Fortis Colosseum/Strategies: Difference between revisions
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* It minimises the risk of being attacked by two NPCs on wave start. |
* It minimises the risk of being attacked by two NPCs on wave start. |
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* It allows the melee reinforcement NPCs to be safespotted while dealing with the south spawns on the west side. |
* It allows the melee reinforcement NPCs to be safespotted while dealing with the south spawns on the west side. |
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* It maximises opportunities to set up double ricochets with the [[venator bow]], which does better damage than even a [[scythe of vitur]] if Masori armour is equipped. |
* It maximises opportunities to set up double ricochets with the [[venator bow]], which does better damage than even a [[scythe of vitur]] if Masori armour is equipped. This is not a consideration for a first quiver. |
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By clicking towards the pillar on the 5th tick, NPCs are prevented from spawning in the west area, minimising the number of NPCs the player has to deal with at wave start. |
By clicking towards the pillar on the 5th tick, NPCs are prevented from spawning in the west area, minimising the number of NPCs the player has to deal with at wave start. |
Revision as of 04:50, 23 January 2025
The Fortis Colosseum is a very difficult solo PvM challenge, being a spiritual successor of the Inferno. Players who are successful will be rewarded with Dizana's quiver.
Before attempting it, it is highly recommended that you have the best gear that you can afford and maxed or very high combat stats. However, completions are possible with inexpensive gear, though at least a bow of faerdhinen with full crystal armour is recommended for a first quiver. More importantly, do not expect to complete it on your first few attempts; be mentally prepared to fail a lot and learn from your mistakes.
If the player dies in the Colosseum, their grave will appear in the lobby area, and they will likewise respawn there rather than their normal respawn point. Players will have their reclamation fee reduced by 75% until they have completed 100 waves, after which the standard death cost will apply.
Suggested skills
The stats below are suggested as a minimum for completing the Colosseum for the first time. However, having higher stats will be very helpful, particularly with dealing with bad double-south spawns which place heavy pressure on the player to kill at least one NPC before reinforcements arrive.
95+
95+
95+
85+
95+
97+ is very helpful for one-shotting the Fremennik warband seer with a venator bow, dragon arrows and Rigour.
94+
- If not using a mage-based setup,
99 is very helpful for one-shotting the Fremennik warband berserker with a Tumeken's shadow, occult necklace, tormented bracelet, and one piece of Ancestral robes.
- If not using a mage-based setup,
95+
Equipment
Due to Sol Heredit's defences against ranged and magic, a strong slashing melee weapon (i.e., abyssal tentacle or better) is essential for completing the Colosseum. However, the waves can effectively be cleared with strong ranged or magic setups, and at least one of these options is highly recommended for learners to simplify waves. In particular, dealing with south spawns while on the NW pillar is difficult without a ranged or magic option.
A twisted bow setup is the strongest option overall for a first quiver; a Tumeken's shadow setup provides significant QoL by one-shotting the melee frem, but suffers later into the wave from lower damage output against the other NPCs. Note that even with a Scythe of vitur, a melee-only setup is extremely difficult to use on a first quiver. Learning proper wave-solving procedures, becoming comfortable with the prayer flicking needed for pillar stack solves, and being able to recover from mistakes quickly are more important than any given gear optimisation, but not bringing some kind of ranged option will make your first quiver much harder to obtain.
Notes on gear:
- A twisted bow is the strongest ranged weapon for Colosseum waves, beating the Tumeken's shadow by a fair margin but losing to the scythe of vitur. Against the jaguar warrior, melee weapons do better damage than the twisted bow, so melee the jaguar if it is safe to do so.
- A bow of faerdhinen with crystal armour is a reasonably strong budget setup, though you should avoid taking handicaps that hurt more with low DPS, such as Reentry.
- As minimal magic switches are brought, runes for Death Charge and thralls (optional) are much more useful than runes for Ancient Magicks.
- A 4-way shadow setup is very convenient for one-shotting the melee frem, but it eats into inventory space. For your first quiver, a single sanguinesti staff or trident of the swamp to two-shot the melee frem will suffice. You can bring the 4-way shadow if you find supplies are sufficient.
- You can opt to cut melee switches down to a minimum until you learn to clear waves semi-consistently.
- The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise a rough wave start.
- Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws.
Inventory
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- 4-way mage switch to one-shot the melee frem, or replace with a single sanguinesti staff or trident of the swamp to make room for supplies
- If not using a twisted bow, a venator bow with dragon arrows to one-shot the mage frem, or a toxic blowpipe with dragon darts. If using a twisted bow, the venator bow can be substituted with an extra Saradomin brew or a piece of melee armour.
- Rune pouch containing death runes, blood runes, and soul runes for Death Charge
- Saradomin godsword to one-shot ranged frem and for special attacks
- Saradomin brews and super restores; the quantity may differ from person to person, depending on how much you prayer flick
- Sanfew serum to remove venom when picking the Mantimayhem II invocation.
- 1 divine bastion potion and 1 bastion potion
- 1 divine super combat potion
Notes on gear:
- Tumeken's shadow is the only viable magic weapon for clearing waves, as enemy NPCs have high magic defences.
- With Virtus robes, Tumeken's shadow just about outperforms the bow of faerdhinen with crystal armour. Downgrading to Ahrim's robes reduces the DPS of the shadow below a bofa setup.
- A saturated heart is convenient as it can be used to boost more than 4 times in a run, but its effects are lost until the cooldown ends if you drink a dose of Saradomin brew.
- You may choose between Ancient Magicks and the Arceuus spellbook for death charge; blood barraging can help save supplies, though it will not help you in a high-pressure situation. It is better to one-shot the melee frem with the Tumeken's shadow than to freeze it.
- You can opt to cut melee switches down to a minimum until you learn to clear waves semi-consistently.
- The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise a rough wave start.
- Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws.
Inventory
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- Melee switches as comfortable
- Scythe of vitur or a strong slash weapon
- Rune pouch containing runes for Ancient Magicks or Death Charge
- If using Ancients, bring a weapon that can autocast, such as a blood ancient sceptre, nightmare staff, or kodai wand.
- Saradomin godsword to one-shot ranged frem and for special attacks
- Saradomin brews and super restores; the quantity may differ from person to person, depending on how much you prayer flick
- Sanfew serum to remove venom when picking the Mantimayhem II invocation.
- Saturated heart
- 1 divine super combat potion
Notes on gear:
- A melee-only setup is strongly not recommended for first quivers, as dealing with south spawns and certain pillar stacks on NW pillar are nigh-impossible on a first quiver. Meleeing NPCs also increases handicap difficulty by making it more troublesome to manage Solarflares, Javelin Colossus sky javelins and Reentry pools, and Volatility explosions. Excessive supplies in a melee-only setup will rarely save you from mistakes, as NPCs in the Colosseum hit extremely hard and accurately.
