Yakamaru/Strategies

Roles

 * Base tank (BT) (North Tank is often backup if the base dies or is preoccupied) - Player should be focusing Yakamaru in a direction away from the rest of the team to prevent the rest of team from getting enrage stacks. The base tank can either tank at melee distance with any combat style and pray against magic or tank at a distance with ranged or magic and pray against ranged. Cycle between Resonance, Debilitate, Reflect, Devotion, Barricade, and Immortality while using Freedom as often as possible to reduce enrage stacks to minimize damage received. Wearing at least three pieces of Tempest, Primeval, or Teralith armour is suggested due to the armours' passive effect - a chance to reset defensive abilities' cooldowns, making tanking much easier. Divine, arcane, or elysian spirit shields further reduce damage received over malevolent, vengeful, or merciless shields. While using spirit shields, either use the Penance aura or bring more prayer-restoring potions to accommodate the additional prayer drain rate.
 * "Md" (melee distance) base tanking requires more attention because of having to switch from praying against magic to praying against range when switching pools (Although they can Barge) and they need to run further away from exploding sharks at shark pool - recommended for experienced base tanks.
 * A major benefit for md tanking is that base tanks gain a combat triangle advantage if they wear high level ranged tank armour such as Tempest armour. Although Yakamaru has a mechanic that effectively gives it 100% accuracy, any hits that would have missed will instead deal half as much damage as if they had not missed.
 * A benefit from tanking in melee combat style is that if using melee gear, the base tank can use Balanced strike to heal and deal high damage. The damage done is based on the difference in percentage of current life points over maximum life points between Yakamaru and the base tank, not based on who has higher hitpoints. The heal amount is half of this difference. For example, if Yakamauru has 100,000 health out of 1,000,000 while the base tank has 2,000 health out of 10,000 and the base tank uses balance strike, Yakamaru will heal for 500 health and the base tank will take 1,000 damage instead because Yamakaru has 10% health left while the base tank has 20% left. Thus, it is best to use this ability when the base tank is low on health at the start of a non-centre pool when it is near maximum.
 * Another benefit from melee tanking is that they can use Superior Scrimshaw of Vampyrism or Scrimshaw of Vampyrism in addition to the Vampyrism aura to recover more lost hitpoints.
 * Should the poison spawn near the base tank, he should take it while the backup tank readies to voke Yakamaru after the phase ends.


 * North tank (NT) - During the mirage phase, one player in magic or ranged gear will get the aggression of the sand and stun pools to prevent them from flinging projectiles at the team. It is recommended to have them using magic gear and Entangle to bind the summoned jellyfish for 24 seconds, or Ice Barrage, Binding shot, Tight bindings or bolas for 10 seconds. Wearing at least three pieces of Tempest or Primeval armour is strongly recommended because they have a chance to reset defensive abilities' cooldowns, making tanking much easier. Divine, arcane, or elysian spirit shields further reduce damage received over malevolent, vengeful, or merciless shields. While using spirit shields, either use the Penance aura or bring more prayer-restoring potions to accommodate the additional prayer drain rate. If the team is sending three to DPS the stun mirage, only one north tank is needed. The north tank should tank both stun and sand pool, in which they first tag sand pool, then provoke stun pool, followed by the Devotion ability. Following this, the north tank should provoke or stun any jellyfish attacking the DPS at stun pool. This north tank can also help the stun mirage DPS attack the stun mirage while using defensive abilities to reduce damage.


 * Stun mirage DPS (stundps) - three - ideally - or two DPSers should be assigned to closing stun mirage pool at the start of mirage. The two must grab 5 planks each before mirage phase starts. On the phase before Yakamaru returns to the middle pool at 200,000 life points, do not drink an adrenaline potion when Yakamaru is lower than 500,000 life points so it can be used in mirage phase. After all the four pools have been completed and Yakamaru is at the centre pool, both DPS should be positioned between the centre pool and the stun pool. Build adrenaline to 100% before the mirage phase begins. When the stun mirage appears, immediately use Devotion, drink an Adrenaline potion, and immediately release Onslaught, ensuring cancel before risking death. It should be noted that during Mirage the blue attack only lasts for one 2,000 hit, so cancelling onslaught to run it to another player is not recommended.


