Dominion Tower/Strategies


 * This page lists strategies for several bosses in the Dominion Tower. For the tower in general, see the main article.

Climber Mode Handicap List
It is advised to use this list if you receive an unwanted handicap such as 'no food' to see what you would up with if 'nudge' is pressed.

Required items
Assuming you have all boss fights unlocked, you will need, at minimum, the following in order to be able to fight every boss.
 * Ice gloves for fighting Flambeed and Fareed. Players may use the hit-and-run strategy to get around this and save an inventory spot. However, ice gloves are not necessary for players who are using goliath gloves, which work at full strength versus Flambeed and Fareed.
 * Runes for elemental spells such as the Surge spells. These are useful against the first Dagannoth Mother as well as the Gelatinnoth Mother, but are required when fighting the second Dagannoth Mother and Chronozon.
 * If you are on a different spellbook, it will automatically switch to the standard spellbook for the fights above.
 * A ranged weapon for the second Dagannoth Mother.
 * An anti-dragon shield, a dragonfire shield, or a super antifire potion for fighting Elvarg.
 * Melee weapons with stab and slash as combat options, for the three golems. A crush weapon is also useful, but if you don't bring a crush weapon, you can simply use unarmed attacks on the black golem.

Recommended items
While none of the following are required, they will make your journey through the Tower much easier.
 * Food: scorpion meat if you've earned any. If not, bring rocktails, sharks, or monkfish. For particularly hard fights such as the Pest Queen, consider using help horns.
 * Prayer potions and/or prayer renewals and/or dom super prayers.
 * A few antipoison potions might be useful on bosses such as the giant scarab, or to counter the poison handicap.
 * Restore potions and/or super restore potions and/or dom super restore potions for enemies that drain stats, such as Karamel. (However, a super dominion medallion may instead be used to counter stat drain.)
 * Weapons with useful special attacks. Offensive choices include dragon claws, a dragon dagger, Korasi's sword, and an abyssal vine whip. Defensive choices include enhanced excalibur and a Saradomin godsword. Note that some fights, such as Sigmund and the Pest Queen, will require that special attack energy be used for something specific, so you should not use a different special attack.
 * A dragon spear or Zamorakian spear. These weapons carry all three attack styles, making them versatile enough for several fights, and their special attacks can be used effectively against Zenevivia.
 * Ruby bolts (e) and a crossbow for the decaying avatar.
 * Balmung for fighting dagannoth bosses. However, Balmung is provided for the one fight in which it is required (second Dagannoth Mother).
 * A good Summoning familiar and its scrolls, if applicable. Bunyips are not particularly useful due to their slow healing rate and the fact that you are healed between rounds. Unicorn stallions provide excellent healing, and the titan familiars can be used as backup in combat. For particularly long trips through the Tower, consider bringing a spare pouch to renew your familiar.
 * Powerups such as dominion swords and dominion crossbows may be very useful for tough fights.

Revenge of the Evil Chickens

 * Difficulty:

In this fight it is important to walk to the side of the arena, so only one chicken can attack you, and the rest are trapped behind that chicken or the side of the area. An example of this is seen to the right. Then kill the chickens one by one. An Enhanced excalibur could be useful when fighting these, as the chickens may deal a lot of damage. Another tactic is to use Ancient Magicks Blood spells to heal while killing the chickens, as seen on the second image to the right.

Finish Him!

 * Difficulty:

Protect from Melee or Deflect Melee is recommended as all monsters uses only melee. In this fight it is best to start out trapping all monsters behind one other monster to the side of the arena, to make the fight 1v1 combat. It is best to leave Koschei the deathless for the end, as killing him will only make him stronger, and his last form drains prayer completely in the first hit. It's best to kill the monsters in this (or similar) order: Black Knight guardian - Arrav - The Kendal - General Khazard - the three Golems - Koschei the deathless. Before entering the arena, make sure you drain all your prayer points, because the Black Knight guardian will be able to heal with them otherwise. Another option would be to keep the Black Knight guardian away from you (use the other monsters to safespot him) and use either magic or ranged.

Just Die Already

 * Difficulty:

The best weapon against the Dagannoth sentinels is the Balmung, so the best tactic is to do the same as at the regular Sentinels fight, but this time wear melee armour and use Protect from Magic. The other sentinels will continuously attack with both magic and ranged. After killing one sentinel of the first pair, stand inside one of the middle sentinel pair to make it stop attacking, reducing the amount of sentinels attacking 3 plus the remaining sentinel of the first pair. Kill the second sentinel of the first pair, and move to the second pair. Kill these the same way again, and when one of the two is dead, again stand in one of the next pair's sentinels. At the third and final pair, switch to Protect from Melee, and kill them the regular way.

No More Nomad...No More!

 * Difficulty:

See Nomad (monster) for information on killing Nomad. Nomad will respawn the moment he is defeated. This makes this battle very rough, since you must deal 25,000 damage to two Nomads. The challenge will require great combat abilities. A beast of burden is recommended to have a greater chance at success. Note that Nomad can be lured behind a pillar where he will run back and forth without hitting the player. If the player runs out to attack Nomad while his health bar is down, they can run back without taking any damage. In this way the fight can be very easy for any player.

