Dagannoth Kings/Strategies



The Dagannoth Kings are considered one of the best bosses to kill for money. While their drops may not be as large as the Bandos hilt drop, they are known to drop Dragon hatchet(s), Berserker ring(s), Archers' ring(s),Warrior ring(s),Seers' ring(s), and other drops relatively often. Using a pack yak will further increase your profit as you will be able to bank the Dagannoth bones you receive.

The general armour for the Dagannoth Kings has Guthan's armour set as the basis for the setup. Mages and Meleers alike find its defenses useful for fighting the kings, despite how disputed the use of bringing the spear is. For rangers a ranged setup involves combining Verac helm/skirt with either dragonhide or Karil's body. For weapons, Balmung hits high on all the kings, even a player with average 80+ stats can hit a 400 on the kings. However the accuracy of Balmung on any king other than Supreme is low. For rangers, enchanted diamond bolts are the best bolts to bring, due to the high defence of the Prime. For mages, bringing a Staff of light and casting either Slayer dart or Fire surge is best, although a Void mace combined with Claws of guthix can be cost effective as well. It is important that all players bring a Ring of life, for they will take a lot of hits from the kings, which can prove to be potentially lethal to the fighters. Another unique thing about the Dagannoth Kings is that they will not destroy a Dwarf Multicannon. However while being one of the best bosses to kill, there is also great possibility of death, due to how complex these bosses are to players unfamiliar with the fighting styles of the Dagannoth Kings. In addition to that, many people are reluctant to come to a trip. It is hard to find a group without the aid of friends or the Runescape forums.

For someone looking to go to the Dagannoth Kings by themselves, having high prayer and defensive gear is recommended. Thus said, Verac's helm, brassard, and plateskirt share high prayer and defensive bonuses, along with bandos boots and an amulet of fury. The recommended cape is disputable between a god cape to increase magical accuracy, the fire cape, and a soul wars cape. Barrows gloves are the best option for relative defensive and offensive bonuses. Broad-tipped bolts are cost efficient and very damaging to Prime. A whip is a good weapon for players who do not have a chaotic longsword, rapier, or Balmung.

The type of shield used depends on the player's needs. An arcane spirit shield has high magic bonuses and good defensive bonuses as well as a +3 prayer bonus. The falador 3 shield has a very high prayer bonus compared to other shields, but lower defensive bonuses. A dragonfire shield may be used for its high defense, but it lacks damage soaking that could be vital while fighting the kings alone. A divine spirit shield or elysian spirit shield can be used for defensive and very high damage soaking/absorbtion effects. The best spell is also disputed, between claws of guthix with a void knight mace (with a high prayer bonus also), fire surge with the staff of light, and ice barrage, if the player wanted to obtain quick kills at high cost of runes.

The player should always have protect mage/deflect mage on, along with protect item while tanking Supreme and possibly Rex upon entering. It is also advised to use defensive and offensive boosting prayers or curses for melee while killing Supreme. Once Supreme has been killed, the player should run east and lure Rex with magic. Once Rex is attacking, the player should run north so as to trap Rex along the shore of the island. From here, the player should mage Rex and Range Prime. It is advised NOT to kill Supreme again unless the player is confident in their ability to perform a quick kill, because if Prime spawns and attacks, it could potentially one-hit players praying range still. The best order of killing is to kill Supreme first, then rex, then halfway or mostly kill Prime, then Rex again, then quickly finish off Prime. After killing Prime, the player should switch to protect from range to kill Supreme until Rex spawns, at which point they should protect against magic.

Travel
For players who have completed the As a First Resort... quest it is recommened they use the Sulphur spring, Thermal bath and most importantly the Salt-water spring. As this will allow them to run throughout the dungeon and directly to the lair without needing to rest.

The journey to the Dagannoth Kings is undoubtedly the hardest of the trip. There are a few methods to getting to Waterbirth isle. If there is no mage able to perform the lunar spell: Group Teleport to Waterbirth, then the team will need to travel by foot. Walking from Camelot, Lyre teleport or Rellekka house teleport are all viable options. If you have not used the Oo'glog pools From there it is important to rest at several different points: It is important in that last area to rest and use it to restore hp and prayer. Typically drinking 3 doses of a Saradomin brew and 1 dose of a Super restore/Sanfew serum and then any boosting potions is helpful. Once the team is ready follow the mage(s) to the ladder, the hybrids, meleers and rangers should then wait approximately 10 seconds for the mage(s) to lure rex. If they do not wait they will get attacked by all three kings.
 * Before entering the Dungeon
 * Before using the Rune thrownaxe's special attack
 * In any of the rooms where rock crabs are.
 * In the area where the rock lobsters are.