- If attempting a melee-only first quiver, a scythe of vitur should be considered mandatory, and you may want to consider learning to play around the SW pillar. Prepare to face the equivalent of double south spawns at over double frequency.
- A scythe of vitur with good strength gear is the highest-DPS option in the game for every NPC except the serpent shaman. You may wish to bring a one-handed weapon such as a Ghrazi rapier or an Osmumten's fang for the shamans.
- A strength ring is highly recommended, as the scythe of vitur benefits immensely from increased max hits. However, a lightbearer is also an option to allow for more special attacks.
- As a melee-only setup has excessive space for supplies, a 4-way Tumeken's shadow switch is very helpful for one-shotting the melee frem.
- An amulet of blood fury is very useful for healing through the waves and in the Sol fight, especially with the scythe of vitur. However, it will not save you from mistakes.
- As minimal magic switches are brought, runes for Death Charge and thralls (optional) are much more useful than runes for Ancient Magicks.
- The Saradomin godsword is very useful to have to one-shot the ranged frem with minimal switches, and the special attack can restore large amounts of health and prayer to stabilise a rough wave start.
- Dumping dragon claws/burning claws special attacks is a very effective way to finish the Sol fight once he goes below 10% HP. Claws are also very useful for finishing NPCs before reinforcements spawn. For a first quiver, dragon claws are easier to use than burning claws.
Slot | Item (most effective → least effective) | ||
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![]() | ![]() | ![]() ![]() | N/A |
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![]() | ![]() ![]() | ![]() ![]() | N/A |
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![]() | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | N/A |
Inventory
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- 4-way mage switch to one-shot the melee frem
- A venator bow with dragon arrows to one-shot the mage frem, or a toxic blowpipe with dragon darts
- Rune pouch containing death runes, blood runes, and soul runes for Death Charge
- Saradomin godsword to one-shot ranged frem and for special attacks
- Saradomin brews and super restores; the quantity may differ from person to person, depending on how much you prayer flick
- Sanfew serum to remove venom when picking the Mantimayhem II invocation.
- 2 divine super combat potions and 1 super combat potion (to restore boosts after brewing)
Monsters
Fremennik Warband
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Size | Attack speed |
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12 (seer) 14 (ranger) 29 (berserker) |
50* | 110 | 1x1 | 6 |
The Fremennik warband are the weakest monsters in the Colosseum, but can quickly overwhelm new players. Similarly to the Jal-Nibs from the Inferno, the warband will spawn in the centre of the arena, though unlike the nibs, they will immediately dart towards the player upon spawning. Despite the archer and seer using ranged weapons, the trio will only attack upon reaching melee range of the player. Upon reaching the player, the trio will begin attacking on different ticks, starting with melee, magic then ranged. While they can be prayed against, it is more important to kill them quickly. Kill the Berserker first, followed by the Seer, and finally the Archer.
Despite their weapons, their stats are identical; 50 hitpoints (48 for the warbander), along with an Attack, Strength, Ranged, and Magic level of 110 and 80 Defence. The seer has a max hit of 12, the archer has a max hit of 14 and the berserker has a max hit of 29. The trio are very accurate regardless of the player's defensive gear, so it is necessary to kill them once it is safe to do so to minimise damage taken.
When using a combat style corresponding to their weakness, the player's attacks will always hit and for a maximum hit. The only exception is Ice Barrage on the berserker, which rolls accuracy checks normally. The table below shows the strongest options for each NPC.
Frem | Weapon | Details |
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This is the only weapon capable of one-shotting the melee frem without a special attack. Because of the inventory space usage, you may find a single Sanguinesti staff or Trident of the swamp easier to use. |
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Slower than using a powered staff. Ice Barrage is not recommended as it may splash. Do not barrage the other frems! | |
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The only weapon that can one-shot the frem with a one-way switch at base stats. |
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If potted, fewer ranged switches are needed. Slower than the venator bow. | |
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If potted, fewer ranged switches are needed. You can use a special attack to get some extra healing, if needed. | |
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Extremely useful even for experienced players due to the guaranteed large heal in the hardest part of the wave. If potted, fewer melee switches are needed. |
Other options for the Berserker (at 99 Magic)
- Tumeken's shadow with an Occult necklace, Tormented bracelet, and Saturated heart boost (50) - drinking Saradomin brew will remove the boost
- Eldritch or Volatile nightmare staff special attack (50, 66)
- Voidwaker special attack with 99 strength and an additional 29 Strength bonus (51) (can also kill Archer with super combat, Piety, and 61 additional Strength bonus)
- Undead Grasp with a form of Magic damage boosting gear (25+ x2)
- The dragon crossbow special attack can always one-shot both the seer and berserker at the same time if the player's normal max hit with the crossbow's regular attacks is at least 42. This is possible at a much lower ranged level than the 95 required to one shot the Seer with a venator bow or dark bow on accurate. The berserker will always line up next to the seer when it gets close, but it may go around the pillar before doing so, and may break formation if you walk next to a wall just as you attack.
Other options for the Seer (at 99 Range with Rigour)
- Eclipse atlatl with melee strength bonus gear (25x2)
Other options for the Archer (at 99 Strength with Piety)
- An Abyssal whip or stronger in full melee gear with a super combat potion (50+)
- Scythe of vitur in max melee, with Amulet of blood fury (50)
If the handicap Quartet is active, a random member will spawn alongside the trio, causing them to spawn in a small diamond-like formation.
Serpent shaman
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Size | Attack speed |
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27 | 125 | 220 | 1x1 | 5 |

Serpent shamans (also known as magers) are simple enemies in the Colosseum that use a moderately strong magic attack against the player. They have a range of 10 tiles, and no other special mechanics. However, they are particularly troublesome enemies due to their small size and high accuracy, especially when handling other monsters.
Jaguar warrior
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Size | Attack speed |
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47 per hit (3 hits) | 125 | 100 | 2x2 | 5 |

Jaguar warriors (also known as meleers) are enemies in the Colosseum armed with a pair of claws. These enemies only appear as reinforcements from waves 1-6.
Their claws will allow them to strike the player three times per attack. Each of these attacks makes their own independent roll on accuracy and damage like that of nail beasts. With a maximum hit of 47 and high melee stats, this means that the warrior can easily kill players, potentially dealing up to 141 damage in a single attack. Therefore, keep Protect Melee on at all times if the warrior is not in position and isolate them from other enemies to avoid such a scenario.