I Eat Dagannoths for Breakfast

 * Difficulty:

At the start of this fight, pick up the balmung and run to the entrance gate. That way, the two sentinels can't attack you, and you can kill the two mothers first. It is best to kill the second version of the mother first, as the first version will continue switching colours anyway, and that way you can fight the second version, until the first version switches to orange so you can use melee on her. That way, you will make use of the weakness for the Balmung most efficiently. After killing both Mothers, kill the sentinels using the strategy described here.

Indigestion

 * Difficulty:

This can be potentially difficult if the correct methods aren't used. First, kill the Culinaromancer with Protect from Magic on, then turn on Protect from Melee and kill Karamel. After Karamel is killed, next is Dessourt, then the Gelatinnoth Mother, Agrith Na-Na, and Flambeed.

Blood Burst or Blood Barrage used to be very effective alternativea for this challenge due to their ability to attack multiple monsters and its ability to heal but as of February 21st 2012 the spellbook will switch back to standard for the fight and back to what you had afterwards. All monsters in this challenge used to be particularly weak against these spells save for the Gelatinnoth Mother and Agrith-Na-Na. A melee weapon and ranged weapon are recommended for dealing with Agrith-Na-Na and the Gelatinnoth Mother. Ancient Magicks are useless against the Gelatinnoth Mother so the player will need to take advantage of the melee and range phases of her battle.

Almost all enemys will teleport and run next to you and can not be used as safespots against each other.

Enemy overview (infos taken from the respective articles):

Flambeed when in melee range will unequip your weapon if you don't wear ice gloves. Weak to ice spells (and melee), deals magic and melee.

Agrith-Na-Na: High magic and low range defence, supposedly weak to stab attacks.

Dessourt: Weak to magic (wind), high melee defence. Deals fast melee and magic damage.

Karamel will cast strong, stat reducing magic and has a less accurate melee attack.

Gelatinnoth Mother: Uses all 3 types of attack, changes randomly after a couble of hits. More vulnerable to a certain damage type depending on its colour (changes abou every 15-20 sec)

-white - air spells

-blue - water spells

-brown - earth spells

-red - fire spells

-orange - melee

-green - ranged

Culinaromancer: should be a fast kill but can deal out some damage

You'll Never Defeat Me

 * Difficulty:

This is the easiest special in the tower, using the right tactic. If not, this might become one of the hardest specials. While being far from necessary, Enhanced Excalibur can help offset the damage done by the "Halved HP" modifier. A crossbow or some other ranged weapon can also help deal with The Illusive. When the round starts, immediately run as far away from the bosses as possible (next to the entrance gate). That way, you will be out of The Inadequacy's reach, and the other dangerous bosses will be trapped behind it. During the special, don't mind The Illusive, as it will not attack you. If it does, hit it with your ranged weapon a few times until it digs underground. At the start of the fight, The Inadequacy will summon four doubts, which might still hit you, so be prepared to kill them. After killing those four, wait for the five minutes to end and the battle is over.

Hey! Eat Power-up

 * Difficulty:

This fight might be a challenging one, as you won't have a shield, and Elvarg will still use her dragonfire attack which will not be stopped by antifire potions. However super anti-fires does stop her fire attack completely. When possible, use a knockout familiar such as a Spirit kyatt or a Steel/Iron titan. Another option is to trap Elvarg to stand on top of you, while you are on a power-up spawn (preferably a spawn of stronger power-ups) and using the power-ups while Elvarg prevents others from attacking you by standing in front of them. The other monsters will then again prevent Elvarg from walking out of you to be able to attack you. In case Elvarg is targeted last by the power-ups, be prepared for a heavy fight when not bringing a familiar, as its attack can kill in seconds. You could also bring a familiar, then use the trap tactic and let the familiar attack with its scrolls (regular attacking will not work, as familiars will only fight when their summoner is also fighting).

It has been tested, and if Elvarg doesn't melee you, there is a high chance that she will not use her long range fire breath, you can go around the arena collecting power ups until Elvarg is trapped between all the other monsters, and if you stand on a power up spawn with Elvarg trapped, you receive little damage from other monsters while you use bombs to hit all in the arena including Elvarg, at the end, only ghost Tarn will remain, and he can easily killed with more bombs.

The Fire! It burns!
This fight is one of the most challenging specials in the tower. Sunfreet must be fought. It's level 530, and at the beginning of the battle it will fly up into the air and rain fire. It's fire rain attack has a certain pattern that a player must recognise or the player will take large amounts of damage. It is weak to crushing attacks, so a Chaotic maul or Goliath gloves are effective against it.

The goliath gloves may also help to reduce the Sunfreet's massive defence.

