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Zamorak Main Guide

Zamorak, Lord of Chaos

Introduction

Zamorak, Lord of Chaos is the fifth and final installment in the Elder God Wars dungeon. This guide will primarily focus on the final boss encounter. For help clearing the dungeon, refer to #Zamorakian Undercity. If you would like a more simple version of the guide for your first few kills, refer to #Zamorak Basic Guide.

Drops

bolgtop Bow of the Last Guardian Piece

vestmentsofhavoctop Vestments of Havoc Equipment

chaosroarcodex Chaos Roar Codex

lostknowledgecodex Codex of Lost Knowledge

jewelsofzamorak Jewels of Zamorak - 1/500 group, 1/300 solo (100 threshold)

Preset and Relics

It is assumed that Zuk capes igneouskalmej igneouskalxil igneouskalket for your chosen style, Disruption Shield disrupt , toolbelt Infernal Puzzle Box infernalpuzzlebox and passive Ring of Vigour rov are unlocked.

⬥ All gear used is based on Stage 1 of #unknown-channel, with the addition of the following:

‎ ‎ ‎ ‎• Ranged skillcape on Anachronia cape stand/Max Cape range + Igneous Kalxil igneouskalxil

‎ ‎ ‎ ‎• Strength skillcape on Anachronia cape stand/Max Cape melee (For effect while wearing igneouskalket)

‎ ‎ ‎ ‎• City of Senntisten spells Magic

Preset Suggestion & Breakdown

These items should be part of your preset if you have them or can afford them, listed in order of cost-effectiveness.

Melee melee

‎ ‎ ‎ ‎• mwspear Masterwork Spear of Annihilation or offhand Lunging 4 lunge4 switch

‎ ‎ ‎ ‎• zgs Zaros Godsword

Ranged range

‎ ‎ ‎ ‎• eofgreen with Dark Bow dbow

‎ ‎ ‎ ‎• grico with Caroming 4 caroming4 switch

‎ ‎ ‎ ‎• Ascendrii bolts (e) ascendribolt

Magic Magic

‎ ‎ ‎ ‎• soa Fractured Staff of Armadyl and grim Erethdor's grimoire

‎ ‎ ‎ ‎• eofpurple with Guthix Staff gstaff or Zamorak Staff zamorakstaff

‎ ‎ ‎ ‎• eofyellow with Armadyl Battlestaff armadylbattlestaff

‎ ‎ ‎ ‎• cryptbloombody Cryptbloom Equipment

Enrage-Based Mechanics

Zamorak's damage and HP scales with enrage, and additional mechanics are introduced at specific enrage thresholds:

100% Phase 7 is introduced.

500% During Infernal Tomb, all players must be on their pad at the same time to exit Infernus.

500% The chaos witch channelers in Infernus spawn with 50% adrenaline and the first ability they use will be Asphyxiate asphyx.

750% During Infernal Tomb, demons will move faster towards the portal.

900% During Channelers, grey health will heal faster upon each Pad activation. Making depletion gradually impossible.

1000% During Channelers, Chaos Witch Channeler spawns with 100% adrenaline and their first ability is Omnipower omni.

1000% On phase 7, charge damage is no longer reset between cycle(s).

1000% On phase 7, Zamorak's life points cap at 250,000 per player.

1470% The life points of a chaos demon cap at 70,000 while on Infernus.

1500% During the Adrenaline Cage attack, the targeted player will have their Devotion devo deactivated.

1600% Zamorak's stagger after killing a rune on Phase 7 reduced from 10 to 5 ticks.

1740% For phases 1-6, Zamorak's starting life points cap at 1,600,000 per player.

3500% On phase 7, the life points the runes revive with are capped at 60,000.