Javelin Colossus
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Size | Attack speed |
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48 | 220 | 225 | 3x3 | 5 |

Javelin Colossi (also known as rangers) are one of the more dangerous enemies in the Colosseum. They attack by throwing a pair of javelins at the player, which can deal up to 48 damage. They also have an incredibly long attack range of 15 tiles, making them impossible to safespot even when other enemies are in front of it.
Every five attacks, the colossus will launch a javelin into the air, which will proceed to land on the player's position 6 ticks afterwards. If they do not move out of the way, they will take up to 40 typeless damage.
The Reentry 1 modifier causes the special attack to leave behind a pool of molten sand on the targeted tile, which will deal up to 15 damage every two ticks while standing on them. This is cleared at the end of the wave.
The Reentry 2 modifier causes the special attack to leave behind a pool of molten sand on the targeted tile, along with the tile to its south-west (or a random tile if that tile is blocked/covered). This also makes the sand permanent, making players be cautious about how they place the special attack to avoid ragging vital tiles.
The Reentry 3 modifier causes the special attack to leave behind a pool of molten sand on the targeted tile, the tile to its south-west (or a random tile if that tile is blocked/covered), and then the tile to its west (or a random tile if that tile is blocked/covered). As with the previous level, the sand is permanent.
Manticore
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Size | Attack speed |
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34 per hit (3 hits) | 250 | 300 | 3x3 | 10 |

Manticores are another dangerous enemy in the Colosseum. Unlike other monsters, the Manticore will charge up a three-hit attack. The attack arrangement is dependent on spawn, and it will utilise a magic-ranged or ranged-magic as the first two attacks in sequence; the third attack is always melee. The magic attack is a bright blue orb, the ranged attack is a green arrowhead, and the melee attack is an orange spiky ball. These attacks are launched one tick after each other, followed by a 7-tick lull while the Manticore recharges. Each manticore orb is less damaging and accurate than an attack from a Javelin Colossus or Shockwave Colossus, but being hit by the whole salvo can kill you from full health.
Because of this, manticores can be potentially dangerous when paired with colossi, such as a magic starting manticore with a javelin colossi behind it, as this will require alternate flicking to avoid taking damage from them.
Beware: Despite their visual similarity to the The Leviathan's projectile attacks, you must pray accordingly against projectiles before they are launched, as opposed to being able to pray against the projectiles while they are mid-flight.
The Mantimayhem 1 modifier changes the Manticores damage output, causing 2 attacks per style for a total of 6, but not changing how you would handle prayer flicking them. These attacks roll separate accuracy checks and damage.
The Mantimayhem 2 modifier causes the Manticores attacks to inflict venom upon an unprotected hit, though it clears at the end of the wave. With this modifier, a sanfew serum is necessary to avoid taking unnecessary damage while clearing a wave, especially if envenomed early. Other forms of venom curing are generally unhelpful due to the nature of the fight.
The Mantimayhem 3 modifier will unlock any pattern of the manticore's attacks, allowing for attack patterns such as Melee-Mage-Ranged, Ranged-Melee-Mage, etc. This can adversely affect the way pillar solves work and makes them extremely dangerous due to their increased damage and venoming capabilities.
If one manticore has chosen its attack pattern and the other enters its line of sight (15 tiles), the second manticore will match the pattern of the first manticore. However, if the first manticore is killed before the second manticore can pick its attack pattern, it will choose a random attack pattern instead.
When two manticores attempt to attack the player on the same tick, they will stagger their attack rotation, with one going first before the second going after it, of which it is random as to which one goes first. If the manticores are not attacking on the same tick, this will not occur and result in several attacks likely hitting.
Shockwave Colossus
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Size | Attack speed |
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56 | 125 | 350 | 3x3 | 5 |

Shockwave Colossi (occasionally known as shockers) are enemies in the Colosseum. They attack using magic, and much like their ranged counterparts, they have a very long attack range of 15 tiles. While they are more accurate and damaging than them, they do not have any special mechanics and are less durable.
If the handicap Dynamic Duo is active, players will have to face two of these enemies when they appear, and this second colossus will spawn around the location of the first.
Minotaur
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Size | Attack speed |
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74 | 225 | 250 | 3x3 | 5 |

Minotaurs are the final common enemy encountered in the Colosseum, starting from wave 7 and ending at 11 as reinforcements. Unlike other reinforcements, minotaurs immediately move upon spawning, and with a maximum hit of 74 and high melee stats, it is important to stay well away from the reinforcement spawn points.
Similarly to the Yt-MejKot of the Fight Caves, Minotaurs will heal other enemies if they have been damaged. However, the minotaur will continuously heal them to full health if they are within 6 tiles of them and in line of sight. Their line of sight is based on their centre tile, so their healing can be blocked by the pillars under certain circumstances. If in melee range, they will prioritise attacking the player over healing damaged NPCs.
If the handicap Red Flag is active, the minotaur will gain advanced pathing and will be capable of moving around pillars; other NPCs, such as the reinforcement serpent shamans in waves 10 and 11, will also be able to move into the minotaur's tile. These minotaurs have a different NPC ID from the regular minotaurs, so players using NPC tile markers or radius markers should be mindful of this.
Wave breakdown

If the wave is not cleared within 40 seconds, the reinforcement NPCs will spawn. Realistically, only waves 1, 2, and 4 can be cleared without letting any reinforcements spawn.
Generally, the hardest waves are waves 6, 8, 10, and 11 due to the large number of NPCs. The serpent shaman reinforcements in 4, 5, 6, 10, and 11 can be challenging as there is a chance for them to spawn in front of the melee NPC. If you are busy handling a south NPC and the shaman spawns in front, you may need to manually offtick it before it arrives. If it spawns behind, the melee NPC will block the shaman until it is un-safespotted or killed.
