Max Efficient ZULRAH (3.5M GP/HR) OSRS
| Date | 2022-04-15 |
| Type | guide |
| Video | youtu.be/YR0HB76BSPU |
Summary
A hyper-efficient Zulrah guide that assumes viewers know the basic rotations. Gnomonkey uses a Twisted bow with Harmonised nightmare staff and Volatile nightmare staff switches, an alt account to pick up loot, and Zulrah scrolls to reach about 35 kills and 3.5m gp per hour, mainly aiming at the mutagens and pet.
Outline
- 0:00 Zulrah's current role and the guide's assumptions
- 0:32 Gear and alt account setup
- 1:15 Inventory layout and supplies
- 2:38 Using an alt account to pick up loot
- 3:08 Zulrah mechanics: max hit cap, snakelings, tick eating
- 4:21 Initial phase and run-up
- 5:23 Example kill through the green rotation
- 7:06 Red rotation strategies and pillar stalling
- 8:32 Banking, profit analysis, mutagens and pet
Topics covered
Zulrah
- (0:00) Gnomonkey says Zulrah is not the boss she used to be: people called her the Money Snake, but since the blowpipe nerf her profit has dropped and Vorkath has effectively taken her place as the mid-level farming boss.
- (0:00) Zulrah still has a pet and is one of the few bosses with interesting untradeable drops, the Magma and Tanzanite mutagens; she is still a common Twisted bow rebuild boss.
- (0:00) The guide assumes viewers know Zulrah basics like rotations, though it goes into the different rotations a little.
- (0:32) Gnomonkey credits Petcord (the Pet Cord discord) for the majority of the information in this guide.
- (3:08) Max hit against Zulrah is capped at 50, and any hit over 50 is re-rolled into a 45 to 50 hit.
- (3:08) In Gnomonkey's setup Harmonised nightmare staff maxes a 49 and is four-tick, which is dramatically better for accuracy and attack speed than a Twisted bow, so it significantly speeds up kills.
- (3:27) Dragon arrows are still preferred over worse ammunition because they increase the chance of landing a hit between 45 and 50.
- (3:27) The Volatile nightmare staff special attack uses 55% spec energy, is extremely accurate and maxes an 80; Gnomonkey recommends using it on red phase as it almost always hits.
- (3:27) Zulrah's snakelings come in two varieties, magic or melee; whenever Zulrah is not attacking you and snakelings are on the field, it is ideal to pray Protect from Magic to prevent unnecessary damage.
- (3:55) Zulrah's blue-phase magic attack maxes a 41 and can technically be tick-eaten, but her previous projectile has not landed before the next is fired, so the second hit reads your health from before the first hit (e.g. at 45 HP taking a 25, the second attack can still hit a 41 although you are at 20 HP).
- (3:55) Gnomonkey advises intelligently choosing between tick eating and combo eating during blue phases.
- (6:59) Between kills, teleport to Narda (alt account), drop loot for the alt, hit the altar, have the alt cast Vengeance, and teleport back with a scroll; the alt can venge you even while you are mid-teleport animation.
Zulrah
- (0:32) Gnomonkey equips max mage gear with Harmonised nightmare staff or Volatile nightmare staff in hand; without a Harmonised staff you can use thralls and a Sanguinesti staff for similar kills per hour, bringing an Arcane spirit shield as offhand.
- (1:01) If you lack a Volatile nightmare staff, blowpipe specing gives fairly similar DPS; Gnomonkey camps Ring of suffering, and says Archers and Seers ring switches are possible but make switches harder and are mainly for PvP potential.
- (1:01) The inventory lays out an 8-way range switch; Barrows gloves instead of Zaryte vambraces is a very small DPS loss and perfectly acceptable.
- (1:01) Gnomonkey says the blowpipe used to beat Twisted bow's DPS on blue-face Zulrah but now Twisted bow beats it; the pipe is still used for pillar stalling and fitting in extra hits where the bow cannot.
- (1:27) Supplies are two Divine ranging potions and two Anti-venom+, each potted only when they will actively do something; no prayer potions, because you will never run out of prayer before Zulrah dies unless something has gone catastrophically wrong.
- (1:27) Gnomonkey also brings a few Gothics rest items for tick eating and carbon bonds for combo eating in rare sticky situations, plus his Max cape for its benefits (replace with more food if you do not have one).
- (1:58) He brings a Desert amulet for stat restoration each kill, Zulrah's teleport scrolls to return to Zulrah, and an Imbued heart, which is a minor DPS increase on red Zulrah.
- (1:58) He carries Law, Fire, Air and Wrath runes; Air runes are left out of the rune pouch because the Harmonised nightmare staff burns through them (16,000 air runes can run out in a single session), and the Law runes are for teleporting to Seers' Village bank.
- (2:26) Fire runes (a Fire rune on hand / fire rings) are not strictly needed but stop your autocast being removed from the Harmonised staff, which Gnomonkey calls really handy.
- (2:26) Zulrah scales can be carried in the inventory to stack them up, and two inventory spaces should be left spare for Zulrah loot.