Attack Rotation

Auto-attack cycle

‎ ‎ ‎ ‎• 5 Magic autos → 5 Ranged autos → Repeat (Special attacks get woven in)

Special attack cycle

‎ ‎ ‎ ‎• The following diagram outlines the pattern of special attacks used by zamorak and how they vary based on when you transition between phases:

Notes: Phases end when the draining HP bar is depleted. Channeler HP carries over to draining, at 900% this becomes irrelevant as Zamorak will heal roughly ~22k hp per tick

Channelers

‎ ‎ ‎ ‎• A message will appear saying Zamorak begins to draw power and energy from something within Infernus. , this will spawn a Chaos Witch Channeler in Infernus

‎ ‎ ‎ ‎• Players must enter Infernus with the extra ability button and defeat the witch before being able to activate the next rune

‎ ‎ ‎ ‎• It is advised to anti / freedom and surge towards the witch

‎ ‎ ‎ ‎• At 1000%, Chaos Witch Channeler spawns with 100% adrenaline and their first ability is omni

Flames of Zamorak

‎ ‎ ‎ ‎• Zamorak will yell The world will burn. and slam into the ground, dealing 2 melee hits and spawning Flames of Zamorak between the player with aggression and Zamorak

‎ ‎ ‎ ‎• To deal with this, be close to the boss, DeflectMelee and use defensives if low hp

‎ ‎ ‎ ‎• Black smoke (Flames of Zamorak) goes towards the easternmost player, the more smoke that is absorbed by a player the higher the typeless hit on them will be

‎ ‎ ‎ ‎• Ideally, the base tank will be the only player east of Zamorak and in melee distance with all others west, out of melee distance

‎ ‎ ‎ ‎• Solo only: you may walk directly below Zamorak to get no black smoke at all

Adrenaline Cage

‎ ‎ ‎ ‎• Zamorak will say Chaos, unfettered! then drop the prayers of those affected by the attack, preparing to bombard base with heavy magic attacks.

‎ ‎ ‎ ‎• Remain still, DeflectMage and use debil , reflect or devo

Chaos Blast

‎ ‎ ‎ ‎• Zamorak will charge up his attack shouting I will tear you asunder!

‎ ‎ ‎ ‎• To deal with the mechanic successfully stun him enough times, after such a damage requirement will appear to force him to launch the attack early

‎ ‎ ‎ ‎• He will yell Feel the rage of a god. and send a red projectile that deals up to 25,000 soft typeless damage - this is reduced based on how fast he is interrupted

‎ ‎ ‎ ‎• Use vitality / res / disrupt , at higher enrages you may need to use immort

Infernal Tomb

‎ ‎ ‎ ‎• Zamorak says Step into the dark... meet your death., targets players, assigns a rune to them overhead and transports them to Infernus where greater demons are marching towards a portal to the main arena

‎ ‎ ‎ ‎• Most players elect to use a quick couple abilities to kill the demons (ideally caroming4 gchain → ability)

‎ ‎ ‎ ‎• Players must go to the pad with the same corresponding rune they received overhead

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ At higher enrages, it is highly suggested to pre-stun Zamorak and defeat all demons before exiting. Example clip of proper stun timing here.

Note: 2 of the runes are the same, it doesn't matter which you exit from, another rune looks very similar. Going to the wrong pad will inflict massive damage to all party members.

Rune of Destruction

‎ ‎ ‎ ‎• Zamorak will yell You're already dead. ‎and lay a massive red rune around him, with a gap between two circles

‎ ‎ ‎ ‎• Black sludge will run clockwise or counterclockwise sometimes changing direction and applies stuns to those caught in it

‎ ‎ ‎ ‎• Standing in the red areas will deal rapid soft typeless damage

‎ ‎ ‎ ‎• The player cannot teleport to Infernus and runes cannot be charged for the duration of the attack

Using the image below, you can position yourself in optimal spots depending on the spawn point of the black smoke. This will greatly reduce your likelihood of being hit by the smoke; allowing you to stay in your damage-boosting ultimates.

If you are unsure, standing in the SSW (South South-West) section is generally an all-round great spot.

Alt1 Zamorak Attack Rotation Helper

Disclaimer: Alt1 is a third party tool, and while generally safe to use, is still recommended to be installed and used at your own risk.
Attack Rotation Helper

The app tracks the special attack order at the Zamorak boss. The special attack highlighted in green is the upcoming attack.