 * Poison tank (PT) - At 100,000 life points, Yakamaru will unleash a dangerous poison. The player performing this role will enter the spot where the poison will land and then go within melee distance of Yakamaru in order to complete the phase, which is easily done using Barge with a melee weapon switch.
 * A Backup poisoner can assist as "double poison tank" during sand phase if the stun phase has not yet been completed. Due to the speed that 100k life points can be dealt after a stun, it's more efficient for the double poison to receive a poison debuff with the poison tank during sand phase, endure the damage, and go melee distance from the stun pool just before the stun poison is triggered. This allows DPSers to continue dealing damage without waiting for the tank.
 * The Poison Tank can click on the jellyfish that spawns near tendril pool to ensure they do not receive the blue attack while being resuscitated, as they will be flagged as out of combat with Yakamaru.


 * Resuscitator (cpr) - Same role as DPS but with one more task: After every Yakamaru pool change from poison, run to the beach and save the poison tank from the insta-kill effect. Under 20,000 life points, you should start drifting towards the beach.
 * At the sand pool, the CPR is capable of surging diagonally over the middle pool to reach the poisoner without risking their death. This provides an opportunity to deal more damage during the sand phase.
 * The CPR can click on the jellyfish that spawns near tendril pool to ensure they do not receive the blue attack while resuscitating, as they will be flagged as out of combat with Yakamaru.


 * Shark tag (ST10/Stag10) - The shark tank grabs 5 or 10 planks before mirage and keeps the shark mirage's aggression away from DPS while the base tank provides the "tag" role for the tendril pool. The tagger should be ready to plank the pool when needed.


 * Debuffer - One magic DPS should cast the debuff spells Vulnerability and Enfeeble to increase damage dealt to Yakamaru by 10% and decrease damage received from Yakamaru by 10%, respectively. These spells only last for one minute so they need to be recast every minute. Debuff spells can miss and needs to be recast again if they do. The debuffer can also use Claws of Guthix special attack every minute.


 * Jellyfish wrangler - One magic DPS should utilize Ice Barrage with Dark Form during mirage while voking jellyfish away from DPSers and tanks. This allows the other roles to focus their efforts on completing the pools without other threats. This job doesn't make the wrangler exempt from filling tendril and sand pools, hence why stunning with ice barrage is so important to keep the jellyfish pile from 1hitting the team.


 * DPS - Once all other roles are filled, any remaining slots should be range DPS in power armour because magic has lower DPS at Yakamaru as Asphyxiate must not be used at stun pool or stun mirage. If possible, they should be using Vengeance Group or Intercept while under the effects of Devotion. Be aware that Sand pool and Tentacle pool specs cancel and reset defensive timers, so be careful on timing or you will injure yourself. Make sure the players you cast Intercept on are receiving the same combat style of damage you are praying against or else you will take damage while Devotion is still active. A summoned jellyfish can easily kill a player Intercepting their teammates if it attacks a bunch of them at one time with its AoE melee attack. Players should bind the jellyfish immediately and Resonance the geysers or tag it and prayer switch to reduce the geyser damage. The DPS should also cast Ice Asylum if needed so a slower team does not run out of food.

Gear
Ideally, all DPS players are in power armour and spreading support responsibility around. Tank gear does not have a damage boost, which, albeit its initial use, causes the team to use more supplies and extends kill time.

Like Vorago, melee can be used but is not recommended if inexperienced, as anyone within a 2-square range of Yakamaru will be hit by magic attacks and be affected by its enrage mechanics unless the player is the base tank. The summoned jellyfish and the meleefish will still be able to attack melee DPSers when bound if their main targets are the melee DPS. The melee dps also is the closest during mid-phase and likely will become their target if not voked or tagged. An experienced melee DPS however can be useful for debuffing using Quake and Statius's warhammer.

Magic = When maging, it is required to be on either the standard spellbook to cast debuff spells on Yakamaru or the Ancient spellbook to cast Ice Barrage on summoned Jellyfish to bind them for 10 seconds. If north tanking, it is recommended to be on Ancients and be dual wielding due to 2-handed weapon's slow attack rate. Bring a Guthix staff as a weapon switch for access to the Weapon Special attack Claws of Guthix, a one minute target stacking debuff.

Ranged= Rangers should be on the Lunar spells spellbook with access to Vengeance spells or Ancient Magicks spellbook with access to Intercept if pulling damage from the team or distance base tank.

Note that Vengeance spells cast from the ability bar are delayed like abilities which means they replace an adrenaline-building attack. Click the spells from the spellbook and use the ability bar as a timer for Vengeance Group and Ice Asylum cooldowns.

Rangers can use Bolas to bind Jellyfish for ten seconds.