Nomad

 * Difficulty:

In the tower, Nomad does exactly the same as during Nomad's Requiem, but with only four pillars that are differently shaped, which he can often either walk around or fire his magic attack at you. He continues to use all of his specials also used during the quest. For more strategies for killing Nomad, see Nomad (monster)

Pest Queen

 * Difficulty:

The Pest Queen acts the same as she does at the end of The Void Stares Back, and a Korasi's sword is provided when the fight begins. Be careful not to use your own personal Korasi's sword though, due to the fact it will not have the increased damage on the Pest Queen and the special attack will use 60% of the bar rather than the 15% the sword given uses. In Climber mode, handicaps such as daze and random freeze may prove annoying when trying to attack Elite defilers to protect the Void knight rangers, making it more important to pay attention when they spawn. If you get the Lifesaver handicap, it may prove useful to activate it when your special attack is low, as it restores special attack.

In Endurance mode, the Pest Queen can be an extremely difficult fight. You have limited healing capabilities, and over the course of the fight, which will necessarily last a while, you may simply be unable to keep up with the damage you take from her attacks and from her two elite defilers. (It does not appear to be possible to trap the elite defilers behind the Pest Queen, as they simply walk right through her. You must tank their attacks.) One strategy is to wear strong melee armour and forgo protection prayers in favour of Soul Split, which enormously increases your longevity and ability to endure the Pest Queen's attacks long enough to kill her.

Decaying avatar

 * Difficulty:

When fighting the Decaying avatar, it is recommended to use Ruby bolts (e) with a Rune crossbow. That way, you will be able to hit up to 2000 with the special of the bolts, and still hit fairly often with the bow's accuracy. Also, because of the high hits the avatar can deal, and its defence, it is best to trap the avatar, instead of using prayer. Prayer would use up prayer points so rapidly that a couple of prayer potions will have to be used up. An easy way to trap the avatar is to the side of the arena, as seen on the image to the right. This method will also allow warriors to hit the creature with melee, using the hit and run method, by taking one step out and hit him and then step back again, this method allows players to save prayer, life points and to restore health and special attack. Note: A good way to know, when it's safe to strike again is, when the LP bar above its head disappears, then it won't retaliate.

During the battle, there will also be the healing roots, with which the avatar will heal to full health. The roots will spawn in the order of northwest, then northeast, and then southwest. Note that bind or freeze spells will not prevent the avatar from walking to the roots, so do not use these, as that would be a waste of time. When destroying the roots, turn on protect from melee, because as soon as the roots are destroyed, the avatar will immediately attack you, possibly causing up to 460 damage. After destroying the roots, immediately try creating another safespot.

Ayuni, Leeuni and Eruni

 * Difficulty:

Together, these three are very strong and deal massive amounts of damage. It is advised to wear armour that protects against melee and ranged damage, then use Protect from Magic, and make sure there is a space between you and the ones you're not fighting. That way, they can only use Magic or Ranged attacks when you're not fighting them. Make sure you bring a lot of prayer potions, as Ayuni will drain prayer with her magic and melee attacks. Because of this draining effect, it is advised to kill Ayuni first, preferably with a space between you and her, and using ranged, which is her weakness, to prevent her from using her strong melee attack. To limit damage taken, First run right behind the pillar. After running behind the pillar, both Ayuni and Leeuni will be trapped. By moving further enough right and then retreating back behind the pillar, Ayuni will be stuck along the side of the pillar whilst Leeuni will still be completely behind it, allowing you to kill Ayuni and then Leeuni in 1v1 combat.

When fighting Leeuni, it is advised to use the accurate attack style on your bow, and use hit-and-run, so that she attacks the same speed as you. After hitting her with your bow once, run back behind the pillar. About half of the time, Leeuni will not be able to attack back, reducing the damage taken significantly.

If you have the Monster stun handicap active, it is advised to attack Leeuni (preferably with a knockout weapon such as Dragon claws) until the monster stun wears off, as Leeuni will be dealing the most damage when not in the monster stun. After it wears off, try to trap Ayuni being able to attack her with ranged, and Leeuni completely behind the pillar. Then follow the steps above.

Dagannoth Mother (Version 2)

 * Difficulty:

For this fight, it is best to put your Balmung in your bank, in case you have one with you, as only the Balmung provided in the area is effective against the Dagannoth Mother. Also bring enough runes for every type of elemental spell, and bring a ranged weapon. There are pillars in this room, so in case you need to take a little break, for example when switching attack styles, the pillars can be used as obstacle. The Dagannoth Mother attacks with all three attack styles, but after switching attack styles, she sticks with that style for a while, so it is best to switch prayers to prevent the most damage. Do not use any other weapon besides the Balmung provided in the area when using melee, as she is extremely weak to that. Another strategy is to "hug" the pillars in the arena - by employing the hit-and-run tatics, the Dagannoth Mother would not be able to switch her weaknesses, allowing the Balmung to be used throughout the battle while preventing her from attacking you. Just remember to hit only after her hp bar is hidden, or else she may attack you.

Zenevivia

 * Difficulty:

Zeneviva can be very hard or very easy depending on whether or not you have the correct equipment; in endurance mode, not having the correct equipment can be fatal. The best way to defeat Zeneviva is to bring a Dragon Spear or Zamorakian Spear. Attack Zeneviva with any melee weapon (such as an Abyssal Whip or Chaotic Rapier) until she says "Aha!", then switch to your spear and use the special attack on her when she teleports to a statue plinth. This will immediately knock her off of the plinth, making her much easier to kill.