Hexes and Edicts

Charge Pads

‎ ‎ ‎ ‎• The arena has 6 pads that you can stand on to charge.

‎ ‎ ‎ ‎• When it is full charged, Zamorak will stop attacking for a while and your adrenaline bar will be refilled. After this, you will gain an Edict while Zamorak gains a Hex depending on the pad charged.

‎ ‎ ‎ ‎• You will become unable to charge pads when Zamorak says HEED MY CALL. To continue charging the next pad, you must enter Infernus and kill the mage present.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This happens after charging every pad.

Hexes and Edicts

‎ ‎ ‎ ‎• Every time a player activates a pad, they and Zamorak will gain a stack of currently active stacking edicts and hexes, respectively

‎ ‎ ‎ ‎• This makes it such that stacks are accumulated as additional runes are activated

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ In other words, if you activate pads 6 → 5 → 4, once 4 is activated rune 6 will have 3 stacks, rune 5 will have 2 stacks and rune 4 will have 1 stack

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ A calculator has been made to gauge the effects of each activated Edict & Hex: https://runescape.wiki/w/Calculator:Combat/Rune_pads

‎ ‎ ‎ ‎• E.g. If the Affliction-Balance of Power pad is activated, after all pads are active the player will only heal 40% from food and have outgoing damage increased by 36% when below 60% lifepoints

Hexes and Edicts
⬥ Every time a player activates a pad, they and Zamorak will gain a stack of currently active stacking edicts and hexes, respectively ⬥ This makes it such that stacks are accumulated as additional runes are activated     • RS Wiki calculator for rune pads
Hex: Twinshot, Edict: Anima Flow (Stacking) twinshotrune
⬥ Zamorak's attacks deal a second hit at 10% of the original hit, per stack. ⬥ Player's basic abilities have their adrenaline gain increased by 20% of the original value, per stack. ​
Hex: Smite, Edict: Haste (Stacking) smiterune
⬥ If Zamorak's targets are hit below 5% (per stack) of their Constitution level (times 100), they'll be executed instantly. ⬥ Your ability cooldowns are reduced by 8% of the original cooldown per stack. ​
Hex: Coven, Edict: Inner Chaos covenrune
⬥ Zamorak periodically calls forth some of his coven to support him. Lifeweavers will continually heal Zamorak for 1,000 health every few ticks, while Protectors apply a buff that reduces the damage he takes by 25% for each one present. These enemies will spawn to the far west and east (by the second and fifth runes) respectively, but will not move towards Zamorak until a player is in mini-map range of them. ⬥ When standing near a hexed rune, you deal and take 5% more damage. ​
Hex: Disintegrate, Edict: Guardian's Triumph (Stacking) disintegraterune
⬥ Zamorak's attacks push 7% of damage through any shielding effects, per stack. ⬥ After casting an ultimate ability, your next basic consumes Guardian's Triumph, increasing the damage it deals by 20% damage and heals you for 8% of your missing LP per stack. Has a 30s cooldown. ​
Hex: Chaos Traps, Edict: Sword of Edicts chaostrapsrune
⬥ Upon activation, Zamorak spawns traps across the arena that deal spike magic damage as you walk over them. Traps will spawn around the arena and on all runes each time a rune is activated. ⬥ Temporarily siphon the dwindling defensive power from the sword, dealing and taking 5% less damage while standing near it. Also protects against the damage, stun and bind when setting off Chaos Traps. Lasts 30 seconds and has a 60 second cooldown. ​
Hex: Affliction, Edict: Balance of Power (Stacking) afflictionrune
⬥ When Zamorak's targets heal, the amount will be reduced by 10% per stack. ⬥ While below 60% lifepoints, outgoing damage is increased by 6% per stack. ​

Chaos Traps Map

Once the Chaos Traps rune chaostrapsrune is active, traps will spawn in set locations. The locations on the map below are possible locations where the traps may spawn.

Phase 7

At 100% enrage, phase 7 is introduced. At the point where the fight would end before enrage, players will now be pulled into Infernus.