The Kings

 * Dagannoth Prime: Target of rangers, most deadly king in the lair. Whenever he is respawned it DagannothKingsGroup.png important to always pray protect/deflect magic. This boss is the main reason as to why prayer is used so much in the lair. If possible meleers should help the rangers kill the Prime for it has high defence and takes a while to kill.
 * Dagannoth Rex: The biggest nuiscance in the lair. If a team goes in there without an experienced mage, their trip will not last long. It is important for the meleers to stay on the sides of the lair, if possible near the ladder. Rangers should be far north east in the lair.
 * Dagannoth Supreme: Ranged king, the target of the Meleers, easiest boss to kill. If the prime is dead then it is best for meleers to pray protect from range while killing this king, for even with a decent ranged defence~300+ it can still occasionally hit through armour and decrease amount of food.

Melee
Weapon: Chaotic rapier > Chaotic longsword > Chaotic maul > Saradomin godsword > Abyssal whip > Balmung > Any other Godsword

Helmet: Guthan's helm* > Verac's helm > Torag's helm > Helm of neitiznot

Amulet: Amulet of fury > Amulet of glory > God stole

Cape: Soul Wars cape > Firecape > Skillcape > Obsidian cape > Legends cape

Platebody: Bandos chestplate > Dharok's/Torag's platebody > Guthan's platebody* > Verac's brassard

Platelegs: Bandos tassets > Verac's plateskirt > Torag's platelegs > Guthan's chainskirt*

Gloves: Barrows gloves > Dragon gloves

Boots: Fremennik sea boots 4 > Dragon boots > Bandos boots > Rune boots


 * only if using Guthans for the set effect

Range
Weapon: Chaotic crossbow > Rune crossbow > Hand cannon > Dark bow > Crystal bow

Helmet: Verac's helm > Torag's helm > Helm of neitiznot

Amulet: Amulet of fury > Amulet of glory

Cape: Ava's alerter > Firecape > Skillcape (t) > Soul Wars cape > Skillcape > Obsidian cape > Legends cape

Platebody: Karil's leathertop > Dragonhide body

Platelegs: Verac's plateskirt > Torag's platelegs > Karil's skirt > Dragonhide chaps

Gloves: Barrows gloves

Boots: Fremennik sea boots 4 > Ranger boots > Snakeskin boots >Frog-leather boots

Mage
Weapon: Staff of light > Void knight mace (if using Claws of Guthix) > Slayer staff (if using slayer dart) > Guthix staff (if using claws of guthix) > Staff of fire

Helmet: Guthan's helm*/Verac's helm > Full slayer helmet/Hexcrest (if Dagannoth task) > Helm of Neitiznot

Amulet: Arcane necklace > Amulet of fury > Amulet of glory > God stoles

Cape: Soul Wars cape (prayer bonus) > God cloak > Firecape > Skillcape (t) > Skillcape > Obsidian cape > Legends cape

Platebody: Verac's brassard >Guthan's body*

Platelegs: Verac's plateskirt >Guthan's chainskirt*

Gloves: Barrows gloves > any RFD Gloves

Boots: Fremennik sea boots 4 > Infinity boots > Wizard boots > Mystic boots


 * only if using Guthans for the set effect

Tribrid Setup
Melee Weapon: Balmung > Chaotic longsword ** > Saradomin godsword > Abyssal whip > Any other Godsword

Range Weapon: Chaotic crossbow > Rune crossbow > Karils Crossbow > Hand cannon > Crystal bow > Dark bow

Mage Weapon: Chaotic Staff > Staff of light > Void knight mace (if using Claws of Guthix) > Slayer staff (if using slayer dart) > Guthix staff (if using claws of guthix) > Staff of fire

Shield Equipment (Mage) : Elysian spirit sheild > Arcane Spirit sheild =Spectral spirit sheild***Unholy book > Book of balance > Holy book

Shield Equipment (Range): Elysian spirit sheild > Spectral spirit sheild > Unholy book > Book of balance > Holy book

Shield Equipment (Melee): Elysian spirit sheild > Spectral spirit sheild > Dragon defender > Dragonfire shield > Unholy book > Book of balance > Holy book

Helmet: Full slayer helmet (if Dagannoth task) Guthan's helm > Verac's helm > Torag's helm > Helm of neitiznot

