred to the ramp the barrier will collapse and the player will jump down. Araxxor must be on the top of the ramp in order to transfer the acid; if he is too low he will leak it but it will not collapse, and the player will need to lure him back to the pool again.

Regardless of Araxxor's position, when on the ramp he will lose one unit of acid per tick. As such, he loses 1% of his rage when he leaks acid. Once he flees from the area, jump down the slope immediately or you will take some damage until you do so.

Araxxor should be attacked the entire time he is in the pool and on the ramp; however, it may not be particularly worth it to deplete Araxxor's health to a certain point first, due to the increased rage. If dealt with properly, Araxxor can be drained to 45,000 lifepoints or less by the time the bridge breaks, without stalling at all to drain it further.

Bottom path
Unlike every other part of the fight, the bottom path involves no traditional combat with Araxxor. During this phase, the path will be engulfed in darkness with one small spot of light. Staying in the darkness will result in smaller spiders hitting you rapidly from 50 all the way up to 450. While in the light, players will take no damage. Once the spot of light moves, damage from the spiders will be reset back to the lowest amount. During this phase, Araxxor alternates between his ranged and magic attacks regardless of form, but attacks with a much slower attack rate. His standard attacks and his egg drop ability are the only things players will face when taking this path.

After some time, Araxxor will come down and charge at the player. 15 seconds after the warning, the camera angle will change to close and form behind, and you will be placed at the end of the path. There is a quick-time event that you must react to in order to dodge the attack:
 * When Araxxor swipes from the right, dodge right
 * When Araxxor swipes from the left, dodge left
 * When Araxxor's front legs are low to the ground and spread, dodge up
 * When Araxxor's front legs are pointing down and close to each other, dodge down

If Arraxxor's attack is successfully dodged, it will reduce the wall's health by 50%. If Arraxxor's attack is unsuccessfully dodged, you will be dealt a moderate amount of damage and the wall's health will be reduced by 25%. Failure to move at all will result in the player taking 5000 damage with no damage done to the wall. Once the wall is destroyed, Araxxor flees to the next area and phase 3 will begin.

For the remaining phases, Araxxor and Araxxi have the ability to turn the area temporarily dark; they stop this after they reach a damage cap 100 lower then their maximum cap.

Phase 3
During this phase, Araxxor will have all the available attacks of the two open paths. At the start of the phase, unseen spiders will watch Araxxor's health, and will heal him for an allotted amount before running out of energy. The allotted amount they can heal is 80% of the sum of the remaining lifepoints Araxxor had for the first 2 phases. If path 3 is chosen, only the first phase health will be used.

If path 1 is open then Araxxor will be able to summon spiders. Deal with them the same way as described above. If path 1 was taken, and all spiders were killed then, Araxxor will have nothing to summon. If there were still spiders that have yet to be summoned, he will summon them on this phase.

If path 2 is open, then any remaining acid in the pool will need to be taken care of. For every 25 units of acid (rounded up) there will be 1 highly acidic spider available for Araxxor to spawn. For example, if there were 42 units of acid, then 2 spiders will be available: one holding 25, the other holding 17. The spiders can be clicked on, and they will then follow the player. Araxxor will absorb any highly acidic spiders that are targetting you when they are under him. Absorbing a spider will heal Araxxor for 5,000 lifepoints and increase his rage by 20%. If Araxxor does not absorb these spiders then they will be absorbed by Araxxi on phase 4. The best way to deal with the spiders is to lure them once Araxxor's health reaches 5000, to minimize the damage Araxxor will deal on the player. He will also spawn regular acidic spiders regardless if the path was taken or not.

If path 3 is open, Araxxor will have access to his darkness attack. Stay in the light spots to avoid taking heavy damage and those spots will always spawn in the phase 3 area.

Once Araxxor's health is depleted to 0, the fight will advance to stage 4.

Phase 4
Phase 4 begins with a cutscene of the injured Araxxor crawling to an isolated platform, only to be crushed and eaten by Araxxi. Drink an antipoison to prevent poison during the fight, as Araxxi can use all three combat styles also. Before she becomes attackable, drink your Antipoison potion if you did not fight the ranged version of Araxxor, and renew your overloads/prayer if needed. Adrenaline stalling is also helpful before she attacks you.

Araxxi's attacks are faster and stronger than Araxxor's and will change style depending on your prayer. Changing prayers is the most effective way to reduce the damage of Araxxi's attacks; however, Soul Split is able to mitigate most damage for lower rage levels and it's not necessary to switch prayers with a melee setup. Protect/Deflect magic along with high defence armours such as Superior tetsu or Malevolent used with Superior scrimshaw of vampyrism are sufficient. Araxxi still has access to the cleave, healing web, and cocoon attacks for the first half of her fight. When the top path is open, Araxxi will spawn the remaining spider reinforcements all at once. When the middle path is open, if the pool was not drained of acid completely with Araxxor, Araxxi will absorb the remaining acid into her. When the bottom path is open, she can turn the area dark for a short time.

Continue counting her standard attacks and casting Freedom/Anticipation to reduce the potency of her special attacks. Due to the increase attention that is needed to be paid during this phase, it is recommended to use Revolution to automatically activate basic abilities.

At half health, Araxxi's attacks will get stronger and faster; however, she will stop using all of her special attacks, only having standard attacks available.

At one-quarter health, Araxxi will drain the player's adrenaline by 50% (e.g. if you were at 68%, you will be reduced to 18%) and release a putrid, black sludge. The sludge will bounce around the platform randomly 5 to 7 times before bouncing towards the player. When on you, it will deal rapid and powerful damage. Let the sludge hit you once and then move off of your square. If it hits you at least once, it will reset its bounce, allowing for more time before worrying about moving.

Using an ultimate that increases damage (Death's swiftness if using ranged or Sunshine if using magic; if using melee, berserk is not recommended, as it increases damage taken) can help speed up the fight. It can either be used at the beginning of this phase or when Araxxi reaches about 40,000 health. After activating, you can either build up adrenaline to use Unload, or use threshold abilities. Keep an eye on Araxxi's health, as she drains adrenaline at 25% health.

Two items that may prove valuable during the final part of the final fight are the phoenix necklace and the sign of death. Phoenix necklaces can be used as a clutch means of healing back to 30% of maximum health when below 20%. The sign of death can be used to revive you as well as dealing 10,000 damage to Araxxi. Dying to activate the sign should be avoided, but it can mean the difference between success and failure in close fights.