2000% Solo Zamorak (Ranged)
2000% Solo Zamorak (Ranged)
Introduction
2000% Zamorak can be farmed solo with while skipping most specs that would normally slow down other styles such as and . The rotations and spec order in this guide are designed to work at HP cap (1740%+), but can still function at slightly lower enrages with some adaptation. Higher enrages than 2000% will run into issues with incoming damage and Channelers HP scaling resulting in higher red HP to deal with.
⬥ Players can expect to get consistent kills below 7:15 when following the rotations in this guide, with room to optimize well below 7:00 with clean movement and good decision making.
⬥ This guide assumes pre-existing knowledge of Zamorak's mechanics, how to deal with them, and how his auto attacks work. Visit #Zamorak Basic Guide or #Zamorak Main Guide for in-depth information on these mechanics.
Preset and Relics
General Information
⬥ Improvisation is required around deathspore procs, BoLG stacks, adrenaline, and incoming damage between phasing into grey HP and red hp during the next pad. However, green hp rotations should work consistently to phase Zamorak at the desired times.
⬥ All uses are assumed to be at 15 stacks, building between pads alongside
⬥ Abilities denoted by represent wensporing (swapping from to after casting an ability on the same tick to recieve both arrow effects)
⬥ Take note of the arrow types used during each section of the fight. Messing up ammo swaps can result in an inability to phase at the desired times.
⬥ is used in the preset to be able to + → on phase 4 but works fine as well with tighter input timing. There is minimal difference between the two options.
⬥ is optional but is highly recommended to be able to quickly put up two bleeds with minimal time investment.
⬥ is used to avoid a hit chance penalty for using and abilities during the fight.
⬥ on a proc will deal more damage and make clearing red HP easier, any → that appears in this guide can be adjusted into → → / if available at 5/6 stacks respectively.
• This is a slight optimization but you should not intentionally slow down otherwise just to get the proc.
• The largest time saves will come from good movement between pads and good rotational improvisation to clear red HP as quickly as possible.
Special Attack Order
⬥ Pad order is assumed to be 2 → 4 → 1 → 3 → 6 → 5
• (Optional) 2 → 5 → 1 → 3 → 6 → 4 may also be used for less incoming damage during p1-6 but with more required movement and having to deal with traps
⬥ Red HP mechanics are always skipped in this guide, all listed mechanics occur in green HP
⬥ Order:
• P1: Flames of Zamorak → Infernal Tomb + Phase (Tomb and Phase occurs at the same time)
• P2: Adrenaline Cage → Phase
• P3: Chaos Blast → Phase
• P4: Rune of Destruction → Adrenaline Cage → Phase
• P5: Chaos Blast → Phase
• P6: Rune of Destruction → Flames of Zamorak (skippable) → Phase
Rotations
Prefight
⬥ At War's Retreat : → →
⬥ On witches: build 15 stacks, 5 stacks, and be at 3 stacks with active for ~13 seconds remaining as the last witch is finished
• Using on the 2nd or 3rd witch will line this timer up naturally
• Be at 3-4 stacks as the 5th witch is finished, then → // the last witch to hit 5 stacks and 3 stacks
• Having improper prefight setup will result in less consistent phasing and adrenaline
Phase 1
⬥ The goal of this phase is to phase Zamorak into green hp with no autos during red hp, deal with the Flames of Zamorak spec with + , then receive the Infernal Tomb spec as you phase him by stacking bleeds with
⬥ The first few abilities in are done with to stack the defence debuff for future and use.
Phase 1 Rotation:
⬥ / → (tc)+ → to pad + → + → → → → → → → + → → → → * → → → → → → + → → → →
• If done correctly, Zamorak should phase into green hp on the 2nd
• Replace * with filler global if Zamorak is already around 1400k-1415k
• Delaying an ability by one tick will line up perfectly with the Infernal Tomb stun timing, preferably on one of the bleeds.
Witch + Demon
⬥ + → + + → → → → + / to rune to exit
Phase 2
⬥ From here on, improvisation is required between pads to build 5 stacks, then getting off + before each pad refund.
• Move to the next pad and charge it as soon as possible that will allow for an efficient adrenaline refund after → → /.
