Barrows: Rise of the Six/Strategies

The cycles
Monday

Tuesday

Wednesday

Thursday

Friday

Saturday

Sunday

Special moves
Each of the brothers have at least one move unique to them, in addition to some which are shared between Brothers.

All

 * Shadow Drag: Any of the brothers can drag you into the Shadow Realm. Lure the Brothers into six of the eight fires to get out. You will only be dealt damage if you get near any of the Brothers, up to 500 per tick. The Brother that sends you into the realm will have a static animation and move around the field randomly, and is immune to damage outside of the Shadow Realm. While the player is in the Shadow Realm, the brothers that were attacking the player before being dragged will focus on the other player until that player returns from the Shadow Realm.
 * Empowerment: If the players on one side of the room die, a game box message will say, "As there is no one on the other side of the portal, it empowers the Barrows Brothers to destroy everyone!". The three Barrows Brothers on the side without players left will go to the other part of the arena to help out.

Shared

 * Dharok, Torag, Verac and Guthan can perform Spin, where a brother will spin his weapon around, dealing 2000-2500 damage per tick for ten ticks. This can be avoided by moving away quickly or using Surge. While this attack is being performed, the brother's movement is reduced to walking speed until it ends.
 * Dharok, Torag and Verac can perform Meteor Smash. One of the brothers will run up against the side of a wall and do area damage for up to 3000 lifepoints. To avoid damage, players must simply move away from the location he is about to hit.
 * Both Karil and Ahrim can perform Energy Blast, where one of the brothers will spin around with flaming energy releasing from his hands. While this attack is being performed, they will stay still. It can deal up to 1500 damage and deals constant damage if within 3 squares from them. When Ahrim and Karil use this attack, they stay on the opposite side of the barrier while using it. They are immobile while using this.
 * Both Karil and Ahrim can perform Teleport, where they will teleport to the sides of the field and attack players on either side. They are immune to melee attacks until they teleport back.

Torag the Corrupted

 * Hammerhead: Torag smashes his target into the ground, and the player will be unable to move away or use abilities while being pummeled for 250 damage quickly. To rescue his target, another player must hit Torag from behind. The trapped player can still eat. While Torag is pounding the player, any damage dealt to him will not affect his health when the trapped player is freed.

Dharok the Wretched

 * Hit Absorber: Dharok yells "Give me everything!" and is put in a state where any damage dealt to him will be added to his next attack. Dharok will still take damage, and the hits will add up depending on the players' hits. When Dharok stops, he will head to his target and deal the damage onto the player. Prayer does block the damage by half. While Dharok doing the animation, damage dealt to him will not affect his health when he finishes the ability.

Verac the Defiled

 * Soul Bind: Verac binds a player's soul to a specific place, which is marked by four green arrows. This will drain their prayer extremely quickly. To prevent this, they must move to the centre of the bound spot. When done, the player restores some prayer points and prayer drain stops.
 * Tracking from the Sky: Verac will use his flail to fly, and it will do large, repeated damage at any nearby players.
 * Brotherly assistance: Torag or Guthan will throw Verac into the air and he will fly using his flail. He'll track down one player and slam down on them when he reaches them.

Guthan the Infested

 * Spear Throw: Guthan throws his warspear at the player who he is not attacking. The targeted player will suffer up to 500 damage per tick until the warspear is given back to him. While the warspear is in the player, Guthan will attack his primary target by punching until he gets his spear back. To stop the bleed, the impaled player must go to Guthan, who will rip his spear out of the player, dealing 1000 unblockable damage but ending the bleed. If the targeted player dies, Guthan reclaims his warspear.

Karil the Tainted

 * Shadow Dash: Karil dashes into the shadows, and leaves a shadow cloud on both sides, starting on the side he is on and then placing one on the other side. If a player goes to the portal, the cloud disappears and the player takes 500 damage, and is sent to the other side. If no one enters, the shadow portal explodes and deals damage depending on the player's distance when it exploded. If far enough, no damage will be dealt, but up close it can deal up to 8000 damage. The cloud has a radius of 8x8 and can also hit players on the other side if it is close enough to the portal.
 * Teamwork: Another brother can Surge to Karil and throw Karil into the air. If Karil travels over a player, it will hit around 2000 damage.