Alt account
- (0:32) The only requirement Gnomonkey's gear might lack is a Desert amulet; you can technically use house tabs with an alt chilling in your house to take drops, but that is a lot slower and removes Vengeance when leaving the house.
- (2:26) Gnomonkey uses an alt (ult) account for Zulrah; it can be a freshly bonded level three, and it is minorly beneficial if it can cast Vengeance on the main before kills.
- (2:26) It is near impossible to venge on the blue phase rotation, so not having Vengeance is not the end of the world.
- (2:56) The alt's main purpose is to pick up the Zulrah loot the main drops to it so the main can keep killing; dropping extra supplies to the main from the alt is theoretically possible but complex, so Gnomonkey prefers banking at Seers' Village when out of supplies.
- (4:21) At the start, run the alt to Narda to stand in front of the altar picking up loot; the alt's altar acts as a full stat restore like a house pool, and the main can overcharge health to 106, take Vengeance from the alt, then teleport to Zulrah with a scroll.
Zulrah
- (4:21) On the run to the boat Gnomonkey turns on Preserve, uses the Imbued heart and primes his special attack on the Volatile staff; he activates Augury after taking the boat, runs to the corner, and right-clicks Zulrah to attack as soon as the cutscene ends, using the Volatile spec.
- (4:52) If you forget the spec at the start, it can be used at any point in the first phase; the first phase gives four Harmonised staff casts and one spec.
- (4:52) The initial phase transition is the easiest place to lose ticks because you do not know which phase Zulrah enters: Gnomonkey activates Rigor and hovers his range switch for blue (to do the 8-way switch and hit), activates Augury if she comes up red (50% of the time), and for green wants to tank the first hit to proc Vengeance.
- (5:23) On green rotation, take the first venge and attack; when she spawns snakelings, pray Protect from Magic; the Volatile spec just barely recovers as Zulrah goes under, so prime it and run so you can spec red-phase Zulrah immediately when she comes up.
- (5:56) Gnomonkey says Zulrah typically dies on the red phase or earlier on the green rotation, then goes through the remaining phases (blue, then switch ranged, then final mage phase) if the kill runs long.
- (5:56) Blue-phase Zulrah is the hardest phase to avoid losing ticks on: have Rigor primed and rapidly switch to ranged when she pops up.
- (6:29) If you time blue phase without losing ticks you can fit two blowpipe hits during the phase; if you lose a tick or two, attack once with the pipe and switch back to the bow.
- (6:29) In one blue-phase example Zulrah does six attacks before going under, after which the player runs to the other side.
- (7:00) Killing Zulrah in the short green phase before she dives gets the Grandmaster Combat Achievement speed kill, according to Gnomonkey.
Zulrah
- (7:00) Red Zulrah has two diverging paths; the first Gnomonkey covers is south green Zulrah rather than west. Red Zulrah tries to poke you twice before going under.
- (7:27) After the final cast, run through the fog to the corner of the pillar while switching to ranged; Gnomonkey takes a little poison damage here to fit all four Twisted bow shots on Zulrah in the next phase by abusing pillar stalls.
- (7:27) Pillar stalling: fire the Twisted bow, go behind the pillar and wait for ticks, fire a pipe shot, then a Twisted bow shot, and repeat for four of Zulrah's attacks.
- (7:27) If Zulrah has not damaged you by her third attack, take Protect from Magic off and tank the last hit on purpose, because you will not get your venge off if she comes up on the west side in the next phase.
- (8:00) After the fourth shot she comes up south; run to the other side while switching to magic and send the Volatile spec at any point in that phase; she then comes up red (stay and keep casting), pokes twice, dives and comes up blue, so switch to Twisted bow.
- (8:00) If Zulrah comes up on the west side, keep praying Protect from Magic as she only spawns snakelings and you mage her, dropping the Volatile spec when you can.
Zulrah's scroll
- (8:35) Zulrah's scrolls cost about 20k each, but Gnomonkey says they speed kills up so much that you profit more than by not using them.
- (8:35) Teleporting to Seers' Village bank is a very fast bank; Gnomonkey says you typically need to bank about once per hour.
Zulrah
- (8:59) Gnomonkey hits about 35 Zulrah kills per hour in a good hour with this method, versus about 25 kills per hour with Twisted bow camping.
- (8:59) As of the video, a Zulrah kill is worth 122k, giving 4.3m total earnings per hour; subtracting 35 scrolls (about 800k) gives about 3.5m gp per hour.
- (8:59) Gnomonkey says he does not do Zulrah for profit but for the mutagens and the pet.
- (9:26) Mutagens are 1/3,277 to hit the table, or 1/6,553 for a specific colour.
- (9:26) Gnomonkey says Zulrah is kind of dead content now with Torva (Torva armour), so he cares about the mutagens a lot less than he used to; he still does not have one.
- (9:26) The Zulrah pet is 1/4,000, which Gnomonkey says is the only pet in the game with this rarity; at 35 kills per hour that is about a 115 hour grind, which he thinks is not too bad.