- Wave 1: Fremennik Warband, Serpent shaman
- Reinforcement: Jaguar warrior
- Wave 2: Fremennik Warband, Serpent Shaman, Javelin Colossus
- Reinforcement: Jaguar Warrior
- Wave 3: Fremennik Warband, Serpent Shaman, 2x Javelin Colossus
- Reinforcement: Jaguar Warrior
- Wave 4: Fremennik Warband, Serpent Shaman, Manticore
- Reinforcements: Jaguar Warrior, Serpent Shaman
- Wave 5: Fremennik Warband, Serpent Shaman, Javelin Colossus, Manticore
- Reinforcements: Jaguar Warrior, Serpent Shaman
- Wave 6: Fremennik Warband, Serpent Shaman, 2x Javelin Colossus, Manticore
- Reinforcements: Jaguar Warrior, Serpent Shaman
- Wave 7: Fremennik Warband, Javelin Colossus, Manticore, Shockwave Colossus
- Reinforcement: Minotaur
- Wave 8: Fremennik Warband, 2x Javelin Colossus, Manticore, Shockwave Colossus
- Reinforcement: Minotaur
- Wave 9: Fremennik Warband, Javelin Colossus, 2x Manticore
- Reinforcement: Minotaur
- Wave 10: Fremennik Warband, 2x Javelin Colossus, 2x Manticore
- Reinforcements: Minotaur, Serpent Shaman
- Wave 11: Fremennik Warband, Javelin Colossus, 2x Manticore, Shockwave Colossus
- Reinforcements: Minotaur, Serpent Shaman
- Wave 12: Sol Heredit
Handicaps
Before starting a run, the player will be allowed to set up where they may choose to go before speaking to Minimus, who will then offer three handicaps to choose from before the wave begins. After the first wave is cleared, the player will not be able to move when Minimus appears until they make a selection. You must return near to the start tile (see below) immediately after killing the last NPC in a wave, or you are likely to be caught out of position and die to the next wave.
The first wave will always consist of a selection of Relentless, Blasphemy and Frailty. Red Flag and Dynamic Duo become available before wave 7 starts. The remaining handicaps are picked at random with a preference towards upgrades to previously picked Tier 1 and Tier 2 handicaps. Picking multiple, manageable T1 modifiers as soon as possible will reduce the chance of being forced to pick an undesirable modifier in the later waves.
This section assumes you are a learner attempting a first completion, have strong gear (i.e., a scythe of vitur, twisted bow, Tumeken's shadow, or at least a bow of faerdhinen) and nearly maxed stats, and have some experience with challenging PvM. Note that while a few handicaps are generally agreed on as very bad picks, such as Bees! or Doom (III), the choices you make will also depend on your existing handicaps, gear, skill level, and personal preference. Growing comfortable with a wide range of handicaps will help you reach the late waves much faster than resetting for "perfect" handicaps.
Handicap | Effect | Recommendation | Details | |
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Bees! | A Bee Swarm will drift around the arena, slowly converging on the player at a speed of 12 ticks. If underneath the player, it will deal up to 10 unblockable poison damage every tick, and inflict poison starting at 1 damage.
They have 1 Hitpoint and will respawn 30 seconds after being killed. |
No | This is universally deemed as one of the worst handicaps - it wastes time and demands attention like Quartet, but throughout the whole wave instead of just at the start. Even worse, it can mess with your positioning if you attack the Bees in melee range, making you step out of the pillar or melee safespot. The damage Bees can do to your run far outweighs any benefit gained from using them for SGS specs or Death Charge. This is almost certain to kill you in the Sol fight. |
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Bees! (II) | The amount of bee swarms is increased to two. | No | |
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Bees! (III) | The amount of bee swarms is increased to three. | No | |
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Blasphemy | The player's prayer points are drained by 20% of damage taken from enemies. | Yes | This handicap is a drain on resources, but requires no conscious effort to deal with, and you are far more likely to die to a mistake that doesn't involve running out of prayer supplies. The only way this kills you is if you habitually camp low prayer. |
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Blasphemy (II) | Prayer drain is increased to 40% of damage taken. | Yes | |
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Blasphemy (III) | Prayer drain is increased to 60% of damage taken. | Yes | |
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Doom | A stack of Doom is gained whenever damage is taken, indicated by a hitsplat ![]() Stacks of doom are cleared after completing a wave. |
Yes | This takes no conscious effort, but higher tiers can kill you on a wave that you should have lived through by spamming brews. Extra sources of damage such as Mantimayhem or Volatility make this a worse pick. Experienced players can work comfortably with Doom (II) and even (III) while playing to minimise mistakes. |
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Doom (II) | The player is now killed upon gaining 10 stacks. | Maybe | |
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Doom (III) | The player is now killed upon gaining 5 stacks. | No | |
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Dynamic Duo | Shockwave Colossi will now spawn in pairs.
The paired Colossus spawns near the main Colossus, but not necessarily on one of the 12 default spawns. |
No | This handicap has a decent chance of ruining your wave start, since it spawns two Shockwave Colossi in the same spawn point. However, this is generally preferable to Bees! or other annoying handicaps at wave 11, since it is not guaranteed to cause a bad spawn. |
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Frailty | The player's base Hitpoints are reduced by 10%, and overhealing is disabled. | Yes | While tiers (I) and (II) take no effort to deal with, (III) makes you significantly more fragile both in waves and at Sol: the lasers become a guaranteed one-shot, and you are likely to die after taking a single hit if you do not recover quickly. |
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Frailty (II) | Base Hitpoints are reduced by 20%. | Yes | |
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Frailty (III) | Base Hitpoints are reduced by 40%. | No | |
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Mantimayhem (I) | Manticores now add an additional projectile per orb, effectively attacking twice per attack cycle.
Will not be given as an option after wave 11 if not chosen. |
Maybe | At tier (I), this handicap already punishes you extremely hard for making mistakes flicking a manticore. The venom from (II) is a non-issue if you bring Sanfew serums, but you still take heavy damage from the doubled orbs. (III) has a high chance of ruining pillar stacks and should not be taken unless as a last resort. |
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Mantimayhem (II) | Manticores are now venomous, applying it if its attacks are not prayed against. Venom is cured at the end of each wave. | Yes | |
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Mantimayhem (III) | The manticore's attack patterns are now less predictable, now being set in any order of magic, range, and melee. | No | |
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Myopia | The player's attack range is reduced by two tiles. Manually casted spells are unaffected. | Yes | While (I) does nothing for the most part, higher tiers can be dangerous if you carelessly get dragged out of a safe position. However, with a 10-range weapon, even (III) can be worked around with some care taken. |
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Myopia (II) | Attack range is now reduced by four tiles. | Yes | |
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Myopia (III) | Attack range is now reduced by six tiles. | Maybe | |
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Reentry | Javelins launched into the air by Javelin Colossi will now leave a temporary pool of molten sand where they land, disappearing after the wave ends. | Maybe | With a strong ranged option this can be managed at tier (I), but as a learner, you are likely to rag important tiles while starting out. (II) can be taken at wave 10 or later, but should be avoided earlier. This handicap becomes extremely bad if running a budget setup, because the Javelin Colossus will rag many more tiles before you can kill it. It is highly recommended to avoid Reentry if utilizing a melee-only setup. |
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Reentry (II) | The molten sand is now permanent, and now includes the targeted tile and the tile south-west of it, if accessible.