Canals Puzzle
After entering a canal puzzle, you will be facing various Jellyfish in each island and there is a blocked water spout. The jellyfish that appear must be killed to unblock the spout, which will take you to the next skirmish. They are not aggressive. Having all players attacking one jellyfish at a time by avoiding the use of aoe ancient magicks or aoe abilities other than corruption shot and corruption blast makes killing the jellyfish much easier. Deploying dreadnips at the reflecting jellyfish can temporarily disable its reflecting damage, or having a player use the Zamorakian spear special attack can be helpful to entirely negate all of the reflecting damage. Having the whole team use both soul split and soul link helps spread out the damage and healing.

Once all jellyfish are killed, have four people from the group go back to the islands which had pressure pads. One player will hit the block by the southern bank, revealing a face. The players on the other islands must stand on the pad containing that face to unblock the canal, leading to the boss fight. A minimum of five players are needed to complete the puzzle unless one player can flip the block and immediately run to the closest island with the pressure pads.

Rebank if needed by logging out then back in if you can't use the two canal banks, then re-enter the instance.

''Note: In order to go straight to the boss fight from instance portal, all players must have dived into the arena; if one player has not dived through the waterfall yet, the whole team must complete the canal, even if the group leader sets the boss to Yakamaru. If a player forgets to dive before lobbying, any other player can remain the in canal to keep the instance's puzzle completed.''

Jellyfish
These jellyfish appear throughout the fight with Yakamaru. They should be killed after Yakamaru leaves the mid-phase as they have a very fast attack speed and deal a decent amount of damage at their target(s), easily killing teammates. Stuns temporarily stop them from attacking.

When an orange jellyfish spawns, multiple cracks appear on the ground and geysers erupt a few seconds later. The geysers deal 1500-2000 magic damage to players hit by them, but also deal 10,000 damage to the jellyfish per covered geyser. Carefully timed Resonance can be used to both heal yourself and damage the jellyfish.

''Note: Attacking jellyfish during the fight will protect the player from Yakamaru's auto attack. This allows players to:''
 * Utilise Soul Split when targeting jellyfish. Make sure to quickly change prayers back when the target dies.
 * Tag the orange jellyfish before stepping on geysers, ideally using Binding Shot or Impact, to heal from the geyser without receiving Yakamaru's auto attacks. 

Pre-Fight
Before fighting Yakamaru, run NORTH if not in NXT; this way, the player will not lag when they move up to the stun pool.

Group in close proximity to other DPSers while standing in the gaps between pools as seen to the right, to allow for interceptors and group veng'ers to reach everyone. This also allows you to easily manage shark, sand, and blue effects.

The Fight
Yakamaru does not move for the majority of the fight; the only time it moves is when it jumps to another pool. Yakamaru will jump to another pool when its health is depleted. Each pool is a phase that gives Yakamaru different abilities, and there are 5 phases in total. Players will need to deal as much damage as possible, as the total damage needed to kill it is 5,600,000 from its phases and mirages.

Yakamaru's attacks will hit everyone in the fight within a 20x20 radius of him. It does not use melee-based attacks, but its melee-distance attack is a magic attack instead. Anyone 3 spaces or further from it will instead be hit with ranged attacks, shown as tentacles bursting from the ground and attacking the player. This means all players who attack Yakamaru will take damage from it. Thus, all players should use Debilitate or Devotion throughout the entire fight to reduce this damage. The DPS team should be standing at a distance from Yakamaru while praying range for most of the fight. Like Beastmaster Durzag, Yakamaru's accuracy is extremely high, but with high enough defence, armour, or a combat triangle advantage, its attacks can periodically miss. However, similar to Vorago's blue bomb, if Yakamaru's attacks miss, another unmissable attack will instantaneously hit the player whose damage amount appearing right below the missed hit splat. This second hit is 50% less damage than the first hit if it did not miss. Therefore, tanks should still try to wear the highest level tank armour they have and gain a combat triangle advantage by tanking Yakamaru at melee distance with ranged armour.

During the fight, Yakamaru will not let you attempt you leave the fight through lobbying. If you do so, a message will say "Yakamaru is displeased with your cowardice.", preventing you from doing so. If you are out of combat, a message will appear saying "Yakamaru is displeased with your cowardice, and throws dangerous projectiles at you!", dealing 2,000 damage to all players out of combat with it. This will mean that it is a fight to the death, although players can leave a failed kill by asking the group leader to kick them or removing themselves from the group. Players can also prevent this by using anticipate, freedom, surge, or escape to stay in combat stance if they are outside Yakamaru's attack range.

''Note: To leave the fight, you MUST leave the group. Press '1' after clicking the 'Leave your group' button. Do not hold down '1' as this may queue or activate an ability, thus closing the interface. An admin or leader may kick players, but don't wait for them.''