Ahrim the Blighted

 * Note: Ahrim attacks with Bloodfire spells in place of his normal Fire spells, which means he will heal himself for a portion of the damage he deals.
 * Sky Jump: Ahrim levitates into the air for a set duration and starts attacking a player while evading any melee damage.
 * Lightning: Ahrim shoots lightning at the other side of the field, moving vertically (north to south or vice-versa). Players will be hit up to 1500 damage if caught in it.
 * Gas clouds: Ahrim will sometimes spawn gas clouds. There are two of them; purple and red ones. Purple ones deal up to 500 damage on players who stand on them. Red ones heal wounded Barrow Brothers by 500. Ahrim will use this once in a while, and they can easily be spotted both in the screen and minimap.

Equipment
Magic and ranged are usually preferred due to the safe distance when fighting against a Brother if they should spin around. Melee is not suggested unless the player knows what they are doing and has drygore weapons; otherwise you will miss often against the others. Magic = Range= Melee=
 * Head: Tectonic mask > (Superior) sea singer's hood > Virtus mask > Ganodermic visor
 * Amulet: Arcane stream necklace > Saradomin's hiss
 * Ring: Onyx ring (i) / Sixth-Age circuit > Seer's ring (i) > Seer's ring
 * Cape: Completionist cape > Max cape > God cape > Skill cape
 * Body: Tectonic robe top > (Superior) sea singer's robe top > Virtus robe top > Ganodermic poncho
 * Legs: Tectonic robe bottom > (Superior) sea singer's robe bottom > Virtus robe bottom > Ganodermic leggings
 * Gloves: Static gloves > Virtus gloves / Spellcaster gloves > Ganodermic gloves
 * Boots: Ragefire boots > Virtus boots > Ganodermic boots
 * Main-hand: Seismic wand > Virtus wand / Chaotic staff > Armadyl battlestaff
 * Spell: Bloodfire Barrage / Your best spell
 * Off-hand: Seismic singularity > Virtus book
 * Shield (optional): Arcane spirit shield / Farseer kiteshield > Ward of subjugation
 * Scrimshaw: (Superior) scrimshaw of the elements
 * Aura: Penance > Vampyrism > Reverence
 * Head: Sirenic mask > (Superior) death lotus hood > Pernix cowl > Armadyl helmet
 * Amulet: Saradomin's murmur > Amulet of fury
 * Ring: Ring of Vigour>Onyx ring (i) / Sixth-Age circuit > Archers' ring (i) > Archers' ring
 * Cape: Completionist cape > Max cape > Ava's alerter > Skillcape
 * Body: Sirenic hauberk > (Superior) death lotus chestplate > Pernix body > Armadyl chestplate
 * Legs: Sirenic chaps > (Superior) death lotus chaps > Pernix chaps > Armadyl chainskirt
 * Gloves: Tracker gloves / Static gloves > Swift gloves
 * Boots: Glaiven boots / Ragefire boots> Armadyl boots
 * Main-hand: Ascension crossbow > Chaotic crossbow > Royal crossbow / Zaryte bow
 * Off-hand: Off-hand ascension crossbow > Off-hand chaotic crossbow
 * Shield (optional): Elysian spirit shield / Eagle-eye kiteshield
 * Scrimshaw: (Superior) scrimshaw of ranging
 * Aura: Penance > Vampyrism > Reverence
 * Head: Malevolent helm > (Superior) death lotus hood > Torva full helm > Bandos helmet
 * Amulet: Saradomin's whisper > Amulet of fury
 * Ring: Ring of Vigour>Onyx ring (i) / Sixth-Age circuit > Warriors ring (i) > Warriors ring
 * Cape: Completionist cape > Max cape > Tokhaar-kal > Fire cape > Skillcape
 * Body: Malevolent cuirass > (Superior) Tetsu body > Torva platebody > Bandos chestplate
 * Legs: Malevolent greaves > (Superior) Tetsu legplates > Torva platelegs > Bandos tassets
 * Gloves: Razorback gauntlets > Pneumatic gloves / Static gloves > Goliath gloves
 * Boots: Steadfast boots> Bandos boots
 * Main-hand: Drygore Mace / Drygore longsword / Drygore Rapier > Chaotic Longsword / Chaotic Rapier
 * Off-hand: Off-hand Drygore mace / Off-hand Drygore longsword / Off-hand Drygore rapier > Off-hand chaotic longsword / Off-hand chaotic rapier
 * Shield (optional): Divine Spirit Shield / Chaotic Kiteshield
 * Scrimshaw: (Superior) scrimshaw of strength
 * Aura: Penance > Vampyrism > Reverence