This will also cause the sand created from the explosion of Volatility III to become permanent. |
No | |
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Reentry (III) | The tiles where molten sand is left behind now includes the tile west of the targeted tile. | Yes | |
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Red Flag | Minotaurs now have advanced NPC pathing, allowing it to move around obstacles and becoming impossible to safespot. | No | This is highly likely to kill learners and experienced players alike, since it ruins the reliable minotaur safespot and allows the serpent shaman reinforcements on wave 10 and 11 to pass through the minotaur. This may be preferable to Bees! on wave 11. |
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Relentless | Enemy attacks will now bypass 33% of the player's Defence level and have their max hit increased by 1. | Yes | This handicap takes no conscious effort to handle, but it causes you to take more damage upon missing prayers or when swapping pillars. Enemies in the Colosseum are very accurate to begin with, though. This handicap hurts less as you improve and rely less on swapping pillars or tanking hits. If you are running a budget setup and can't one-shot the Fremmies, consider picking this up in later waves rather than early. |
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Relentless (II) | Attacks now bypass 66% of the player's Defence, and max hits are now increased by 3. | Maybe | |
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Relentless (III) | Enemies will fully ignore accuracy checks, and max hits are now increased by 6. | Maybe | |
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Solarflare | A damaging orb circles around the pillars, moving every 2 ticks, then stopping for 7 ticks when it reaches a corner.
During wave 12, they will circle a set pattern within the allotted arena. |
Maybe | Does little damage at (I) and (II), and can often be trivialised with ranged weapons. (III) can be annoying at wave start if not used to dodge timing, but the prayer-disabling effect is rarely a direct cause of death. However, learners attempting Sol are likely to be overwhelmed, especially without tile markers. |
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Solarflare (II) | The orb now moves every two ticks without stopping, and deals more damage. | Maybe | |
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Solarflare (III) | The orb now moves every tick, stopping for 2 ticks when it reaches a corner. It will also now disable prayers if hit, alongside dealing even more damage. | Maybe | |
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Quartet | An extra random Fremennik Warbander spawns every wave. | No | While Fremmies can be killed quickly, this handicap robs you of valuable time in the wave opening, which is the hardest part of the wave with a bad spawn. This becomes even worse if you cannot one-shot them, or have Volatility enabled. Learners are likely to panic and forget to dodge at the Sol fight or fail to dodge due to red-clicking the nearby Fremmy. Overall, this is still not as bad as Bees! or Totemic, and less likely to kill you than Red Flag. |
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Totemic | When an enemy is reduced to 50% hitpoints or below, a healing totem will appear near them, and send healing projectiles to the target, healing them for 30% of their health every few ticks.
They have 1 Hitpoint and will respawn two minutes after being destroyed, or after the enemy dies. Additionally, it will not heal the enemy if they are destroyed before their healing projectile reaches them. During wave 12, after the first totem appears at 50%, an additional totem will spawn once every two minutes until the fight concludes. |
No | Similarly to Bees!, this forces you to divert attention and damage away from important targets throughout the wave, and is even worse with Myopia and may cause you to break position in the Sol fight. Venator bow shots will likely bounce into the totem, and the presence of a totem does not mean immediate danger, unlike Bees!
This is an easy pick at wave 12, as you can pre-position yourself near Sol's SW tile to kill the totem quickly. |
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Volatility | Upon death, the enemy will explode one tile greater than their size. For example, a manticore, whose size is 3x3 tiles, will explode in a 5x5 radius. | Maybe | While the explosions don't do heavy damage and can be dodged, they are easy to forget and make hard spawns more difficult to deal with. (II) significantly reduces room for error while killing the Fremmies at wave start. This handicap is worse with Quartet enabled.
This is an easy pick at wave 12, since it only does damage after Sol is already dead. |
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Volatility (II) | The explosion radius is now two tiles greater, ex. a 3x3 monster will now explode in a 7x7 radius. | Maybe | |
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Volatility (III) | The tile at the centre of the explosion now leaves behind a temporary pool of molten sand, disappearing after the wave ends.
Reentry II or III will cause this pool of molten sand to become permanent. |
Yes |
Wave clearing procedure

For waves 1-11, follow these steps to maximise your chances of survival:
- Start by waiting on the start tile as shown. This prevents NPCs from spawning too close. Pray Protect from Magic on waves 1, 4, 7, 8, and 11, and Protect from Missiles on all other waves.
- On the 5th game tick after the handicap selection menu disappears, click towards either tile A or tile B as shown on the NW pillar. Using RuneLite metronome plugins, or simply walking in place, can be used to time this properly.
- As you move towards the pillar, look to the south to see if any NPCs spawned in the two south spawn locations, and pray accordingly. The serpent shaman has a much lower maximum hit than the Javelin Colossus, which in turn has a lower max hit than the Shockwave Colossus. Remember that a Manticore needs 10 ticks to charge up once it sees you, so you have some time before it fires.
- Kill the fremmies. Start by killing the melee, followed by the mage and finally the ranger. You can use a Saradomin godsword special attack to get a large heal off the ranger if needed. Barraging the fremmies is slow, inconsistent, and will indirectly get you killed more by reinforcements. It is best to kill them one by one, as fast as possible.
- Kill south spawns. This is simple if only one NPC spawned south; if two spawned south, it is challenging but still possible to pray against their attacks. By standing on tile A or tile B, you will always be able to hit a south NPC with a 10-range weapon, even with Myopia 3.
- (Once 40 seconds have passed) Kill reinforcements. If a reinforcement serpent shaman is going to arrive first and south NPCs are still alive, it may need to be manually offticked. If a jaguar warrior or minotaur will arrive first, make sure you safespot it.
- Kill the pillar stack NPCs. You will need to step out of the pillar in a specific way to offtick their attacks and be able to pray against them. See the relevant section below (WIP) for examples of how to offtick various pillar stacks.
- Return to the start tile before the next wave begins.

Tile markers
This is a set of tile markers that can be used in the Colosseum. It includes:
- Wave start tiles for both NW and SW pillars
- Commonly-used A and B tiles for offticking double south spawns
- Deadzones (tiles on the edge of the arena that you cannot enter)
- Solar flare paths for the Sol fight
- Destacking tiles
- NW jaguar trap tiles
- Tiles for offticking (NW) or stalling (SW) the reinforcement serpent shamans
- A marker for the starting tile used to offtick a shaman + ranger stacked, in any order, on the south side of the pillar
- A tile for dragging a shaman out if it gets caught on a triangle stack.
Tile markers |
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Tile markers guide • Data |
Wave start
The pillar recommended for first quivers is the NW pillar. This is because:
- It minimises the risk of being attacked by two NPCs on wave start.