For positioning, the tank should stand in the side away from the DPS group, turning Yakamaru's direction away from them or else they will also gain enrage stacks. The side the tank take should be the side closest to the centre pool so the tank can quickly return to it when one of the four outer pools is over. The tank should not stand on the opposite side of the team unless they are trying to avoid the 2,000 damage tendrils because the team cannot conveniently cast Intercept on the base tank. The base tank should prioritise preventing or minimising damage over healing by cycling between Resonance, Debilitate, Reflect, Devotion, Barricade, and Immortality while using Freedom as often as possible to reduce enrage stacks. Always make sure there is one damage reducing or damage preventing defensive ability active at all times throughout the fight. The base tank can switch to Soul Split after using barricade to heal and switch back to praying range before it runs out. DPS'ers, which includes non-tank roles, should be in a group close enough to share Ice Asylum and Vengeance Group but away from the tank.

As soon as Yakamaru appears, attack it. Yakamaru and its mirages will cycle between the following abilities that occur after 4 auto-attacks throughout the whole fight:
 * An orange jellyfish can spawn along with cracks with 50,000 life points. Players can stand on the cracks, after which a geyser will erupt out. The player will take around 1500-2000 magic damage from the geyser, but will deal 10,000 damage onto the jellyfish per different geyser players stand on. Prioritise killing these jellyfish over Yakamaru, as they are aggressive and can stack rapid AoE melee damage that can hit in the 2000s. Bind them immediately when they spawn so they cannot attack the team. Use Resonance timed correctly for a free heal, killing the jellyfish, or stun and ignore during Mirage phase. Resonance can heal off the ranged attacks from Yakamaru instead of the geyser damage if the jellyfish is not attacked, which often results in health lost. Players should use attack the jellyfish once first before proceeding to an empty geyser because putting the target circle on them prevents Yakamaru from attacking players so it cannot Resonance off players trying to heal off a geyser. This tactic does not work if a geyser spawns within Yakamaru's magic attack range as its magic attacks can still use up Resonance even when the jellyfish is tagged. If Resonance is on cooldown while a jellyfish spawns, which can happen when Yakamaru switch pools and summons two jellyfish in a quick succession, players should attack the jellyfish once first then switch to praying magic to receive half damage or use Devotion to receive no damage. Throughout the fight, make sure that the base tank is not attacked by any jellyfish by binding and voking them. There is a limit on how many jellyfish can be present in the area at the same time. If this limit is reached and Yakamaru uses this special attack, no jellyfish will spawn but the geysers will.
 * If there are two or more players in Yakamaru's attack range, one player it is not targeting will turn blue (similar to the water Metamorphosis ability), and must pass the effect on to another player. This is done by standing next to someone else who has not obtained it yet (this is why standing close together is helpful). If you do not pass it on to another person, you will be hit for typeless damage, starting at 1500 and increasing by 1000 for every following hit after two game ticks, until the effect is passed or until the fifth hit of 5500 damage where it disappears. After passing the effect around to 5 or 6 players, the effect will disappear. The effect does not pass between players standing on the same square. Do NOT pass the "blue" onto the base tank. If there are no players around, the player affected by the "blue" should spam eat high-healing food like rocktails or rocktail soups in conjunction with saradomin brews to recover as much health in one tick. Simply spamming saradomin brews will not be enough to counter the damage.
 * The pool-specific special attack, except for the no-stun pool where Yakamaru has none. The quicksand pool will use its quicksand attack if there are three or more players in Yakamaru's attack range.

At all pools and mirages except the sand pool or mirage, Yakamaru's special attack rotation is jellyfish > blue > pool specific special attack. On the sand pool or its mirage, its special attack rotation is blue > jellyfish > quicksand.

When Yakamaru switches pools, its special attack rotation pattern will be randomised, which is important to note at the tendrils and quicksand pool.

Yakamaru as well as Beastmaster Durzag have enraging mechanics, where damage against you increases over time. There are up to 15 enrage stacks that Yakamaru applies to its main target as well as anyone in a 7x7 area around the main target. One stack is applied every time Yakamaru uses an auto-attack. Each stack increases damage taken by 20% per hit. Yakamaru will warn you about increased enrage three times, saying "Yakamaru's water begins to drench you," (As soon the effect is applied, thus x1.2 damage taken.) "Yakamaru's waters begin to soak through you," (Damage multiplier has reached x2, after 5 hits taken.) and "Yakamaru's waters conducts his full power." (Damage multiplier has reached x3, after 10 hits taken.). This multiplier maximises at x4 at 15 enrage stacks. Unlike Beastmaster Durzag, gaining enrage stacks from Yakamaru does not clear all active defensive abilities and put them on cooldown.

