Kree'arra


 * Kree'arra is a God Wars Dungeon boss and is called the 'Armadyl Boss' in RuneScape's Quick Chat feature.

Kree'arra is one of Armadyl's most trusted generals. He is an aviansie, but unlike the other aviansie his arms are joined to his wings giving him a quadrupedal posture. His main attack is a Range attack that resembles little whirlwinds, which can knock the player back and hit a maximum of 715. The same whirlwinds with a blue tinge are his magic attack, but it doesn't hit more than 210. His final attack is a Melee attack, but he doesn't use it unless people aren't attacking him. He can only be attacked with Magic or Ranged. It is highly suggested to stand back and use Protect from Range, as this will reduce most of the damage taken. But remember that he has a maximum hit of 715, so if you run out of prayer, watch your Life points! A commonly used strategy when fighting Kree'arra is to stand against a wall with the Protect from Ranged so that his attack cannot knock you back.

Kree'arra is considered to be one of the hardest of all the God Wars bosses, because it must be ranged or maged, and killing 40 Armadyl followers takes a long time, as opposed to killing 40 Zamorak followers, where you can kill level 7 imps, not to mention Bandos followers where you can kill goblins. On the other hand, he cannot hit as hard as the other God Wars bosses as long as the player uses the Protect from Range prayer.

Kree'arra is the tenth highest levelled monster in RuneScape, after Commander Zilyana, The Pest Queen, General Graardor, K'ril Tsutsaroth, Nomad, TzTok-Jad, the Spirit Beast, the Corporeal Beast, and Nex. It is the ninth highest levelled attackable monster, as the Spirit Beast cannot be attacked.

Kree'arra is also the fifth highest hitting monster in RuneScape, after TzTok-Jad, Nomad, Yk'lagor the Thunderous, and Nex. It is also worth nothing that several Dungeoneering boss monsters are capable of hitting more than Kree'arra through use of special attacks, for example, Shadow-forger Ihlakhizan is capable of doing 850 damage to players in a single hit.

Habitat
God Wars Dungeon; Armadyl's Eyrie (40 Kill Count required to enter)

Attack styles
Kree'arra's main attack is a Ranged attack that resembles little whirlwinds, which can knock the player back and hit a maximum of 715. His magic attack looks similar, except the whirlwinds have a blue tinge. The magic attack is his weakest, hitting a maximum of 210. His melee attack is often his most deadly, because most people are protected from ranged attacks with prayer. The melee attack is only used if nobody's attacking him, and consists of two simultaneous melee attacks, each having a max of 250, making the total a possible of 500. Kree'arra can also perform this attack in quick succession, making his melee attack similar to a dragon dagger special attack and extremely hard to survive long against. Avoiding this attack is highly recommended and can be countered by running to the furthest corner from him while healing.

Fighting strategy


Just like the other bosses, the player must kill 40 of a god's followers to get into their room. Players usually bring a spare beast of burden pouch, with high enough summoning for secondary familiars such as a fruit bats, bunyips, titans or unicorn stallions to summon once their beast of burden is empty. For players using a Pack yak, they should bring winter storage scrolls for banking drops they might get. A Mithril Grapple is required to access the Eyrie. It is also beneficial for inventory space to bring a bolt pouch, with the ability to carry up to 4 x 255 bolts. A high level soloer could expect to use 100 broad-tipped bolts for the killcount, and 200-250 diamond bolts (e) for the boss fights, so they would take 150-200 broad bolts and 255 (a full slot) of diamond bolts (e) in the bolt pouch, while having the mithril grapple in the equipped slot, since you can't put in the bolt pouch due to its size. Once used, the player should drop the mithril grapple and equip the broad bolts, and after getting the killcount switch them for the diamond bolts (e). Using the bolt pouch method saves 1 inventory slot for people who only use diamond bolts (e), and 2 for people who use diamond and ruby bolts (e). The rest of the inventory and beast of burden should be filled with whatever combination of Saradomin brew and Super restore potions the player finds most effective. A few range potions are highly recommended for all levels, due to it being extremely beneficial. For high-level soloers an amount of 2 doses of range potion per Kree'arra is usually appropriate.

A good base to start out with is to bring 3 Saradomin brews for every super restore potion you bring. If going in a larger group or utilising healing familiars, bringing a few extra super restore potions is recommended. Ruby bolts (e) and Diamond bolts (e) should be used for the most effective killing. Ruby bolts (e) are only necessary for people under 90-95 range, because at around 99 with eagle eye and a range potion boost (112 range), the diamond bolt (e) max is 410 (without void), which is almost equal to the 510 ruby bolts e hit if your ruby (e) bolts spec first hit on Kree'arra. If money is not an issue, then Dragon bolts (e) may be used, as the special can be quite effective. The player should switch to using Diamond (e) or other bolt type after Kree'arra reaches half health. For getting their 40 kills, the player may use Broad-tipped bolts, Emerald bolts (e) or bring extra Diamond (e), though this is not suggested as the former bolts are much cheaper than diamond, and you will need them for killing Kree'arra.

Bringing a Enhanced Excalibur obtained by completing all the hard Seers' Village Tasks is very helpful when killing Kree'arra. The Enhanced Excalibur has a special attack which gives you a boost in your defence level and heals you 40 life points every 2 seconds for 10 seconds for a total of 200 life points. This uses up 100% of the special attack bar. Completing the Elite Seer's Tasks is also very useful because it increases the chance of a enchanted bolt special effect happening, even if you are not wearing the Seer's headband 4.