- It allows the melee reinforcement NPCs to be safespotted while dealing with the south spawns on the west side.
- It maximises opportunities to set up double ricochets with the venator bow, which does better damage than even a scythe of vitur if Masori armour is equipped. This is not a consideration for a first quiver.
By clicking towards the pillar on the 5th tick, NPCs are prevented from spawning in the west area, minimising the number of NPCs the player has to deal with at wave start.
Kill fremmies
As fremmies have smart pathing, chase you constantly at running speed, and can do serious damage, they must be killed at the start of the wave. Failing to kill fremmies quickly results in a spiral of taking more and more damage.
Fremmies attack on a fixed 6-tick cycle relative to wave start. While it is technically possible to pray against their attacks, this will almost certainly result in any south spawns hitting you for massive damage. Kill them ASAP and get to dealing with south spawns, if applicable. If you can squeeze in the clicks, you can ctrl+click to walk between hits to avoid some frem damage, but it is not worth doing this if it means killing the frems slower.
Kill fremmies in the order: melee, mage, range. The only exception to this is to kill the ranger with a Saradomin godsword special attack before the mager if the player is critically low on HP due to a mistake. Barraging fremmies is slow, inconsistent, and will indirectly get you killed more by reinforcements.
Deal with south spawns (clips WIP)
When only one NPC spawns south, it can be easily drawn in by standing on the A or B tile and killed safely from behind the pillar. However, being attacked by two south NPCs at wave start is a common cause of death for learners, as they struggle to juggle the movement and menu management of killing frems with flicking prayers between two NPCs. Learning to survive double south spawns makes a dramatic difference in the likelihood of achieving a completion.
To maximise your chances of surviving double south spawns:
- Practice good inventory management and awareness. Do you know where your weapons used to kill the frems are? Do you use F-keys to quickly swap menus and avoid wasted clicks?
- Avoid Quartet and Volatility if possible, since these handicaps make dealing with fremmies more difficult.
- Watch examples of double south spawn offticks to learn them, then practice applying the solves in your own runs.
- Watch the east side of the pillar, and round the corner on the north if safe to buy time to kill a frem before offticking the south spawns again. Remember that manticores take 10 ticks to charge up after they see you.
Shaman + Javelin Colossus
The serpent shaman works differently from the other 3x3 NPCs, as due to his size he does not get caught behind the pillar for several spawn locations which 'catch' the other 3x3 NPCs.
When these spawns happen, it is always possible to round the corner on the north side safely while praying range to kill remaining frems, before returning to the west side and preparing for reinforcements. Except for one spawn that will be highlighted below, every serpent shaman + ranger spawn can be offticked by standing on the B tile.
Manticore + Javelin Colossus / Shockwave Colossus
When a manticore and another 3x3 NPC spawn south, they can be offticked by staying on the A tile if the manticore spawned close, and on the B tile if the manticore spawned far. Once both NPCs stop moving, it is safe to start moving to dodge hits from the frems. It is always possible to kill at least 2 frems before the manticore attacks you.
Manticore + Manticore
You have two options: one, you can stay on the south corner of the pillar or walk one west of B and let them see you at the same time, then pray against their staggered attacks. Two, you can run to the A tile to cause them to attack you for 6 ticks in a row without interruption, followed by a 4-tick breathing period. If you opt for the first option, be very careful to wait for the closer manticore to attack first before dragging them in by running to the A tile or around the north side, as you may cause them to overlap their attacks by interrupting their line-of-sight.
Javelin Colossus + Shockwave Colossus
These spawns will always be offticked by staying on the A or B tiles. The NPC that spawns close will attack first, and the rear NPC will attack 2 (if on B) or 3 (if on A) ticks later. Focus on getting the prayers right, equip your weapons, and click the frems when you have breathing room. Momentarily rounding the corner can be useful for buying time to kill a frem, but make sure to return if things get dangerous or if reinforcements are about to spawn.
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If a shaman and ranger are about to see you, you can opt to pray range and go north, then offtick them as shown on the way back. Be careful if a Manticore will see you on the north side.
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Since the Manticore spawned closer than the Javelin Colossus, you can offtick them on the A tile.
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You can make two Manticores see you on the same tick by walking 1 tile west of B.
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If a Javelin Colossus and Shockwave Colossus spawned south, pray against the closer one first.
Deal with pillar stack (WIP)
Killing NPCs stacked on the pillar requires that they be offticked, or you will take massive damage. A set of summary graphics and examples are shown below.
Z-solves and destacking are never required unless taking mantimayhem 3. The first five basic solves combined with these three ( https://los.colosim.com/?14092.11082.17094r.11116.#2306.2818x6 , https://los.colosim.com/?11112.14102.11084r.17106.#2561x2.2817.3074x3 , https://los.colosim.com/?11094r.17094r.14096.#2050x5.2561.3073.3075x5) allow for solving every possible northwest pillar stack past wave 6, except for quadruple line stacks which only occur when not moving past the southernmost tile behind the pillar.
Mantimayhem 3 adds three potential stacks in total that require z-solves; two of them are standard double line and triangle stacks which might now require stepping in and out of the pillar depending on the manticore's orb order. A triple line stack with a middle manticore that is melee orb first and the opposite style of the closest mob second also requires stepping back behind the pillar. There is one last unique stack: a T-stack where a manticore between a ranger and a mager has melee orb second and the opposite style of the closest mob third, which can be solved with one click of movement like this https://los.colosim.com/?11112.11082.14094m.17096.#2306x2.2817.3329x5
Melee sameticking
Monsters stacked west of the pillar can be sameticked with monsters south of the pillar by clicking to move outside of the pillar 2 ticks before the attack animation of the south monster which you wish to line up with the first safespotted mob that will see you. Variations of this strategy, the most difficult one being clicking outside of the pillar on the same tick of a manticore's middle attack to line up two different west monsters behind its attack, allow for performing melee solves of all potential northwest spawns damageless.
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Basic, common stacks. If not confident, the Z-stack can be destacked instead.
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More complicated stacks.
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More complicated stacks. If a manticore is in the front or back position and is not charged, it is recommended to run south.
Sol Heredit

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Size | Attack speed |
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45 | 1500 | 300 | 5x5 | Varies |
Sol Heredit is the final boss of the Colosseum. When his wave starts, groups of gladiators will barricade the centre of the arena, limiting the player's movement against him to the area within the four pillars (roughly a 16x15 arena).