Using Freedom halves the number of enrage stacks the user currently has, rounding down. Unlike Durzag, Yakamaru does not reset his enraging mechanic when he is not focusing on that player, so the only way to decrease his stacks are by continually using Freedom whenever those messages appear. But like Durzag, Yakamaru's enrage increases faster than the base tank's or the north tanks' freedom goes off cooldown, so the base tank and the north tanks will always have some level of enrage on them.

Even if the base tank has Yakamaru facing away from the DPS team, the DPS team is still likely to get enrage stacks especially while Yakamaru switches pools, at the start of the fight, and if the DPS team attacks Yakamaru before the base tank at a new pool. The DPS team should use freedom immediately after they receive the in-game message regarding enrage stacks.


 * If Freedom is on cooldown, Devotion and Debilitate can be used to temporarily reduce damage. Also, you can check your enrage stacks when using Devotion, as you will take more than 1 damage while drenched.

Poison
When Yakamaru reaches 100,000 life points at the speciality pools, poison will spawn in a designated spot. The team should have a poison runner, someone who will use the poison to infect Yakamaru at the end of the phase. When Yakamaru shoots the poison, it will hit a 1x1 area (shown with green arrows on that spot). The poison runner has 5 seconds to reach to this location. The poison runner will then go melee distance to Yakamaru once they are poisoned (Protect Magic prayer) and the team depletes his health to 0. The poison appears near any player, including near the base tank, which can make it hard for the poison tank to spot the poison. The DPS group should stick together to allow the poison to be closer to them by standing in one square when Yakamaru reaches 200,000 life points. If the poison appears near the base tank, the base tank should take it if the poison tank does not reach it in time.

As a safeguard for the poison runner, as soon as the poison spawns, one DPS who is close to the spawned poison should run next to but not on the poison spot. If the poison runner is not on this spot when the poison is close to hitting it, this DPS should stand on it instead and take the poison in order to save the phase from being repeated. If the poison runner reaches to the poison spot at the same time or after the DPS stands on it, the DPS should immediately step out of it while the poison runner should stay on it.

A successful poison attempt should yield the message "Yakamaru is lured by the scent of your poison..." and drag them into the pool with him. That player will later end up on the shore, and must be resuscitated by a teammate or will instantly die from the poison. While that player is being resuscitated, any damage from Yakamaru will be reduced to 1 regardless of protection prayers or defences. You can still eat and drink potions while being resuscitated however, and it is advised to do so should the resuscitator become "blued" while saving you. If either the poison tank or CPR is attacked by a summoned jellyfish or gets "blued", a DPS should be stand close to them to bind or provoke the jellyfish off them or remove the "blue" from them and pass it on to other DPSers. Bear in mind that as the poison tank is being resuscitated, they can immediately attack the first jellyfish that spawns near Tendril pool and build adrenaline or kill it with thresholds.

One and only one person should take the poison unless they are preparing for the stun pool. If someone else accidentally takes the poison as well and both poisoned players go into melee distance of Yakamaru, Yakamaru will only randomly take the poison off of one of them and send them to the beach. If this happens, the other poison player will need to tank the poison damage during the next pool and go in melee distance of the next pool at 100,000 health to remove the poison while ignoring the spawned poison at that pool. This poisoned player will need to eat a lot of food, so healers should heal the team more often if two players took the poison or else the other poisoned player will run out of food later in the fight. If the base tank or a north tank takes the poison as well as another player of a different role, the other player should allow the base tank or north tank to remove the poison by not going into melee range of Yakamaru because they will need the food more than players of other roles.

If the poison tanker misses the poison, Yakamaru cannot be poisoned and the phase must be repeated again. The message "As no one poisoned Yakamaru, it returns to the central pool to recover." will appear, and Yakamaru will be back at the starting pool at health he was at + 50,000. No canal jellyfish will appear when this occurs.

Centre pool (Start)
This is the pool that Yakamaru is waiting for players in. The designated tank should shatter the barrier, starting the fight. Dreadnips are useful for added damage to Yakamaru, but will not stun any of the pools except the no-stun pool.

After Yakamaru 200,000 life points while in the starting pool, he will go to the next phase by jumping to one of the pools. The first pool is randomly chosen, but the others will be chosen in a clockwise rotation based on the previous pool.

If Yakamaru is killed without being poisoned at the end of phases, Yakamaru will return here, then players must redo the pool that he was just in until he is poisoned.