Players without a spear are advised to pray Protect from Magic or Deflect Magic and range her (or melee with a halberd), moving when she creates flames underneath them. When she teleports back to the centre, either range or melee is fine. She has a high magic defence and kicks you back if you try to melee her when she stands on the statue plinths, making using either magic or a normal melee attack very difficult. The Wise Old Man will cast spells on her, but cannot be relied upon to do much damage.

If you range Zenevivia and bolts or arrows drop to the ground, for some reason, her fire pit attack will not appear on that spot. This trick may be useful for when you knock her off all pillars. When she starts to make huge fires, just stand on your ammunition and you will take no damage from the fire. Note that the fire pits can damage familiars also, and can be fatal to some with relatively low lifepoints such as the Unicorn stallion, as they will cause rapid hits above 100 on them. They may also cause the game to run slower for a few moments for slower computers.

The Untouchable

 * Difficulty:

As The Untouchable only fights with melee, this is a fairly easy fight when using Protect from Melee. There is nothing extra hard about this boss, so just use the protection prayer and kill it. Alternatively, since it is very weak to magic, you can bind it and mage at a distance.

Damis, Fareed, Kamil and Dessous

 * Difficulty:


 * Note: Without ice gloves, this fight can be more difficult. Keep your ice gloves equipped when attacking Fareed.

You face all four bosses of the Desert Treasure quest: Damis, Dessous, Fareed, and Kamil. Their combined special abilities and combat styles make them a tough fight for an unprepared player.

The combined bosses can attack with melee, magic, and ranged. The melee attacks tend to do the most damage, and ranged the least. All bosses are vulnerable to magic, while some are quite strong against melee. So, one effective strategy is pray Protect from Melee or Deflect Melee, wear armour with high magic defence, and slay the bosses using magic.

Suggested equipment

 * Armour with good magic defence, such as Dragonhide armour, Splitbark armour, or Void Knight equipment.
 * Staff with magic damage bonus, such as Staff of light, Armadyl battlestaff, or similar. Warning: Do not bring a Polypore staff as it is ineffective against Fareed. Do not bring Iban's staff, as Iban Blast is ineffective against Fareed.
 * Runes for the most powerful earth, fire, water, and wind spells you can cast from the standard Spellbook. Each boss is vulnerable to one of these spell types. Other magic spells can be used but may not be as effective.
 * Several prayer-point recharging potions such as Prayer, Super prayer, or Prayer renewal potions or flasks. The fight can last several minutes, and one boss can eventually drain prayer.
 * High-healing food such as Sharks, Rocktails, or Scorpion meat.
 * Ice gloves. Weapons cannot be wielded against Fareed when the player is adjacent to Fareed, unless the gloves are worn. (Fareed can be killed without a weapon, if the player only uses runes for the spells to attack him. However, this is slower as the player does not benefit from the magic damage bonus of a staff. Also, Fareed can be killed without ice gloves and with a weapon if Fareed is not adjacent to you.)

Optional:
 * A poisoned Dragon dagger.
 * A combat or healing familiar.
 * A magic-boosting potion or flask such as Magic or Extreme magic, for its magic-damage boost.
 * Ice arrows are effective against Fareed but are bothersome to obtain.
 * A Ring of recoil can be useful to recoil some damage you will take. Alternatively, a Seers' ring is useful to boost magic ability.

Alternative: Depending upon the handicaps the player is fighting under, substitute other items if the recommended items cannot be used. For example, if the no food handicap is in place, substitute Saradomin brew and Super restore potions or flasks for food.

Take-out strategy
Turn on protect from/deflect melee. Also use a stats-boosting prayer like Piety or Turmoil if available. Watch prayer points and drink potions as needed.

If you brought a poisoned dragon dagger, use its special attacks against Dessous, Fareed, and Damis. All are strong against melee, so the attacks may fail. If they do, the fight takes a long time, so just try again once the special attack ability of the dagger recharges.

Running back and forth across the room to try to line up the bosses (so that only one is next to you at a time) can be difficult, as one bosses will teleport and some will attack from a distance. However, it is possible to do this, see the next strategy below.

Kill Dessous (with wind spells) first to get rid of his magic/ranged bat attack. Since you are praying protect from/deflect melee, Dessous's bat attack is unblockable and damages you 100 with every hit.

Kill Kamil (with fire spells) second to get rid of his freezing ice magic. Make sure you are standing next to him when you attack him, or else he will always use his freezing attack instead of occasionally using melee.

Kill Fareed (with water spells) third. Since he mostly attacks with melee, his infrequent magic attacks are less of a threat.

Kill Damis (with earth spells) last. You do not want to fight his Level 174 prayer-draining form if any of the other bosses are around. Since your prayer makes you immune to melee damage, Damis cannot hurt you while your pray. Kill him with earth spells.

Alternatively, deal with Damis third by lining him up behind Fareed and then killing hims with earth spells. Damis will not be able to approach, so his prayer-draining second form is rendered impotent. If they line up the wrong way, run straight through the bosses to try to line them up the other way. This can take a bit of time and Fareed will occasionally hit you with magic while doing this and while killing Damis, so be careful if your food is low by this time.

