Corporeal Beast

The Corporeal Beast, also known as Corp or simply CB, is currently the strongest monster in RuneScape, and is considered by many to be the most difficult creature to kill. It was released on 15 September 2008 along with the Summer's End quest, and requires said quest in order to fight it. The monster has a maximum melee hit of 51, a maximum ranged hit of 55 and a maximum magic hit of 65. It resides in a multicombat area, so it can be fought in teams. It has extremely high defence, making it almost impossible to solo it.

Habitat

 * The cave north of the ruined farms in the Wilderness, final room.
 * You can fight this beast after completion of the quest Summer's End.

Getting there
The easiest way to get to the cave is to run there from Clan Wars. Usually teams meet up at the Clan Wars arena, Bounty Hunter, or outside the cave entrance, though it should be noted that there is no bank located nearby in case somebody forgot a crucial item.

From Clan Wars, walk north/northwest until you come to the farm from the Spirit of Summer quest. Walk north from the northwest corner of the farm until you come to the real-world version of the cave in which you fought the Spirit Beast in Summer's End. Enter and walk through to the final room.

The Corporeal Beast is in the final room, so it is advised to stop just outside the final room to regroup, turn on prayers, drink potions, etc.

WARNING: The Corporeal Beast Area will not allow you to have a gravestone if you die. On death you will only keep your top 3 or 4 items (with Protect Item). However, you have about a minute to return to the cave and pick up the items lost there. Take extreme caution in which items you want to keep and what you want to lose.

For example: keeping a Bandos chestplate, Bandos tassets, Bandos boots, and Bandos godsword with Protect Item (assuming you still have Prayer left) would be better than keeping your Dramen Staff and an inventory of Manta rays.

Beast attacks
The attacks are:


 * 1) A semi-transparent ball of energy at a player. This is a range-based attack. This will deal around 55 damage. This attack will also drain a player's stats by a small amount. Some of the stats that can be drained are Magic, Prayer and Summoning. It is currently unconfirmed if other stats are drained as well.
 * 2) A more powerful spiky blast of energy at a player. This will deal up to 65 damage.
 * 3) An attack that looks like a flying claw.  This targets a location on the ground, rather than a player. If you move out of the way before it lands, it will not hurt you. Once this lands it will fire off four smaller copies of itself that will not split. If hurt by 3+ of these hits, it is very likely that a player will die, even those with level 99 Hitpoints. This attack will deal up to 75 damage per hit. This amount is greatly lessened by Protect from Magic.
 * 4) The beast will sometimes summon a Dark Energy Core. It is level 75, and has 25 hitpoints. Even with its low defence and hitpoints, it may be difficult to kill as it is only attackable some of the time. The Dark Energy Core jumps around the room, hurting all players standing next to it for 6 - 10 damage rapidly; about every second. Any damage this deals will heal the beast, so avoiding the Core and then killing it should be made a priority whenever this appears, preferably with ranged or magic to avoid being hurt while doing so.
 * 5) The beast also has a single target melee attack which hits up to 51. It can be blocked completely by Protect from Melee, although this makes the other attacks far more dangerous. It will only use this attack while standing next to the target player. This move used to be avoidable by standing on top of the Beast until it targets another player, but is no longer effective because of the beast's stomp attack.
 * 6) The corporeal beast has a stomp attack; this hits players that were standing underneath it. this was added fairly recently to prevent players from standing under it while letting the beast "dance" arround them while the player heals.

Starting off

 * Once your team is assembled outside the Corporeal Beast's lair, check if everyone is ready.
 * If you are using LootShare, check now to make sure that everyone has turned it on, and the settings are how you want them.
 * If you are using it, cast Vengeance, and enable auto-casting spells.
 * Drink any potions, turn on Protect from Magic and enter the lair.
 * Note that Protect from Magic does not prevent all magic damage, though it is still highly recommended.
 * It's best to have a somewhat large team (10+) using a mixture of melee, ranged, and magic.