Southern-most pool (Tentacles)
During this phase, Yakamaru has access to two tentacle abilities that are used at the same time.
 * 1) The first one, which is a group of bunched up tentacles, is used against his current target and deals rapid hits of 2000 per game tick for players near it, which will kill them easily. The base tank should be prepared to run or take heavy damage from them. This attack can be easily seen as Yakamaru will lower its head onto its main target, rather then using regular attacks, but the attack has already been released when it does so.
 * 2) The other tentacle ability will choke the top 5 DPSers, dealing small but increasing damage starting at around 200 per 2 game ticks. The tentacle also binds players and clears/resets defensive abilities. Affected players will be freed when enough damage has been done on Yakamaru. If the tentacle effect is somehow left uncleared, it can deal very high damage. If the 2000 damage tentacle attack targeted the top 5 DPSers but they were first choked by the choking tentacle attack, they will only take damage from the latter.

When Yakamaru or its mirage just spawned at the tendril pool, there is a chance that they will use its 2000 damage tentacle attack on the closest player, catching the team off guard and possibility killing some of them. To prevent this, the DPS team should let the base tank attack Yakamaru first so it will not be targeting any DPSer.

If Yakamaru or its mirage does not use its tendrils as its next special attack after the tendril pool phase begins, they will use the tendril special attack 5 auto-attacks after the "blue" special attack. A DPS should immediately call out in public chat when the "blue" is released so the base tank can count the auto-attacks and predict when the tendrils will appear. If the base tank cannot see the "blued" player, they can also tell when it is out when they see Yakamaru raises its head but does not spit anything out.

Deal damage to Yakamaru while avoiding his special attacks until the end of the phase, where like all phases, poison will spawn. The person who is contaminated by running into the 1x1 target area must then run melee distance to Yakamaru, infecting it.

Yakamaru will return to the centre pool.

Centre pool (Poison)
Yakamaru leaves this pool after 200,000 life points lost. If it was successfully poisoned, it will run to the next phase (Pool clockwise from the last pool). If you defeated Yakamaru before he was poisoned, the pool that he was just in will need to be repeated again. If unpoisoned from the last phase, he will return back to the pool with health when he went to that pool + 50,000 (so on first pool he would have 850,000 life points if he wasn't poisoned).

After every successful phase Yakamaru will return to this pool and summon multiple jellyfish encountered in the canal puzzle. Each group always contains 3 combat canal jellyfish (one of all types) and one support jellyfish (durable/reflect). The support jellyfish rotate after every successful phase, the first spawn being random.

While poisoned, Yakamaru will take double damage from all attacks as well as dealing more damage to all players. The poison is removed if Yakamaru is damaged enough to be forced into the next pool, a canal jellyfish touches him, or a durable/reflecting jellyfish is killed.

During the phase, five planks appear on the south-eastern coast (20 planks total when all pools have been defeated).

Strategically, this mid-phase should be completed as quickly as possible, unless it leads into mirage. The shorter attack rotation means more orange jellyfish spawn which significantly slows the fight.

South-western pool (Sharknado)
During this phase, Yakamaru has the ability to create sharknados. This can be easily seen, as the whirlpool around Yakamaru will grow larger and have sharks circling around it. After several attacks, Yakamaru will release the sharks in a circle, which will drop onto the floor and then explode, dealing 2100-2400 typeless damage per shark. If you Surge or Escape before the sharks appear on the ground, they will appear on the tile where the player Surged or Escaped to. The sharks are solid objects, so players should avoid Surging or Escaping too early or teammates will be hurt by their damage.

It is possible to fish the sharknado pool, which will reduce the amount of sharks but is NOT RECOMMENDED as you will be forced to go within melee distance and the risk of sharknado is nonexistent with experience. It is possible to kick the sharks away after they have landed but it is not recommended unless there is only one within hit range.

Immediately after the sharks explode, an orange jellyfish will spawn.

Deal damage to Yakamaru while avoiding his special attacks until the end of the phase, where like all phases, poison will spawn.

Yakamaru will return to the centre pool.

North-western pool (Sand)
In this phase, 5 auto-attacks after the summoned jellyfish, Yakamaru dampens the ground around him, causing all but two players within 20 squares to be stuck in the sand, clearing defensive abilities, and putting them on cooldown. A message will appear for two people not affected by the ability saying "Yakamaru drags your team into quicksand! Free them before they drown!". There is no warning message for players affected by the quicksand, so affected players will already know when they have been grounded. Each player starts out at a random level and will need to be freed; at the lowest level, if they are not saved by that point, will be instantly killed. Despite this, signs and portents of life/death will work against this instant-kill attack. Players can determine how deeply quicksanded they and other players are by seeing how deep they are stuck in the sand.