Whenever you reach about half life points, eat food. When Kamil is still in the fight, eat food while you are frozen by his spell.

Line-up strategy
In this strategy, get the four bosses to stand in line, so only one can attack you at a time. Dessous will teleport next to you if he can't attack you with melee, so it may be best to get Dessous first in line. That way, it will be fairly easy killing all four without too much trouble. This is harder than it sounds, as Dessous often teleport to a square diagonal to yours, allow others to get to you.

Once lined up, take out Dessous with wind spells and then Kamil with with fire spells. However, make sure you are standing next to him when you attack him, or else he will always use his freezing attack instead of occasionally using melee. If necessary, run back and forth again to get the bosses lined up with Kamil in front.

Finally, take out either Fareed and then Damis (or vice-versa, per the alternative strategy above).

The Everlasting and The Illusive

 * Difficulty:

For these, it is advised to attack The Everlasting first. Note that it is impossible to walk through The Everlasting. As The Everlasting has a quite strong melee attack, it is advised to use Protect from Melee. The Illusive usually doesn't attack, so should not be seen as a danger. Therefore, if you have a lower prayer level, it is advised to kill The Everlasting first with prayer, and then kill The Illusive. The Illusive is much easier to kill with ranged. Using dragon claws or another strong special attack weapon on the Illusive at the start and after The Everlasting dies can be a good tactic to take down the Illusive quickly.

As in the quest, Cyrisus would occasionally heal the player or cast Vengeance Other.

There is currently a glitch that causes Cyrisus to deal damage to himself rather than the monsters.

Dagannoth sentinels

 * Difficulty:

For these it is advised to use the Balmung. Alternating between the two sentinels can be useful when killing them, as they might heal each other when not using this method. You can also stand underneath one and attack the other. This will prevent them from healing each other as well as completely avoiding the attacks from one of them.

The sentinels can't walk, which can be used to prevent them from attacking you with anything other than melee. When standing next to them, they will always attack with melee, but when standing next to the one, you can either stand inside, or stand away from the other, causing it to attack with magic or ranged. If you stand right in the middle of the two sentinels, attacking them will cause your character to walk into the other sentinel, making it impossible for that sentinel to attack you. When using this method, it is easy to survive without getting hit, only using the Protect from Melee prayer.

Karamel and Gelatinnoth Mother

 * Difficulty:

For these bosses, it is advised to make sure you always have a melee and ranged weapon with you when going on an Endurance trip. That way, you can attack at least two versions of the Gelatinnoth Mother. When the Gelatinnoth Mother is not orange (melee) or green (ranged), you can attack Karamel. Make sure you have a few restore potions with you, as Karamel's freezing attacks can dramatically reduce your stats, although a Super Dominion Medallion may offset the effects of this. Also, when entering the fight, it is advised to use up all of your special attack, as this will also be drained by the freezing attack. Like the boss she is based on, the Gelatinnoth Mother follows a cycle of Orange (melee) - Brown (earth) - Red (fire) - Green (ranged) - White (air), Blue (water) before repeating, but begins coloured white.

Nezikchened

 * Difficulty:

This demon is probably the easiest boss of Class B. It is advised to wear good melee armour or use Protect from Melee/Deflect Melee while fighting him from melee distance. This will prevent him from attacking with Magic, making it an easy fight. You can also use Protect from Magic or Deflect Magic, and attack him from a distance with magic or ranged, preventing all damage.

In the Dominion Tower, Nezikchened doesn't drain prayer at all unlike in some conditions in the Legend's quest.

Balance Elemental

 * Difficulty:

This is by far the hardest boss of Class C, using melee, magic and ranged, along with a stat draining magic attack. At least one stat restore potion is recommended for this fight. The Balance elemental will attack with either a melee attack (the right rock arm will become a lot bigger), a ranged attack (the left fire arm will equip a fire bow) or a magic attack (the crest of the watery head will boil and fire balls of boiling, steaming water). These attacks will only switch after the elemental has cast its draining magic attack, which looks like rocks being thrown on you (the regular magic attack is a ball of water being thrown on you). After the draining magic attack, it will switch attack style, and react to your prayer, for example, if you have protect from melee, it will never switch to melee.

It is important to keep watching your prayer and stats, and drink prayer and stat restore potions when needed. A useful strategy is to switch your prayer quickly to protect from magic when the elemental has started to cast its 3rd attack therefore blocking both its regular attack and its stat draining attack, then, after a very short moment, switch back to your original prayer. For example, when the elemental is fighting with melee and uses its draining attack, quickly switch to protect from magic, and when the elemental is about to hit, switch back to melee. This way, it will always keep using melee, making it safer when switching prayers, as you won't have to react to what attack style it will use after the draining attack. It will always start out using its range attack so when waiting for the fight to start it is suggested to activate range protect/deflect when the intro cutscene is taking place.

Since the battlefield has columns in it, it is also possible to safespot him. You can hide and then attack. Wait for his health bar to disappear and then attack again. He will have time to attack once but you can tell what attack this will be and set your prayer accordingly. A range attack will show a fiery bow, otherwise it is most likely a magic attack. Doing this you will only need a few pieces of food.