• / as needed for adrenaline and/or safety
• All are assumed to be done between 3-7 stacks
⬥ Red HP is cleared with and getting efficient procs with //
• Example: → → → → (pad refund) → → → (red HP cleared)
Phase 2 Rotation:
⬥ → + until 5 stacks + walk to pad → → → → → → until pad refund → + adjust for procs until phased into green → → (swap to after 3 ticks) → → → → / until phased → +
• Wensporing on a few abilities is needed for cooldown refund for next phase, ~15 seconds
Witch
⬥ + + → → → (12 stack) → → +
Phase 3
⬥ On fast entries, and may still be on cooldown (>10s) upon exiting infernus, be careful of using immediately as getting 5 stacks that can't be used by the time / comes up will result in inability to execute the given rotation.
• You may opt to stay out longer in phase 2 to deal more damage to grey HP before entering infernus as opposed to waiting out / cooldown afterwards. This can result in more damage taken from auto attacks in grey HP.
Phase 3 Rotation:
⬥ → + until 5 stacks + walk to pad → → → → → → until pad refund → + adjust for procs until phased into green → / → → → → → → → → +
• is used during Chaos Blast spec while Zamorak is not attacking
Witch
⬥ + + → either bomb or omni → → → → +
• proccing will clear , stacks, and
• You may opt to stay out slightly longer dealing damage to grey HP to adjust the timing of proccing around these effects. Losing is generally acceptable to put up before procs.
Phase 4
⬥ The goal of this phase is to kill the protector with + (adren refund) → , then phase Zamorak while getting the Adrenaline Cage spec during Rune of Destruction.
⬥ In order to avoid placing inside the upcoming Rune of Destruction unsafe zone, walk forward before towards the protector after charging the pad.
Phase 4 Rotation:
+ until 5 stacks + walk to pad → + → + → target protector + + → → target + → → → → → → → → → → until ~620k hp → → → → / → → /filler until rune ends + (spam to enter infernus as quickly as possible during cage)
• Stop ranged dps around 620k to begin bleeding with
Witch
⬥ + + → → → → → +
Phase 5
⬥ This phase is essentially the same as phase 3 except now can be used twice. The same rotation from phase 3 will take care of green HP as Zamorak charges Chaos Blast.
⬥ Incoming damage from Zamorak's autos from this point on can be extremely high with unlucky / procs. It's important to charge each pad and start as soon as possible to clear red HP and stop Zamorak's buffed autos quickly. Sip proactively and re-overload if stats become too drained.
Phase 5 Rotation:
⬥ → + until 5 stacks + walk to pad→ → → → → → → → + adjust for procs until phased into green → → → → → → → → +
Witch
⬥ + + → either bomb or omni → → → → → +
• You may again opt to stay out for longer to deal damage to grey HP and adjust the timing of proc around ,, and .
Phase 6
⬥ At this point, you gain enough adrenaline on basics from pad 1 that you should immediately begin charging the next pad regardless of adrenaline as you exit. can also be used if you exit with extremely low adrenaline.
⬥ can be equipped later into the phase for safety since the proc effect resets upon phasing into p7.
Phase 6 Rotation
⬥ + → until 5 stacks + walk to pad → → → → (swap to after 3 ticks) → → → → → → // → / → → → → → → + adjust for procs until phased
• If the Flames of Zamorak spec is recieved, use on the melee slam, + the bomb, and leave any additional black smoke on the ground to pick up as you phase. Alternatively, proc this mechanic if very close to phasing.
• Can swap to and to finish Zamorak if you are out of ways to deal damage with by the end of the phase
Phase 7
⬥ may be used on the two autos from Zamorak + possible auto from the demon if HP is low entering the phase.
⬥ Make sure to maintain <=60% HP as the cycle begins to make full use of the pad 6 buff.
⬥ stacks clear upon phase transition so stacks should always be consistent when following any given rotation.
Phase 7 Rotation
Phase transition
+
Demon
⬥ → + towards → → →
Runes
⬥ to first rune→ → → / to second rune → → → → if not dead
Cycle
⬥ + target + + equip → → → →
• Expect the melee slam to deal ~1500-3000 damage through +.
• should proc on the smoke bomb.
Example Kills
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