''Note: all defensive abilities active on the player not including Freedom and Anticipation will reset, except Shield Dome as a spell is not and can be activated while sanded. Right after resonating the geyser, you can cast it on Yakamaru to lessen damage while other abilities are on cooldown.''

Deal damage to Yakamaru while avoiding his special attacks until the end of the phase, where like all phases, poison will spawn. As Yakamaru pauses attacks during the quicksand special attack, buried players can easily Soul Split some quick heals without prayer flicking.

Yakamaru will return to the centre pool.

North-eastern pool (No-stun)
During this phase, Yakamaru gradually gains a damage reduction effect, until he is completely immune to damage. He will also be weak to a certain combat style (this is indicated by the colour of Yakamaru's helmet), which will partially bypass this effect. Stunning Yakamaru with a stun ability resets this damage reduction but will reflect damage back to the entire team within its attack range.

Abilities that count as stuns are: Asphyxiate, Deep Impact, Impact, Tight Bindings, Binding Shot, Destroy, Stomp, Forceful Backhand, Backhand, Kick. Dreadnips can stun/stall Yakamaru but they don't trigger the pool's mechanics. Dominion gloves bind, not stun the target and are thus safe to use during this phase.

A designated stunner must be set before starting the fight or this phase will be hard to pass through. The player who stuns is often the base tank, but many teams opt to use a DPSer instead, as they are likely to be using accuracy auras and the base tank will often have lowered stats from brews. Stuns are not to be used outside certain circumstances, as any stuns used against Yakamaru while he is in this pool will reflect damage back at all team members who are near the pool. This is shown with a game message "(Player name) has stunned Yakamaru!" in addition to a red aura pulsing out from him. The damage from the reflect varies based on how high his damage reduction was with higher damage reduction dealing lower damage and lower damage reduction dealing higher damage; the reflect damage deals anywhere from 1000 (lowest) to 5000 (highest). Since stun abilities reset Yakmaru's damage reduction, how recently Yakamaru was stunned determines how much reflect damage players receive with stunning it again after it has been stunned recently dealing more reflect damage than stunning it again when the last stun was a long time ago. This means if two players stun at the same time, the team will receive two reflect damages with the second reflect damage always being 5000. Therefore, do not reset Yakamaru's damage reduction frequently by stunning it often or the team will receive a lot of reflect damage.

An exception to the aforementioned rule is for channelled stun abilities like Asphyxiate, and Destroy. If you or someone else accidentally use either of these abilities, all players around the pool will get hit 5000 damage four times, most likely killing everyone. Therefore, all players at this pool or its mirage should keep their health above 7000 incase someone accidentally uses asphyxiate or destroy. To counter this, if you get hit with 5000 damage at any time during the stun pool, immediately run, surge, or escape away from the stun pool while eating up. If done fast, you will only get hit by one 5000 damage because the stun pool's reflect damage has a limited range. The player who accidentally used asphyxiate can interrupt asphyxiate by moving away from the stun pool to prevent further damage to the team.

After each stun, players should use all their threshold abilities (excluding stuns), as after being stunned, all damage towards Yakamaru will increase greatly where thresholds that normally hit 4,000 damage can increase up to 10,000 without using any damage boosters. Rapid Fire is highly effective, and Soul Split can be used to heal a lot of life points right after the pool has been stunned. the base tank as well as the DPS can also use Sacrifice right after stunning to heal a large amount of health. However, the designated stunner can miss, so a backup stunner is helpful to avoid multiple players from stunning at one time.

After every successful stun while Yakamaru has at least 150,000 or lower health, tone down on thresholds as they can deal too much damage if all players use it and will force them to restart this pool again if a double poison tank was not assigned.

Deal damage to Yakamaru while avoiding using stuns (unless you are the designated or backup stunner) where like all phases, poison will spawn.

Yakamaru will return to the centre pool.

Mirage phase
After all five phases are done and Yakamaru has been damaged to 50,000 life points at the centre pool, it will create mirages of itself on all but the starting pool. Each mirage only has 150,000 life points. The ideal placements of roles are as folows:


 * Base tank taking aggression of tendril/tentacle mirage standing east of the pool
 * DPS roles standing between shark pool and tendril/tentacle pool
 * Shark mirage tag standing south of the pool ready to fill tendril as needed
 * North tank standing between centre and sand pool, ready to voke north pools and manage jellyfish/blue
 * Stun DPSers southeast of the stun pool next to each other but close enough for north tank to assist.
 * Jelly wrangler is not needed before jellyfish spawn, and thus should be contributing as DPS or Stun DPS role until needed

Use damage boosting abilities such as Sunshine and Death's Swiftness either when Yakamaru is nearing the 50,000 life point mark or on the tendril mirage when it appears.