Abilities
You must use several abilities to help you deal with your enemy. Without these abilities, you may spend more food trying to defeat them.
 * Surge: A must for escaping melee spins, energy blasts, Karil's shadow clouds and escaping from the dungeon.
 * Escape: Same as Surge, to avoid being killed easily.
 * Metamorphosis: Helpful for dealing extra damage onto the brothers.
 * Sunshine can be used as a replacement, but it is not recommended due to the amount of moving you will have to do.
 * Provoke: To get the Barrow Brother off a player and onto you, and to make Torag attack you to release his target.

Inventory
The perfect inventory must be used if you want to survive the powered Barrow Brothers.
 * Rocktail soup - costly but you will pay back the cost from the energies.
 * Phoenix necklace - helpful for health restoring incase you get hit by a spin or exploding cloud.
 * Sign of life - second wind.
 * Sign of item protection - incase you die, you will keep another item.
 * A shield - not recommended for killing, but most teams use the shield when escaping the dungeon.
 * Super prayer flask/Prayer flask
 * Overloads (substitute with what you can use if you cannot use them)

Familiars
A beast of burden familiar is highly recommended, since attacking familiars might kill a brother too quickly and mess up the kill speed. Pak Yaks should be loaded with the best food you prefer. War tortoises can be used also, but carry less food. Healing familiars should not be used unless you are certain you will not take damage from special attacks.

Killing the Brothers
In order to win the fight, all six Barrow Brothers must be defeated simultaneously. When fighting them, do not kill them; instead, reduce their health to at least 5% for the best results. Protection prayers must be used to reduce damage since the melee brothers can easily hit over 1200 with a basic melee attack.

When you defeat a Brother, a game box appears saying "As you defeat Barrow Brother, the shadow engulfs the remaining wights!". When this happens, the other brothers gain 5% of their maximum hitpoints back. The defeated brother also heals in the Shadow Realm and it is signified as a bar over them. If this bar is filled, a message says "The shadow bond is restored between the brothers, bringing back lost combatants." Brothers that are healing restore half of their maximum hitpoints and join back in the fight.

First, attack the brothers. Make sure you avoid their special attacks as best as you can to ensure you do not die. If you do die, your teammate on your side will have large problems, especially if Torag is on that side. Once the Brothers' health reaches low enough, wait for the other side to catch up with you, since you want to kill them quickly. If the other side needs to catch up, walk the melee brothers; they will not use abilities unless they attack.

Start off severing their shadow bonds by defeating Karil and Ahrim first, to ensure they will not teleport during the fight and avoiding Karil's shadow clouds. Remember that the others will heal, so reduce their health. Stalling time can also help, as defeating another brother resets the time they need to heal. When you are severing the shadow bond, both players should attack one brother at a time to ensure they will be defeated before the defeated brothers heal themselves. If you get dragged into the Shadow Realm, quickly escape, but for a precaution incase that is the last one standing, keep one more brother alive for this emergency. When the last brother is defeated, the shadow portal collapses.

Players will be rewarded the expierence once all the Brothers are defeated, and the chest appears on the west side. The barriers are removed. All players should equip their shields and eat up to max health after looting the chest that appears. Once a player leaves where the first barrier was, the dungeon begins to collapse and you have 30 seconds to escape before it explodes. When escaping, the collapse of the portal has caused the dungeon to become unstable. Falling debris can shove players away and going over purple clouds cause minor damage. The team should save the pillars and vines for the slowest person and use the ledges instead. Once everyone escapes, the energy becomes tradeable. Teleport back to Burgh de Rott to restock.

Rewards
The rewards are unique, with the main item, Malevolent energy, which is unstable at first, and requires escape to be tradeable. Other unique rewards include the three level 90 kiteshields, Malevolent kiteshield, Merciless kiteshield and Vengeful kiteshield respectively.


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