Jungle demon

 * Difficulty:

For higher levels, it is advised to wear melee armour, then use protect from magic and just use melee to kill the demon. That way, it will not hit very often, and will be a fairly easy boss. Note though that it can hit up to 320 with both magic and melee, so keep a watch on your health. For lower levels, it is advised to use ranged or magic, and attacking from a distance with protect from magic on. That way, it won't be able to deal any damage.

Arrav

 * Difficulty:

Arrav is a fairly easy boss, using only melee. At approximately 1/3 health, he will be summoned back by Zemouregal and you will win the fight. Somewhere at 2/3rd of his health, he will also interrupt the battle. You will have to click to continue. Note that you will have to launch one attack that is guaranteed to miss prior to each dialogue, so avoid using special attacks when he is close to 2/3 health.

Ice demon

 * Difficulty:

Here, it is best to wear melee armour and use protect from magic, as the armour will prevent most ranged damage. It is best to attack the demon with stab, so when bringing Korasi's sword or a Zamorakian spear, it's best to use it with its stab attack. If you don't have a good stab weapon, it is better to use a good slash weapon such as a whip than to use lower level stab weapons.

The Inadequacy and doubts

 * Difficulty:

When fighting this boss, it is best to use Protect from Melee and ignore the doubts, as the battle will end when The Inadequacy is defeated. When standing next to The Inadequacy, it will only use melee attacks, so it should be a safe battle when using protect from melee.

Giant Roc

 * Difficulty:

The Giant Roc will knock you back quite often during the fight, dealing damage that cannot be protected against, making this a fairly hard boss. The Roc's ranged attack can deal high amounts of damage, but can be avoided by running away from the spot where you are. When attacking from a distance, the Roc will come towards you, so there is no way to protect from both its melee and ranged attacks at the same time. For prayers it is advised to use Soul Split or Protect from Melee during this fight. Protect from Missiles may be used instead to force the Roc to use melee only, but it will use its knock back attack more often. If the Random Freeze handicap is active, Protect from Missiles may be the better choice when using melee, since it allows you to draw the Roc into attack range if you happen to become frozen out of range. It is very weak against crush attacks, so if you have a strong crush weapon such as the Zamorakian spear or Dominion Sword, it's best to use it during this battle.

Arrg

 * Difficulty:

Arrg is a strong boss, and can hit very high with both his melee and ranged attacks. His attacks are not very accurate, and don't deal any damage most of the time, especially at higher defence levels. As his most common attack style is melee, it is advised to use Protect from Melee with melee armour, and try to kill him as fast as possible. He doesn't have very high defence or lifepoints, so it shouldn't be hard to kill him in a fairly short time.

Barrelchest

 * Difficulty:

Even though Barrelchest turns off your prayer everytime he attacks you, the attack that turns off your prayer is still blocked by Protect from melee, so when entering, you should turn on your protect from melee, and turn it back on everytime Barrelchest turns it off. Using the quick prayers function is very useful. It is not advised to drink prayer potions to restore your prayer after it is fully drained by Barrelchest, as this would be a waste of potions, unless you are doing climber mode and have plenty in the bank. After your prayer is fully drained, just keep attacking him until he is dead. He might hit quite high, but just eat when needed.

Chronozon

 * Difficulty:

Before starting to fight Chronozon, turn on Protect from melee, then pick up the Elemental and Catalytic runes, and cast each of the blast spells on Chronozon. Then just finish him, preferably using melee. As long as you make sure to cast one of each of the blast spells before you kill him, this is an incredibly easy fight. The tower will place extra runes on the floor if needed.

Evil Chicken

 * Difficulty:

When using Protect from Magic, this should be a fairly easy boss. It attacks exclusively with magic, and does not hit very high or accurately.

Flambeed, Agrith-Na-Na and Dessourt

 * Difficulty:

Because Flambeed will unequip your weapons when not wearing ice gloves, always make sure you have those equipped when fighting Flambeed, and always bring them on endurance matches. It is best to wear melee armour and use protect from magic, as all three use melee and magic attacks. It is best to kill Flambeed first, so you can equip your regular gloves again without unequipping your weapon, and then kill Agrith-Na-Na and Dessourt. The order of the last two doesn't really matter, as both are fairly equally strong. Note, however, that Flambeed will only unequip your weapon if you attack him directly, so with careful clicking it is possible to wear other gloves and kill Agrith-Na-Na and Dessourt first. If you do not have access to ice gloves, Flambeed can still be killed with range or magic from a distance, running away from him as he approaches, or safespotting against the side. The fight would be much easier if you have Goliath gloves, which provides better bonuses than ice gloves, and can deal good damage even if you are unarmed.

Giant scarab

 * Difficulty:

The Giant scarab is weak to the Keris dagger, but on endurance matches, it is not recommended to use an inventory space just for the keris, as other weapons still work quite well. During the match, it will summon a level 93 Scarab mage, a level 98 ranged Locust rider and a level 106 melee Locust rider. The scarab mage has a very low attack speed, which can be ignored during the match. The ranged Locust rider can deal quite large amounts of damage when not using protect from missiles, so it is recommended to switch to that as soon as the ranged locust rider gets summoned. After that, a melee locust rider will be summoned, which can be trapped behind the Giant scarab. During the battle, do not attack any of the summoned monsters, as the battle will end as soon as the scarab is dead.