Amulet: Amulet of fury > Amulet of glory | Arcane necklace ( Recommended be brought if possible in conjunction with Amulet of fury | Amulet of glory )

Cape: Soul Wars cape > Firecape > God Cape > Skillcape (t) > Skillcape > Obsidian cape > Legends cape

Platebody: Karil's leathertop > Dragonhide body > Bandos chestplate > > Verac's brassard > Dharok's/Torag's platebody > Guthan's platebody (unless using Guthans for set effect but Not Recommended for Tribrid)(Armadyl can also be used if bought as a swap, unadvised to keep on whole time like karil's due to melee and mage negetive stats. This is not as much of a problem on rex but for suprime as you will generally need mage defence fighting him as you will have killed prime and be using range protect.

Platelegs: Verac's plateskirt > Bandos tassets > Guthan's platebody (unless bringing Guthans for set effect But Not Recommended for Tribrid)(Veracs plateskirt is better than tassets in this case as you as hit less and benefit more from the pray bonus making supplies last longer)

Ring: Onyx ring (i) > Diamond ring (i) > Archers' ring (i) > Seers' ring (i) > Berserker ring (i) > Archers' ring > Seers' ring > Beserker ring > Beacon ring > Explorer ring

Prayer bonus is essential for DKS and everyone's setup differs to a slight degree. It is best to try out DKS with another person (who is able to bless) and low risk. Once you are comfortable with dks, you will be able to modify your setup to your own style.


 * Tribrid Setup means Magic | Range | melee all in one per person, it is only recommended for people who are experienced and a minimum of 2 people generally best with 3.
 * Higher level experienced players with overloads can successfully solo All 3 as fast as spawns, overloads/turmoil/yak are advised for a worthwhile trip. A solo tribrid trip typically last 6 overloads.
 * Chaotic longsword ** It might be considered a bad idea to use cls in other set ups but for tribrids it is only recommended so that rex nor prime spawn before you have finished killing supreme but is far surpassed by balmung.
 * Spectral has better defence where as Arcane has better magic bonus it is up to personal choice however the Spectral is better for the other two setups aswell.
 * Elysian vs Spectral is debatable generally spectral is better unless you have a tendency to kill the kings slowly and get piled.

Melee
Stay near the ladder in between respawns. Keep Supreme off of rangers.

Range
Kill the Dagannoth Prime and don't die, or get in the way of the Rex or Supreme

Mage
Lure Rex into one of the many safespots then use your selected spell to kill him. Its recommened that the mage takes a magic or extreme magic potion in case of crashers.

Mages normally last longest in the kings, due to not being hit a lot. Bringing a guthans spear with the set can prove to be useful to heal if they are using the armour.

Tips

 * Bringing Dwarf Multicannons with 1-2k cannonballs can increase trips greatly since they help kill off the Prime somewhat quickly ( Though it requires a lot of inventory spaces and isn't practical)
 * Having a teammate with lunars spells (nonmagic combatant),can help for Tele Group Waterbirth the team to Waterbirth Island.
 * The suggested food for a trip to the DKS is Sanfew Serums/Super restores and Saradomin Brews, although for simplicity, filling the beast of burden with rocktails works.
 * Even if bringing saradomin brews for food, it still helps to bring a potion to boost your hits.
 * Antipoisons are important to bring, as anyone going will be poisoned more than in any other boss (Because of the Spinolyps residing in the water around the lair).
 * If the world you enter already has a team in the lair then it is best to go up, move pass the ladder to the entrance to the summoning obelisk, where only the occasional dagannoth will follow. Go to the area where there are Rock lobsters and it is too far away from the safespot. This is better than going back to the area where people often are casting ice burst on Rock lobsters.
 * It is of paramount importance to bring a ring of life, for it is very possible to die if you forget to pay attention to your life points.
 * Familliars can be a great help, Unicorns, Titans, War tortoises, Terrorbirds, and even bunyip helps to a limited degree.
 * If you are able to, wear Fremennik sea boots 4. Not only does it deal extra damage to dagannoth kings, but this also makes them drop some noted items.
 * Bringing an Anti-poison totem reward from dungeoneering can be a great help as you will never get poisoned.
 * Spectral vs Elysian is debatable as elysian tends to be better if you get piled alot due to killing the kings too slowly, the Divine spirit sheild is unadvised due to spynlops small hits draining pray unneccessarially. The spectral is generally considered better due to the magic defence reducing hits from spynlops on suprime/rex and the good all round stats aswell