⬥ Once the phase has started:

‎ ‎ ‎ ‎• A Chaos Demon will spawn which should be killed.

‎ ‎ ‎ ‎• 2 Magic hits sent to all players

Rune Calls

⬥ An amount of runes (2 in solo, otherwise equal to team size in group) will appear before Zamorak and stay there temporarily, the order in which they appear is the order they must be defeated in.

‎ ‎ ‎ ‎• The same rune may occur twice.

‎ ‎ ‎ ‎• Killing a rune out of order results in players taking a large amount of damage.

‎ ‎ ‎ ‎• Runes uber heal after they are defeated, be careful not to kill it twice.

⬥ After the last rune is defeated, Zamorak is attackable and uses in this order:

‎ ‎ ‎ ‎• [1] A heavy melee hit

‎ ‎ ‎ ‎• [2] A large soft typeless hit along with 4 additional hits.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ The original hit before mitigation is equivalent to the red HP bar in place of the green HP bar visible when killing runes.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Make sure your team is spread out or it may hit over 10k even at 100% enrage.

⬥ If Zamorak is not defeated before becoming immune on the 4th additional typeless hit:

‎ ‎ ‎ ‎• [3] Demon spawns followed by a heavy melee hit

‎ ‎ ‎ ‎• [4] A large soft typeless hit

‎ ‎ ‎ ‎• [5] Runes are called

‎ ‎ ‎ ‎• Resets to [1] once last rune is defeated

Final phase (Solo Magic 440%)

Suggested Phase 7 Method

After entering Infernus:

⬥ Team kills the Chaos Demon

⬥ Team kills runes as soon as they appear, being careful not to overkill them

⬥ Before killing the last rune, team gets ready to ult zerk sunshinepf deathsswiftpf and deal as much damage as possible in a very short amount of time, making sure to be spread out

⬥ Team kills last rune and immediately get on Zamorak

‎ ‎ ‎ ‎• You will want to DeflectMelee, vitality and debil before the attacks hit you

⬥ Repeat phase starting at killing the runes as many times as necessary

Suggested Solo Rotations

Magic

Note: this rotation is able to defeat Zamorak in one cycle as long as followed properly up to at least 700 enrage

⬥ Demon

‎ ‎ ‎ ‎• (ac incitefear ) combicebarrage gconcwmdbreath → improvise

⬥ First Rune

‎ ‎ ‎ ‎• bloodbarrage gconctsunamiasphyx

⬥ Second Rune

‎ ‎ ‎ ‎• (ac bloodbarrage) soa specgconcdbreathTuskasmetagconcdbreath

⬥ Zamorak

‎ ‎ ‎ ‎• limitless smoketendrilsvitality DeflectMelee omnisoulsplit wmShatter (10) → asphyx

⬥ If not phased

‎ ‎ ‎ ‎• resreflect → repeat phase

Melee

Note: this rotation is able to defeat Zamorak in one cycle as long as followed properly up to at least 500 enrage

Note: apply Smoke Cloud smokecloud before going up if possible

⬥ Demon

‎ ‎ ‎ ‎• gbargemobilegflurryoverpowerigneous + (click off) → divertfreedomlengmh spec

⬥ First Rune

‎ ‎ ‎ ‎• gbarge + vulnbomblengmh destroy + adrenrenewalcane + surge to 2nd rune

⬥ Second Rune

‎ ‎ ‎ ‎• deci + vulnbombgflurry (3 hit) → gfury + bd to Zamorak → devoanti + vulnbomb

⬥ Zamorak

‎ ‎ ‎ ‎• gbarge + vitality + disruptShatterassaultoverpowerigneouslengmh canedestroy → improv

⬥ If not phased

‎ ‎ ‎ ‎• resreflect → repeat phase

Ranged

Must start at high adrenaline, 100% being the absolute best.