Heredit is weak to melee attacks, primarily slash-based ones. Therefore, a scythe of vitur is highly recommended, as he has a Defence level of 200 with +5 slash defence bonus, and is large enough for the scythe to hit three times per attack. It is not recommended to use magic or ranged (which was used in the previous waves) as Heredit has massive bonuses against them with a high Magic level of 300, with +750 magic and +825 ranged defence bonuses. He does not absorb stats, so a dragon warhammer or bandos godsword can help make him much easier to hit.
Because Heredit is fought in the middle of the arena, players who have Reentry tier 2 or 3 handicap active should avoid splattering the centre with molten sand, as this will severely limit space to avoid his attacks. If Quartet is active, a random Fremennik warband member will spawn at the start of the fight and should be dealt with immediately. Bees will continually spawn if active, making it necessary to kill them with the limited amount of space. Solar flare orbs will continually rotate in a 5x5 pattern by the corners of the improvised arena.
If Totemic is active, the totems will begin spawning when Heredit reaches 50% of his health and will heal him for 75 hitpoints every 4.2 seconds if given the chance until destroyed, thus making it mandatory to destroy them on sight. As this may lure the player into a tile not safe from Heredit's slams, a fast-ranged weapon is recommended to deal with them. After the first totem is destroyed, all subsequent totems will appear 2 minutes afterwards.
Preparation before starting wave 12:
- If you are using NPC highlights, make sure to tag Sol Heredit. You can do this on any of the previous waves. He is sat above the north gate.
- If you use game sounds, make sure both game sounds AND area sounds are turned up. Sol's attack sounds are area sounds. Also, if you use the Music plugin in Runelite, make sure "Mute NPCs' area sounds" is unchecked.
Phase 1: Let's start by testing your footwork.
Sol Heredit primarily attacks with AOE attacks that are dealt with reactively based on the animation he does. His AOE attacks deal up to 45 Typeless Melee damage and can be completely avoided if dodged correctly. Keeping your Protect from Melee prayer on should be avoided unless reacting to his special attack, as it does not reduce his AOE damage, and having the prayer on during the start of his Combo Attack will prevent you from blocking the first hit.
It is recommended to have enough space to run at least two tiles away from Heredit; while both trident attacks and the first shield slam can be avoided by walking one tile away from him, the second shield bash requires two tiles.
The attack patterns follow a rule in which if 2 of the same style, Trident attack or Shield attack, are used in a row, the second one will use a different pattern. Using a single Trident attack and following up with a Shield attack, or vice-versa, will reset the pattern back to its first one. Heredit will remember his previous attack during a phase transition, but will reset if a special attack (grapple or combo) was used. Sol Heredit will also always use his Trident attack first after changing phases.
Sol will be unable to move for 4 ticks starting on the tick he uses an AOE attack. Additionally, Sol must be next to the player at the start of a tick (before movement is calculated) to initiate an AOE attack. If the player walks away from Sol on a tick before Sol finishes his attack cooldown, they can delay Sol's next attack. This works on all attacks except for phase transitions, which Sol will begin regardless of player position.
Sol Heredit has 4 different AOE patterns:
- Trident stab #1: 5x6 (under him+ in front) with two 4x1 lines towards the player's direction. Avoided by stepping back 1 tile from his centre tile, or his corner tiles.
- Trident stab #2: 5x5 (under him) with three 4x1 lines towards the player's direction. Avoided by stepping back 1 tile diagonally on either side of his centre tile.
- Shield slam #1: large 15x15 AoE with a safe line at 9x9. Avoided by stepping back 1 tile from his melee range.
- Shield slam #2: large 15x15 AoE with a safe line at 11x11. Avoided by stepping back 2 tiles from his melee range.
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Spear #1 / trident stab #1 attack pattern
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Spear #2 / trident stab #2 attack pattern
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Shield #1 attack pattern
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Shield #2 attack pattern
Sol Heredit's attack speed is based on the attack he previously used, with the trident stabs being a 7-tick attack and the shield slam a 6-tick attack.
Phase 2 (90% HP, 1350 HP): Not bad. Let's try something else...
Sol Heredit will continue to use his primary AOE attacks like in Phase 1, but with the addition of arena obstacles and the combo special attack.
- Molten Sand: 6 random tiles will be marked with a pillar of light, leaving behind a puddle of molten sand that will remain for the rest of the encounter. One of these will always target the player's tile.
- Stepping on them will damage the player for ~6-8 damage per tick.
- Additional tiles will be affected at the start of each phase.
- Molten sand will only spawn in a 9 by 9 square centered on the player's tile.
- If Sol attempts to spawn molten sand on a tile already covered, it will have no additional effect.
- If the player is at an edge or corner of the arena, all 6 tiles will spawn inside of the arena, provided space exists.
- Light Beam: A crystal will spawn on the outside of the arena and move a random distance. Afterwards, it will stop and project a beam of light, which after a few seconds, will shoot a ball of light which can damage the player for 70+ damage.
- An additional beam is added at the start of each phase.
- The actual damage starts 4 ticks after the beam of light appears.
- Combo Attack: Sol Heredit will charge up an attack and strike 3 times. This attack must be prayed against with Protect from Melee, or you will receive heavy damage. The attack requires you to activate your prayer tick-perfectly with the attack landing. The initial attack hits 3 ticks after the start of the charging animation, the second attack hits 3 ticks after that, and the final attack after another 3 ticks (delayed to 4 ticks beginning in Phase 4 at 50% health). Activating your prayer too early will disable it and force you to take the damage. The attack has a visual indicator allowing the player to react by turning on their prayer when the glowing particles around Sol Heredit's weapon stop glowing. On phase 1-3, each attack will deal 15, 25, and 35 damage, respectively, if not properly prayed against. In phase 4 onwards, they will deal 15, 30, and 45 damage if not properly prayed against.
Phase 3 (75% HP, 1125 HP): Impressive. Let's see how you handle this...
Phase 3 starts with the addition of another new Light Beam, 6 more Molten Sands, and the grapple special attack.
Additionally, Sol Heredit's primary AOE attacks will have their attack speed increased by 1 tick.
- Grapple Attack: Sol Heredit will announce a message over his model and in the chat-box indicating one of 5 slots he will be targeting. If the player does not defend the armour slot in time, or clicks on the wrong slot, he will deal heavy damage (up to 45). Defending a gear slot will not unequip the item for the duration of this attack.
- This attack will be used even if the player doesn't have anything worn in that slot, and will therefore be unable to defend.
- Countering the attack within 3 ticks will result in the chat message "You successfully defend from Sol Heredit's grapple!", blocking the damage. Countering it on the last possible tick, however, results in the chat message "You perfectly parry Sol Heredit's grapple!", which will also empower your next attack (within 5 game ticks) with a max hit.