The fight

 * Once inside, spread out. The beast uses an attack that looks like a flying claw that will hit an area around where it lands, so spreading out will make this attack hit fewer people.
 * Warriors should form a ring around the beast, while rangers or mages should scatter themselves around the room.
 * Key to survival in this fight is knowing the boss's attacks and how to respond to them. Usually, the beast will pick one target and attack them for 4-5 attacks.
 * It used to be that if you needed to eat, you could just run under the beast and be safe. Now, he stomps on you if you try.

Strategies
Although the Corporeal Beast can easily KO a player, there are two strategies that "professional" teams use to greatly minimise the damage taken from the beast. If these tactics are mastered, a team can get several kills without taking any damage at all.

Usually, most teams "pile" the beast, making a circle around it and attacking until its dead, usually with Zamorakian spears, Ruby bolts (e), and cannons (to kill the dark energy cores). It is not recommended to go under the beast while you are being targeted because the Corporeal Beast has a move which stomps people underneath. However, Protect from Melee may prevent this. Please note that Protect from Melee to counter the Stomp move of the beast is not yet confirmed.

The following methods are much safer than "piling" the beast. Before a team can use these methods though, one person must "lure" the beast to the entrance of the cave. A player in the team should enter the cave (Protect from Magic advised) to attract its attention, and then immediately click out. The beast will follow him and get stuck at the entrance, trying to attack the player.

Once the Corporeal Beast has its attention on a player outside the entrance, a team may use one, or a combination, of the following two strategies to kill the beast.

West Method
One player must go inside and attack the beast. When the beast turns its attention on the attacker, that player should exit. If done well enough, that player should receive no damage. Then another player must quickly enter the cave and attack the beast until its attention is diverted to that player, and then exit. Keep doing this until the beast is dead. The drawback to this method is that it takes an incredibly long time, although players may not be damaged at all during the fight. Since this method greatly reduces your chances of being killed, it is HIGHLY recommended to bring potions that will boost your combat abilities (Ranging potions for rangers, Super attack potions for meleers).

East Method
All players should go inside except for the player who lured the beast, and stand somewhere one square east from the beast. Avoid standing in the same place as another player. One player should attack the beast until its attention is turned to him (the lurer can enter now). After that, player should take one step west. He/she will end up standing under the beast. Since there is a line of players to the east, and the entrance to the west, the beast would not be able to move. Then, another player can attack the beast and walk under it when he/she gets its attention. Repeat until the beast is dead.

Both methods are easier with a Lunar mage on the team, distributing Stat restore potions and healing team members when necessary.

Comparison between the two methods
Overall, the "East Method" is better because players risk having no one in the room for the "West Method", allowing the beast to completely heal itself, although it isn't a problem if a team positions a player behind the beast at all times. However, the East Method requires quick clicking skills and teamwork. Luckily this can be countered by having more players in the team. It is much faster as well.

Recommended weapons
Recommended weapons/attack types are:


 * Melee weapons with Stab attacks
 * Ruby bolts (e)
 * Dwarf Multicannon
 * Vengeance

Stab weapons
A list of good stab weapons is as follows:


 * 1) Vesta's spear
 * 2) Vesta's longsword
 * 3) Zamorakian spear
 * 4) Dragon halberd
 * 5) Guthan's warspear
 * 6) Verac's flail
 * 7) Leaf-bladed sword
 * 8) Dragon longsword


 * Pros: No risk of losing any ammunition if you die, and very effective with it.
 * Cons: The risk of dying is higher; the Claw attack gives less time to move out of the way if you are close to the beast. Also, you are more likely to be hurt by a Claw targeted at another player.

Ruby bolts (e)

 * Pros: Ability to attack from a distance; hits up to 100.
 * Cons: The risk of losing much more money (for the price of ammunition) if you die.