Players are advised to have a 75+ range, 75+ defence if the player is going with 4 or more people. Keep in mind that finding a team is almost impossible with these stats, and they won't be getting very many kills. 85+ ranging, 80+ defence, and 52+ summoning are highly recommended for going in a group.

85+ Ranged and 85+ Defence is the minimum to solo him. To get even 5 kills at best, they need at least 90+ ranging 85+ defence and 67+ summoning. To solo him for a good number of kills, stats of at least 95 ranging, 90 defence, and 96+ summoning are required.

Protect from Missiles is a must while killing him, and after he is dead, the appropriate prayer may be used for when his minions are being killed. Eagle Eye or Hawk Eye may be used for an additional 15% or 10% range bonus respectively. Hawk eye drains prayer slower while still providing a decent range bonus, so it is recommended for lower levels or those who are inexperienced. Steel Skin should be used for soloers while fighting Kree'arra. Rigour is unlocked through dungeoneering and is an improvement on eagle eye as it gives a 20% range attack bonus plus a 25% defence bonus. A third and very effective choice would be using Ancient Curses. Leech defence along with Leech range or Leech mage has proved to be very beneficial. Sap mage can be used by players with lower prayer and can increase the speed of kills versus Eagle eye.

After Kree'arra is defeated, some players choose to turn off Protect from Missiles while waiting for him to spawn. They will then stand under the area where Kree'arra spawns, giving them a few moments to turn on the necessary prayers when he respawns. This saves them a few prayer points each kill, although players should be warned that this strategy is also extremely dangerous. Kree'arra will have a tendency to use his melee attack against players who use this method, but there is also a chance he will respawn and use his range or magic attack, potentially causing heavy damage if prayers are not turned on quickly enough. Turning on prayer ahead of time is strongly advised.

If a minion is killed before Kree'arra has been defeated, then the minion will instantly respawn again. They will continue to do this until Kree'arra has been defeated. Therefore, players must kill Kree'arra first before the minions can be taken down.

Bodyguards

 * Wingman Skree
 * Flockleader Geerin
 * Flight Kilisa



Recommended Equipment

 * Head: Verac's helmet>Guthan's>Pernix Cowl>Armadyl helm>Full Slayer helmet>Saradomin coif/Zamorak coif> Karil's coif> Helm of neitiznot


 * Neck: Amulet of fury>Amulet of glory>Armadyl pendant> Saradomin stole/Zamorak stole>Amulet of ranging


 * Torso: Pernix Body > Armadyl chestplate> Karil's leathertop> Zamorak d'hide/ Saradomin d'hide/Armadyl body/Bandos body


 * Legs: Pernix Chaps> Armadyl chainskirt>Karil's leatherskirt> Zamorak chaps/Saradomin chaps/Armadyl chaps/Bandos chaps


 * Boots: Ranger boots/Snakeskin boots/Dragon boots/Bandos boots/ Infinity boots


 * Cape: Ava's Alerter > Blue or Red cape>Skillcape


 * Arrows: Ruby bolts (e)/Diamond bolts (e)(first ruby (e) bolts, then at half-life, diamond (e) bolts)> Broad-tipped bolts (Mith grapple is required to enter Armadyl area)


 * Bow: Chaotic crossbow**>Rune crossbow


 * Shield: Divine spirit shield>Elysian spirit shield>Eagle-eye kiteshield>Spectral spirit shield>Dragonfire shield>Blessed spirit shield>toktz-ket-xil >Dragon sq shield>Granite shield


 * Gloves: Barrows gloves>Mercenary's gloves***>Zamorak vambraces/Saradomin vambraces/ Armadyl vambraces/ Bandos vambraces


 * Ring: Archers' ring (i)> Onyx ring (i)>Dragonstone ring (i)>Archers' ring> Diamond ring (i)> Ring of life>Explorer's ring 3>Seers' ring (i)>Seers' ring


 * *Completing the Elite Seer's Village Tasks and all previous difficulties is very useful, as it will make the special effects of enchanted bolts activate more often. One does not need to be wearing the Seer's headband 4 to get this effect.


 * **The chaotic crossbow provides 30 more Ranged attack bonus points than the rune crossbow. However, the chaotic crossbow costs a lot more to keep due to the fact it degrades.


 * ***Although mercenary's gloves give the best range bonus in the game, the bonus is only one higher than barrows gloves with the barrows gloves providing much better defensive bonuses.

100% drops

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Weapons

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Ammunition and Runes

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Armour

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Seeds

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Gems and Ores

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Other

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Trivia

 * When attempting to attack Kree'arra with melee, it gives a message saying you cannot because of him flying too high. However, if you use a Salamander (any type) on the melee setting you will deal damage (This also works with aviansies).
 * Kree'arra is one of only two monsters in the game that drops a complete crystal key (not just one half of it). The other one is the Corporeal Beast.
 * Kree'arra is one of only two bosses in the dungeon that can "farcast" their range/magic attacks, the other being Nex. K'ril and Zilyana only use their magic attack, and Graardor uses his ranged attack close up.
 * Although Kree'arra has the lowest combat level of the five generals, he has the second-highest maximum hit, at 715 lifepoints. Only Nex surpasses this, with a max hit of at least 800 LP.
 * Kree'Arra is one of only two generals in the dungeon that use all 3 attack styles, the other one being Nex.
 * After killing Kree'Arra multiple times in one trip, the Adventurer's Log will read "I killed X graceful followers of Armadyl, all called Kree'arra. The gods have little imagination for names.". A similar effect occurs with the other bosses in the dungeon.
 * Kree'Arra is the only GWD boss without phrases to say; instead, he screeches from time to time.