Jellyfish that spawn during mirage phase should be bound instead of killed, as it is more important to kill the images of Yakamaru. Entangle keeps the jellyfish bound the longest for 24 seconds. Binding shot, tight bindings, ice barrage or bolas all bind for 10 seconds. Stand more than just a couple squares away from them while they are bound. The DPS and the debuffer should prioritise binding the jellyfish over DPSing in mirage phase as the rest of the DPS may panic and lose coordination if they are attacked by the jellyfish.

If players use revolution, they cannot cast entangles either from the spellbook or from the action bar because the revolution skips the spell and proceeds to using the next ability off cooldown. Players on revolution need to stop using abilities for a second or two before they can cast entangles. Do so by walking one step from your current location and pause for one or two seconds before casting entangles.

If any number of the mirage images are left out of combat, a message will say "As a mirage was left out of combat, it flings dangerous projectiles at the group!", dealing 2,000 damage per mirage left out of combat to all players in the arena. This can be fatal when combined with damage from standard jellyfish, so the north tank(s) and shark tag come into play to aggro the mirages on them, so they do not fling projectiles at them. Teams start with either the tentacle pool or the shark pool then move clockwise to the sand pool then the stun pool (hence the role north tank). The benefit for starting with the shark pool over the tendril pool is that the base tank will be able to tank easier because they can get caught by the choking tentacles that will protect it from the 2k tendrils special attack and Yakamaru will not use any auto-attacks while the base tank remains choked. The base tank here will just need to eat up from the low amount of damage the choking tentacles deal versus the higher amount of damage from Yakamaru's auto-attacks.

As soon as the mirage's health bar is depleted (not the real Yakamaru, shown in the top bar), go to melee distance and spam click the pool instantly, otherwise the mirage will return with full health and it has to be defeated again. The team has five seconds to close the pool. The tentacle and sand pools are blocked with sand, requiring no items. Planks obtained during the fights can be applied in one click to the sharknado and stun pools, making it beneficial for only two players to carry 10 planks each while other players surge and dps. To block, it is recommended to get within melee distance of the mirage at 30,000 life points and pray magic (all players for sand pools, only those with planks for plank pools).

The mirages' health bars is not shown as the large health bar that Yakamaru has. The mirages' health bar is the same as all other monsters' health bar. Considering the mirages are very tall, it may be hard for players to see the mirages' health bar if it is locked in place on top of them and players are standing at a distance from the mirages or are running away from jellyfish, making them late or not at all going into melee distance of the pool when the mirages are low in health. Consider unlocking the health bar so players can see how much health the mirages have.

If a player dies with planks in their inventory, their planks will be dropped on the spot where they died. Anyone who died with planks should immediately announce in group chat that they have died and where the dropped planks are in the arena or else the team may fail to close the shark or stun mirage pools or may need to spend a lot of time searching for the missing planks.

As all phase effects are active at once, make sure to stay aware of sharks when killing tendril pool, be ready to save your team at sand mirage, and no one but the stunner or the backup stunner must use stuns at the stun mirage.

Note: During the quicksand phase, make sure that no one is stuck in the ground before depleting Yakamaru's health bar, since they will be unable to move and unable to block the pool, reducing the amount of players that can block the pool. If the sand mirage is low in health and just summoned a jellyfish, stop DPSing and wait for it to use its quicksand. Save the team from quicksand, kill the mirage and close the pool.

The sand pool will not use its quicksand special attack and both the sand and stun pool will not use its "blue" special attack if there is only one or two players in its attack range. But if the rest of the team comes to the sand pool, the sand pool north tank can be stuck in quicksand on the north side and the team may not notice them and save them. The sand pool north tank should immediately move the south side after the rest of the team begins to attack the sand mirage. If you are not fast enough, spam a letter or a short word in public chat and hope a DPS or the stun pool north tank comes and saves you.

ANY ROLES THAT DIE should immediately announce in group chat that what the role was so that the team can quickly send a backup to the proper place.

After the pools have been blocked, Yakamaru will return to the centre pool with 50,000 life points left. Once he is killed, the fight is over. Any present jellyfish in the arena will also die off. Claim your loot (if you are eligible) from the pool and either leave the group or use the water pool east of the starting pool to leave.

Feats Challenges
There are 5 special challenges that when completed award progress towards "the Daredevil" title. In order to complete the feat, the challenge described must be met AND players must finish the kill.