Cannon

 * Pros: Easily takes care of killing the Dark Energy Core when it appears, which greatly improves a team's chances of success; a team should have 2-3 cannons if possible. Will not be lost on death, if it has been set up.
 * Cons: Rarely damages the beast itself; risk of losing the cannon if killed before it is set up; risk of losing cannonballs on death.

Vengeance

 * Pros: Will not miss; deals large amounts of damage.
 * Cons: Hard to make sure if the spell is active for the whole team, hurts the Beast less than the Beast is hurting your team.

Note: A Ring of Recoil can replace this spell.

What to wear
Since the possibility of death is high, it is best to bring only what you need to fight, and little more. It is good advice to bring only offensive items, as the beast's Attack is so high that wearing armour almost makes no difference. The only armours that noticeably affect how much damage you receive are the Elysian and Divine spirit shields.

Rangers
Rangers are advised to bring:

Required Ranged level: 70+


 * Weapon: Rune crossbow, Crystal bow
 * Shield (if using a crossbow): Elysian or Divine spirit shield, God book
 * Headwear: Archer helm, Helm of neitiznot
 * Neckwear: Amulet of fury, Amulet of glory, Games necklace
 * Cape: Ava's accumulator, Ava's attractor
 * Ammunition: Ruby bolts (e), Diamond bolts (e)
 * Body: Karil's leathertop, Black d'hide body
 * Legwear: Karil's leatherskirt, chaps
 * Footwear: Snakeskin boots, Climbing boots
 * Ring: Ring of life, Ring of recoil

Inventory


 * Potions: Ranging potions

Warriors
Warriors are advised to bring:


 * Weapon: Zamorakian spear, Dragon halberd, Abyssal whip, Guthan's warspear
 * Alternate weapon: Dragon dagger p++
 * Shield (if using a 1h weapon): Dragonfire shield, Rune defender, Divine or Elysian spirit shield
 * Headwear: Verac's helmet, Helm of neitiznot, Warrior helm, Guthan's helm
 * Neckwear: Amulet of fury, Amulet of glory
 * Cape: Fire cape, Cape of Accomplishment, Obsidian cape, Cape of legends
 * Body: Verac's brassard, Fighter torso, Proselyte hauberk, Guthan's platebody
 * Legwear: Verac's plateskirt, Bandos tassets, Proselyte cuisse / Proselyte tasset, Guthan's chainskirt
 * Footwear: Bandos boots, Dragon boots, Climbing boots
 * Hand: Barrows gloves, Highest Recipe for Disaster Gloves you have
 * Ring: Ring of life, Ring of recoil

Inventory
 * Potions: Super sets

Standard Magic
The Magic Dart spell uses fairly cheap runes and is quite accurate, so this can be a good choice if you decide to mage it.


 * Weapon: Slayer staff
 * Shield: Unholy book, Divine or Elysian spirit shield
 * Cape: Cape of Accomplishment, God capes
 * Headwear: Ahrim's hood
 * Body: Ahrim's robetop
 * Legwear: Ahrim's robeskirt
 * Footwear: Infinity boots, Wizard boots, Mystic boots
 * Ring: Ring of life, Ring of recoil

Inventory
 * Runes for the Magic Dart spell

Ancient Magicks
Using Ancient Magicks can be very effective against the beast, and players are recommended to use them. Ice spells such as Ice Blitz freezes the Corporeal Beast in place while blood spells such as Blood Barrage heals 1/4 of the damage caused to the caster's hitpoints. Although Ancient Magicks may cost a lot more, increased damage also has its advantages.