⬥ Demon

‎ ‎ ‎ ‎• deathsporearrows demonslayer → walk forward → bindingshot → (tc) shadowtendsnapbolg spec → Filler until Demon is dead

Note: if you don't get any sort of critical hits whatsoever on the Demon, priorize incend and don't gdeathsswift.Don't chance it and just accept the 2 cycle. It doesn't matter if incend is without deathsporearrows's buff.

⬥ Zamorak

‎ ‎ ‎ ‎• deathsporearrows gricodeathsporearrows gdeathsswift

⬥ Any of the two closest runes

‎ ‎ ‎ ‎• deathsporearrows incend

⬥ Zamorak

‎ ‎ ‎ ‎• stormshards

⬥ First rune

‎ ‎ ‎ ‎• surge bolg spec → Filler

⬥ Second rune

‎ ‎ ‎ ‎• gricobolg spec / snap

⬥ Zamorak's Onslaught

Note: account for the number of stacks in Perfect Equillibrium, standard rotation must attempt to do:

‎ ‎ ‎ ‎• sgb eofspecdevoShatter → :vitality disrupt gricodeadshotlimitless snapdbow eofspec

Varies greatly with critical hits and how many stacks you have in perfectequilibrium.

⬥ Final melee hit and final bomb

‎ ‎ ‎ ‎• surge to Zamorak's back → resreflect / cadeanti

Phase 7 Troubleshooting

Taking too much damage? Note: refer to !p7skulls in #bot-commands if struggling with deathskulls bouncing to runes
Edict Order (see !edicts for recommendations)     • A late edict 4 leads to less effective defensives.     • An early edict 6 leads to lesser healing food. ⬥ Rune Killing Speed     • Killing the first rune immediately is imperative as Zamorak's red bar stops charging for 10 ticks (5 ticks at 1600+ enrage) following each rune death. The red bar directly correlates to the damage you receive. ⬥ Defensive Usage     • Pre-debil and DeflectMelee the initial meleehit?     • disrupt and vitality the Large Smoke?             • Full hp when using vitality?     • Auto-casting bloodbarrage? (if using soa spec)
Not dealing enough damage to one-cycle?
⬥ Damage Checklist     • Stacking 7+ StormShards during p1-6 and using Shatter?     • Delaying omnipowerigneous / deadshotigneous / overpowerigneous until after the Large Smoke?             • This is to benefit from edict 6 effect.     • Using surge / dive to reach Zamorak after final Rune death? ⬥ Preparing for a Second Cycle     • Remove DeflectMelee, res the melee swipe, reflect + sd       OR     • Remove DeflectMelee, divert the melee swipe, immort / cade

Suggested Low Enrage Strategy

In 5-person team, assign people to NW/NE/SE/SW/Middle

⬥ Each person is responsible for the 2 runes close to them

⬥ Get all runes to about 10K HP while Zamorak starts giving the order

⬥ Once Zamorak gives the first rune, the respective people calls it out and kills the rune

⬥ Kill the runes one by one according to the order (not more than 2 people per rune to not overkill)

nat and tsunami / soa spec on Zamorak meanwhile

⬥ Once runes are killed, spread out (the NW/NE players go behind the boss, other three spread around the boss) and DPS the boss as hard as possible

Helpful Tips

⬥ Stack stormshards and Shatter during phase 7

⬥ Walk under Zamorak as he does the melee slam to avoid spawning Flames of Zamorak

⬥ At high enrages the base should use zamorakstaff eofspec to reduce the damage dealt by Magic autos

⬥ DPSers should use gstaff eofspec on summoned coven and demons

⬥ Avoid using soa spec right before phase 7 due to cooldown issues

⬥ If using soa spec on phase 7, autocast bloodbarrage to heal losslessly during Zamorak's attacks

⬥ As Infernal Tomb starts, you can on tick stun Zamorak by using freedom / anti as he assigns pushes the rune towards you and using a stun as your character is lifted. Example clip of proper stun timing here.

‎ ‎ ‎ ‎• This will greatly reduce the damage dealt to players

⬥ You may Cept other players and immort if multiple players will take a fatal attack at the same time

Example Kills

Example Kills
Walkthroughs
MechanicsRanged
Melee
Magic