Killerwatt

Killerwatts are Slayer monsters that require level 37 Slayer to kill. Players must wear insulated boots to enter the Killerwatt plane and to fight them; If you take them off after you are inside, you will get hit for up to 140 life points by the thunderclouds inside the area. Note: as soon as you select it as an attack target it will move towards you and attack you as if it were aggressive, sometimes attacking you first. They are a fairly underrated monster, with common Nature rune drops and the occasional air/fire battlestaff drop. At around 70 Defence, they do not hit as often. Players that can cast the high alchemy spell can utilise the fire and nature rune drops to turn the other drops of this creature into gold.

Warning: Killerwatts are much more dangerous than what their combat level may suggest; they attack as fast as darts, and are very accurate. They attack with a special type of damage that does not take into account what armour you wear, similar to Dragonfire. Your best bet is to be as offensive as you can, see Strengths and Weaknesses for how to pray against them. Players cannot use the Dwarf Cannon in the Killerwatt plane.

Note: Killerwatts are not recommended to train on for their fast and accurate attacks, yet when a player gets them as a slayer task they are very vulnerable to the slayer helmet or black mask abilities.

Location
Killerwatts can be found on the Killerwatt plane, which is found by stepping through a portal on the top floor of Draynor Manor.

Note/Warning: The killerwatt plane is filled with flashing lights, so players with eye problems or epilepsy should either play in low detail, turn off the flickering effects in the graphic settings, or not go in there at all.

During the Enlightened Journey quest, it was revealed by the balloon travelling screen that killerwatts also inhabit clouds. However, players cannot engage them in battle here.

Strengths and weaknesses
Killerwatts use both ranged and melee, and can hit very rapidly. At distance they will always attack with ranged so if you can, use the Protect from Missiles prayer and pack several vials of Prayer potion. Your second best option is to be as aggressive as you can since these monsters use a special damage that ignores defence bonuses. As they attack extremely rapidly and accurately, eating while killing them is not recommended, instead heal before each fight.

Slayers who don't want to spend the money to consistently pray or without the patience to have to possibly make multiple trips generally change, skip or remove this monster. However, it can be argued there are many less worthwhile tasks that could replace these, such as Harpie Bug Swarms. However, the player might get a worthwhile, or high exp task such as Lesser demons and Turoths.

If you let the killerwatt hit you with a melee attack before you hit them, they will only attack you with melee. They still attack fast, but with only melee damage to worry about it should be a lot easier to pray against them. However, this will not be true if you melee them and then run and try to use ranged. Simply click on a faraway killerwatt and click on the ground near you to make sure he hits you first. Being in walk mode will prevent you from running up to him and hitting him first. Protect from melee will work when they're not ranging. If you range the killerwatt right next to it to start, it may attack with a combination of ranged attacks and magical melee attacks;

Because of how the killerwatt will only attack you with melee if they attack first, these can be fought fairly easily with prayer potions and a little bit of food. Enable Protect from Melee, and disable your run option. Then, attack the killerwatt that is the farthest away from you, and you will be able to kill it without taking damage. This is similar to how one can fight dragons. Wielding full void for it's great attack bonuses.

100% drops

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Armour/Weapons

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Herbs

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Runes

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Other

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Trivia

 * The name is a play on "kilowatt", a unit of power, with the word "killer" included to imply its hostility. Or that they may give a deadly amount of watts.
 * If a storm cloud moves onto the square of a Killerwatt you are fighting, the Killerwatt will disappear into the storm cloud, and your character will appear to be fighting empty space.
 * When you attack Killerwatts they change (just like Werewolves) and show a pair of arms and a little tail, and also become aggressive (like Aviansies). Their examine texts also change.
 * If you attack the first form you will stop after moving 2 squares. The second form acts like every other monster in the game.
 * During the Enlightened Journey quest, it is revealed that Killerwatts live in the clouds over Gielinor
 * "Killerwatt" is a super villain that harnesses electricity in MARVEL comics 2 (The time of Spider-girl).
 * Occasionally when the Killerwatt casts its ranged attack its arms stretch in odd directions.
 * Killerwatts can move from one cloud to another in some occasions.
 * Sometimes when killed, their drops appear to be under the ground.
 * In the Balloon transport system, the images of Killerwatts are what they looked like before their graphical update.
 * There is currently a glitch that when ranging Killerwatts, you can switch targets in the middle of a fight even though the area is not multi-combat; also, if you switched targets in the middle of a fight, you can not go back and attack the one you originally attacked until you finished killing the second.
 * Like the Pyrefiend, killerwatts sometimes appear to be attacking from a distance even with their melee attack, possibly due to their fast attack speed.
 * Although its Ranged attack looks like the Magic spell Wind Strike, it still counts as Ranged damage.
 * On a few rare occasions if you fight a Killerwatt near a Storm Cloud the Killerwat will disappear.
 * Killerwatt is the name of an electricity based ghost in The Real Ghostbusters.
 * They are made up of abortioned baby fetus's.

Killerwatt Killerwatt