Required Magic level: 80+


 * Weapon: Ancient staff
 * Shield: Unholy book, Divine or Elysian spirit shield
 * Cape: Cape of Accomplishment, God capes
 * Headwear: Ahrim's hood
 * Body: Ahrim's robetop
 * Legwear: Ahrim's robeskirt
 * Footwear: Infinity boots, Wizard boots, Mystic boots
 * Ring: Ring of life, Ring of recoil

Inventory
 * Runes for Ancient Magicks; specifically Ice Blitz/Barrage and Blood Blitz/Barrage

Inventory
The rest of the inventory can be filled with:
 * Food - Shark, Saradomin brews; Be aware that the beast can kill a player in one hit, so food can not be always depended on during the fight.
 * Potions - Super restore potions/Prayer potions
 * One-click teleport (Ectophial, Teleport crystal, teleport tablets, etc.)

Miscellaneous

 * Be cautious and stay away from the beast if bringing Summoning familiars, as the Beast will devour them.
 * Warning: Always confirm the Items Kept on Death before entering. It is very probable that you will die, regardless of circumstances. After receiving an item from LootShare, recheck your Items Kept on Death. Gaining a Mystic Robe piece, Dragon longsword or other items might be kept over something else you might want to keep.
 * A Ring of Life may be used to prevent death. However, this will only help sometimes as the Beast can easily hit more than 10% of any player's Hitpoints.

Drops

 * 25,000-48,145 coins

Unique drops
 * Spirit shield
 * Spectral sigil
 * Arcane sigil
 * Elysian sigil
 * Divine sigil
 * Holy Elixir

Charms
 * 13 Crimson charms - more common
 * 13 Blue charms - more common
 * 13 Green charms
 * 13 Gold charms

Weapons, armour and ammo
 * Mystic air staff
 * Mystic fire staff
 * Mystic earth staff
 * Mystic water staff
 * 750 Adamant arrows
 * 250 Runite bolts
 * 175 Onyx bolts (e)
 * 2,000 Cannonballs
 * Mystic robe top (blue/white)
 * Mystic robe bottom (blue/white)
 * Dragon longsword

Essence and runes
 * 2,500 Pure Essence notes
 * 250 Law runes
 * 300 or 500 Cosmic runes
 * 300 Death runes
 * 50-250 Soul runes
 * 100 Blood runes

Potions
 * 40 Super strong anti-poison potion (antipoison++) (4-dosed) (noted)
 * 15 Prayer potions (noted)

Ores, bars, gems, and jewellery
 * 125 Adamant ore (noted)
 * 20 Rune ore (noted)
 * 35 Adamant bars (noted)
 * Regeneration bracelet
 * Uncut Onyx (noted)
 * 10-20 Amulet of glory (noted)
 * 2 Uncut Dragonstone (noted)

Others
 * 100 Teak planks (noted)
 * 150 Mahogany logs (noted)
 * 100-300 Green d'hides (noted)
 * 24 Watermelon seeds
 * 10 Ranarr seeds
 * 120 White berries
 * Crystal key
 * 20-30 Tuna potato (unnoted)
 * 70-100 Raw Shark (noted)
 * 120-130 Desert goat horns (noted)
 * 100 Dragon bones (noted)

Trivia

 * The beast's health meter is three times as long as that of any player or NPC.
 * The Protect from Magic prayer will not block all damage from the Beast's magic attack, only 40%.
 * The Dwarf Multicannon can be used against this monster.
 * The Dark Energy Core will hit all people standing within a square of it and heal the beast.
 * Its attacks will always follow through to the area outside the passage if already discharged, even when players leave.
 * Although graves cannot be obtained with in the area, if one dies outside the passage way, a grave will appear for them and players can retain their items.
 * This boss seems to have similar mechanics to "raid" bosses in the MMORPG World of Warcraft, which require large teams of players to defeat.
 * Because the Corporeal Beast has 2,000 Hitpoints, in theory Ruby bolts (e) would be capable of hitting a 400. However, the Corporeal Beast can only receive 100 damage maximum from the special.
 * Before, players could stand underneath the Corporeal Beast and not be harmed by it but as of the 15th of October JaGex changed this, giving the beast a stomp attack that harms players underneath it.