Bouncer

 * Difficulty:

This boss is fairly easy, as it only uses melee attacks. Protect from Melee will prove useful here, though for players with very high defence it may not be needed. If the "no prayer" handicap is activated on climber mode, this boss may be difficult for lower-levelled players that have access to the tower as it hits fairly accurately.

Bouncer could also be safespotted with one of the pillars present in the arena during the fight.

Koschei the Deathless

 * Difficulty:

Like in The Fremennik Trials, Koschei will have four forms. You will be able to use the Protect from Melee prayer during the first three forms. At his last form Koschei will drain your prayer completely and start attacking you rapidly. It might be useful to bring some Rings of recoil for this last part. Lower-levelled players may sip some Prayer potion if needed. If you are on climber mode with Life Saver and you have a good weapon with a special, such as Dragon Claws, it may be useful to allow Koschei to get you to low health, allowing you more special attacks, speeding up the battle.

Arzinian Avatar

 * Difficulty:

Unlike in Between a Rock..., the Avatar won't be one out of three forms, and will always be the mage form that uses fire attacks. Prayer may or may not be needed if you can defeat it quickly.

Black Knight Titan

 * Difficulty:

The Black Knight Titan is a fairly easy boss monster, despite having a relatively high combat level and a high amount of lifepoints. Unlike in his quest, Excalibur does not have to be used to deal the final blow. You may or may not require Protect from Melee to completely negate any damage. Note: It has EXTREMELY high ranged defence.

General Khazard

 * Difficulty:

This is the first encounter with Khazard from Fight Arena, and has two forms, the second which appears after depleting the life points of his first form. Unlike during the quest, both forms must be defeated. Protect from Melee/Deflect Melee or food may be necessary if you are limited by handicaps in Climber mode, but for the most part, he is no problem.

Black Knight Guardian

 * Difficulty:

The Black Knight Guardian is harder compared to the other bosses in class E, because he is able to drain the player's prayer to heal himself. It may be a good tactic to activate as many prayers as possible before the fight, including Protect from Melee, so your prayer will drain quickly and the Guardian won't have much to heal with. It may be handy to use magic against him, such ice or blood spells, as he has a high melee defence and a low magic defence. Another tactic may being hiding behind a pillar to let your prayer drain so you don't have to let the knight heal at all.

Dad

 * Difficulty:

Dad is more accurate than Arrg, but only uses melee attacks which can be easily protected by prayer. Like the Giant Roc, he can push you backward, but not for as long, does not stun, and can be negated by prayer. A no prayer handicap in climber mode may make this boss significantly harder if you have low defence.

Dramen Tree Spirit

 * Difficulty:

The Dramen Tree Spirit is easier than it was in Lost City, as you are not limited to Entrana's limitations on equipment. A hatchet is not necessary. With or without prayer, this boss is quite easy.

Agrith Naar

 * Difficulty:

A Silverlight is provided for you to use when the fight starts. He fights and can be fought similarly to the Jungle demon, but is much weaker, and can be easily fought with melee. If you choose to range him, you can protect from magic if the ranged armour you are wearing is not enough, though the final blow must be done by Silverlight or Darklight or he would regenerate a bit.

Dagannoth Mother (Version 1)

 * Difficulty:

The Dagannoth mother begins coloured orange, but will quickly change to brown and be able to be hit by earth spells, so you should enter the fight prepared with earth spells if you can. She will switch her attack style based on what prayer protection you use, which should be protection from missiles, as her ranged attack is potentially stronger than her melee attack. If you do not have runes for spells available, you can wait her out by praying protection from missiles and standing next to her allowing her to hit you with melee, or running as she will try to hit you with melee. She follows a cycle of Orange (melee) - Brown (earth) - Red (fire) - Green (ranged) - White (air), Blue (water) before repeating.

TokTz-Ket-Dill

 * Difficulty:

A Rune pickaxe is provided, but you may use your own pickaxe if you brought one, but it must be rune or dragon. Once its shell is broken, you can only damage it using a crush attack style on your weapon. If you did not bring a crush weapon, you can use the provided pickaxe as your main weapon. Do not use prayer while the shell is still intact, or you will receive messages that it does not like you praying, and will hit 150s. Once the shell is broken, protection from missiles is recommended.

Black golem, Grey golem, White golem

 * Difficulty:

No weapons are provided to damage these correctly, so you must bring your own. A spear is most useful for these, as it possesses all three styles needed, which are stab (white golem), slash (grey golem), and crush (black golem), but if you did not bring one then you can use the weapons you brought instead, if you possess all styles. Ranging and magical attacks are weakened, so if you do not possess all the attack styles needed you may be better off stopping and leaving. You can always use crush while unarmed so if you have a Chaotic rapier or Korasi's sword it should be easy.