- The chat messages indicating which armour piece to remove are as follows:
- I'LL CRUSH YOUR BODY! indicates that you must defend the gear in the platebody slot.
- I'LL BREAK YOUR BACK! indicates that you must defend the gear in the cape slot.
- I'LL TWIST YOUR HANDS OFF! indicates that you must defend the gear in the gloves slot.
- I'LL BREAK YOUR LEGS! indicates that you must defend the gear in the platelegs slot.
- I'LL CUT YOUR FEET OFF! indicates that you must defend the gear in the boots slot.
Phase 4 (50% HP, 750 HP): You can't win!
Phase 4 starts with the addition of another new Light Beam and 6 more Molten Sands.
In addition, Sol Heredit's Combo Attack is slightly modified. The final hit in the combo is delayed by 1 tick to catch the player off guard. If not blocked, it will inflict 45 damage.
Phase 5 (25% HP, 375 HP): Ralos guides my hand!
This phase is exactly the same as Phase 4, with the addition of another new Light Beam and 6 more Molten Sands.
No more Light Beams are added from this point, for a total of 4.
Enrage Phase (10% HP, 150 HP): LET'S END THIS!
During Enrage Phase, Sol Heredit adds an initial 5 Molten Sands, and 1 extra Molten Sand every 1.8 seconds (3 game ticks), targeting a random unaffected tile in the arena. Like the phase transition sand, this sand is also in a 9 by 9 grid around the player, and can fail to spawn if Sol attempts to spawn sand on a tile already covered by it. It's important to finish off the boss here quickly before the arena is quickly covered.
Light beams will spend less time repositioning as well, sending out an attack approximately every 7 seconds.
Warning: If Volatility is active, Sol Heredit will explode after defeating him, and dying from it will result in loot being lost, including the quiver.
Mobile tip: Orient the camera where Sol is on the right of the screen, and zoom out until you can see his health bar above his head. Otherwise, you will not be able to see his overhead text and may die to a special attack as a result.
Using safespots
Pillars
To prevent melee-using enemies from attacking the player, standing north of the pillar will cause their south-western most tile to line up with the player. Standing next to the pillar on its west side will prevent jaguar warriors from attacking the player. Assuming Red Flag is not active, minotaurs can also be safespotted on this tile or the tile west of the first one used to safespot the warriors.
It is highly recommended to set radius markers to find the monster's effective range, to both prevent surprise attacks (which minotaurs are particularly nasty for) and to avoid running out of cover when a monster is seemingly in range but isn't.
Solar Flare skip
Solar flares can be skipped with varying difficulty depending on the tier set.
The orb moves at different speeds depending on the tier. The basic idea is that you don't want to allow the orb's true tile to be on top of your character's true tile on a given tick. To dodge the orb precisely, you can wait until the orb's true tile is adjacent to your character, and when it is about to move on top of your character (but before it actually does), click to move on the orb's true tile, such that your character's true tile and the orb's true tile swap positions on the same tick. This will result in no damage taken.
Prayer flicking and off-ticking
Ranger/Shaman/Manticore/Mager
Starting from wave 2, there is a high possibility of a ranger and shaman, mager, or manticore lined up behind each other. All enemies share the same attack speed except the manticore, which is twice as slow as the other monsters.
If a ranger, mager, or manticore is in front and a shaman is behind, the player can exploit the long-range style of their powered staff to attack the ranger from as far as possible, as the shaman only has a max range of 10, and will not be able to hit, assuming myopia handicaps are not active. If they are, the method below will be required.
If the shaman is in front with a ranger, mager, or manticore behind them in the western pillars (and the player is standing west), use the method below for one flick, then run back north. This will lure the shaman away from the rest of the monsters and allow him to be easily dealt with. This assumes that the player is utilising the northwest pillar and the shaman is standing to its east; the shaman will not be lured if he is standing south.
To flick both monsters of different combat styles, the player must stand in the middle tile of your side of the pillar and attack the farther one (or run two tiles to the west). This is the same as the ranger and mage combo in the Inferno. Make sure to have run enabled. This will cause the farther one to attack you first and the closer to attack one tick after. If you do not attack from the middle tile, have run on, target the monster in the front first, or the monsters positioned improperly (e.g a ranger and mager jutting out from the pillar) the monsters will attack on the same tick.
If the manticore starts with a different first hit as the monster behind/ahead of it (e.g a ranged-starting manticore with a mager), the method above is required to flick both of them. In the case of javelin colossi, be mindful of the javelin throw special attack it performs every five attacks.
If the manticore starts with the same first hit as the monster behind/ahead of it (e.g magic-starting manticore with a shaman), the monsters can be flicked without any special methods.
Triple Monsters
If there are three monsters stacked behind a pillar, the following may need to be done:
If the monster in front is of one style (e.g a ranged-starting lion) and the other two monsters (two shockers) behind it are of another style, the method above can be used, as the monster in the back will attack on the same tick as the middle one.
If all three monsters are of one style (e.g a magic-starting lion and two shockers), they can be flicked as normal.
If the first and third monsters are of a different style compared to the middle monster (a ranged-starting lion in the front, shocker in the middle, ranger in the back), a more advanced method, often referred to as a 'Z-solve', must be used to avoid all damage and flick every monster. By stepping 1 tile away from the centre of the pillar in the opposite direction of the stack and running out (remaining 1 tile "away" from the pillar), you will be attacked by the 3rd monster in the stack. Immediately run back to the centre tile adjacent to the pillar, then proceed to offtick the 2nd and first monster as normal. This will separate all 3 monsters' attacks so they can be flicked between. Special consideration needs to be made for single or double Manticores, as their triple attack will need to be aligned with other monsters.
In the event a stack cannot be figured out or executed, luring will have to be used instead.
Luring
During the later waves, luring monsters may make some solves easier, particularly when the player is faced with a particularly troublesome layout, such as a mage-range-mage stack. Prior to luring, the player should equip their best ranged defence gear possible (which should be melee gear in this case), check which monsters are behind first (to flick if there are lions), then activate Protect from Magic, as to minimise the chance of damage by purely relying on bonuses to tank any ranged hits. This should only be done after reinforcements spawn, or the player will be compromised by them.
From the north-west pillar, stand all the way as west as possible from the pillar's southern-most west column to begin triple destacking, which can be common on waves 8-11. Run all the way to the corner of the south-west pillar (southern most west tile) to lure all of the monsters, then run to the pillar's southern end. This will drag monsters to both the north and east of the south-west pillar, often resulting in one or two (depending on the layout) monsters coming in from the east. By hugging the south edge of the south-east pillar, this will stop the second monster (if one is present) from attacking until the first monster is killed, and the remainder of the stack can be handled with ease.
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