Treus Dayth

 * Difficulty:

Treus Dayth is accompanied by three level 50 Possessed pickaxes, but these won't be too much of an annoyance. This boss will be significantly easier to fight than at the end of Haunted Mine, as he will simply disappear into the floor and you will not have mining equipment obstructing and hitting you. Summoning familiars could attack and damage him while he is hidden. It appears that he doesn't attack you at all after he disappear into the floor for the first time. Only Treus Dayth himself need to be defeated to win the fight.

There is currently a glitch that causes Treus Dayth to wander around the arena as a barely visible Ghost (level: 95), which is not attackable by both the player and familiars. The only way to get around this is logging out and back in.

Elvarg

 * Difficulty:

Elvarg may seem to become a problem in climber mode if you are not allowed to equip a shield or you cannot drink potions, however if you drink a dose of Antifire potion before entering her room you will not be affected by the effects of dragonfire. If you have the Monster stun handicap enabled, you may be able to kill her before it wears off, but this is quite risky, and should only be relied on if needed as a last resort if you do not have any sort of protection against her dragonfire. If you are playing endurance mode and do not have a shield, this fight will be nearly impossible, as the dragonfire drains prayer points severly, often completely in no more than 2 hits (making Protect from Magic or Deflect Magic not very useful against the dragonfire), reduces your melee stats significantly (Attack, Strength and Defence lowered to around 30% of normal level), as well as hitting over 500 and killing you in seconds, perhaps before you even reach her by running.

Culinaromancer

 * Difficulty:

The Culinaromancer is easier than he was in Recipe for Disaster as you will have access to prayer. Protect from Magic or Deflect Magic is recommended for this fight as this is his only attack style. Even if prayer is unavailable, you may be able to defeat him quickly, similarly to the Arzinian Avatar.

Tumeken's shadow

 * Difficulty:

All five of Tumeken's shadows will be fighting you at once, and are all levelled differently. The shadows have a low max hit but are quite accurate. This fight is quite simple, even without prayer, though if you have trouble, lining them up in a line that so one or two attack at once can be useful. Players may also safespot stronger shadows with weaker ones. An Abyssal vine whip special attack may be useful to speed up the battle.

The Kendal

 * Difficulty:

The man-in-a-bear-suit boss can be easily dispatched even by the weakest of those who have access to the tower, with or without praying melee protection.

The Draugen

 * Difficulty:

The Draugen is at a higher level in the Dominion Tower than he is during The Fremennik Trials (96 compared to 69 during the quest). He also has a high ranged defence. Regardless, much like The Kendal, The Draugen should not pose much trouble to those facing him.

Tarn Razorlor

 * Difficulty:

The strongest boss in this class has two forms, as opposed to the three (though the later two were fightable) he had in the The Lair of Tarn Razorlor as is accompanied by four level 110 Terror dogs, but these won't be too much of a problem. Tarn begins in his mutant form upon entering the arena, and begins attacking with a red-orb magic attack. He will switch to melee when you are in range, and can block all of his attacks by praying melee protection. After defeating his mutant form he will switch to his ghost form which attacks with melee only. If you have trouble with this boss or are limited by handicaps, try getting the Terror dogs trapped behind each other so fewer attack you at once. The terror dogs are in front of Tarn as the fight begins. The simplest way to get them stuck is to run straight through them and also Tarn, trapping all terror dogs behind him if done correctly. Prayer points are not constantly drained like it was in his lair from the miniquest.

It appears that animated steel armours are summoned when Tarn slams his fists together and a green orb flashes briefly on his back. They could accumulate if the battle drags on, so kill Tarn as quickly as possible. The animated armour and terror dogs does not need to be slain to win the fight. Most of the time, the animated armours wander off rather than attacking. It is unknown whether it is a glitch.

The terror dogs appear to use some sort of an orange orb magic once in a while, but it has a very low accuracy and should be ignored. Protect from Melee or Deflect Melee should be used.

Sigmund

 * Difficulty:

This is potentially the hardest boss in this class if you do not complete any of the basic actions. An Ancient mace is provided on the floor when the fight begins. Make sure the mace's special is used when he begins praying, or it will not drain all of his prayer points and stop him from praying. If you miss this part and are playing on endurance mode, you will be able to log out or return to the lobby and log back in and start the fight over. If you have the "no special attacks" handicap enabled, you are given a few instants to do damage, as the fight is impossible otherwise.

Melzar the Mad

 * Difficulty:

Melzar attacks by casting a half-strength Fire strike (max hit of 40) and curses, and with melee by punching or kicking (max hit of 50). He is very easy to dispatch before he can even summon cabbage (which can be used as food for later floors if very necessary).

Count Draynor

 * Difficulty:

A Stake hammer and Stake are both on the floor when the fight begins, and must be in your inventory before you kill him, or he will regenerate.

Delrith

 * Difficulty:

Like Agrith-Naar, a Silverlight is provided on the floor, but this will be the only weapon you can use, or you will receive the message "I should probably equip Silverlight first.", even when equipping Darklight. Nonetheless, this fight is among the easiest as Delrith only has 70 lifepoints, and the incantation is automatically done correctly.

Solus Dellagar

 * Difficulty:

Despite his prowess in cutscenes from Wanted!, Solus only attacks with his staff, despite warning about his powerful magic in his taunt. He is the easiest boss in this class that does not involve gimmicks or special items.