Advanced Kalphite King Guide
Preface
This section is for people confident with KK/tryhards and want to give their performance a boost
Action Bars
:Bars should be separated into DPS and HV/Tank, so they can be used at the same time. This is achieved through having 2 ability bars on the screen at the same time. This allows you to DPS and perform a role at the same time.
These are my personal action bars:
These are my personal action bars:
Range:
Magic:
Melee:
Role:
Magic:
Melee:
Role:
On the interface I have the Role bar always open on a secondary bar, and on the primary bar one of either Range, Magic, or Melee.
Prayers
Use the Ancient Curses prayer book, you should always be using Turmoil, Anguish or Torment when KKing, prayer potions are cheap and they are very effective.
You should always use Soul Split on Mage Phase regardless of role, or Protect from Magic combined with Devotion. By using Soul Split you can regain and maintain full HP for the entire phase.
You can use Soul Split on the Melee Phase also if you are not the tank. Sunshine + Soul Split against the KK will very quickly bring you to full HP, and you shouldn’t be taking much if any damage.
For the Range Phase continue to use protect from range.
Lastly, deaths are an inevitable part of KK for most people, so use the Protect Item prayer, it uses very little prayer points and can save a hefty amount of gp in the long run if you are buying your gear back from deaths office.
You should always use Soul Split on Mage Phase regardless of role, or Protect from Magic combined with Devotion. By using Soul Split you can regain and maintain full HP for the entire phase.
You can use Soul Split on the Melee Phase also if you are not the tank. Sunshine + Soul Split against the KK will very quickly bring you to full HP, and you shouldn’t be taking much if any damage.
For the Range Phase continue to use protect from range.
Lastly, deaths are an inevitable part of KK for most people, so use the Protect Item prayer, it uses very little prayer points and can save a hefty amount of gp in the long run if you are buying your gear back from deaths office.
Advanced Gear
The Keris is the best weapon in the game against the Kalphite King when combined with a Desert Amulet 3 or 4. Anyone serious about fighting the KK should get it. The quests and tasks required are long and tedious (Desert Hard Tasks) but it is well worth it.
Currently augmented t80 armour provides the best DPS in game with the correct perks. The next best for KK is Superior Elite void and then t90 armour.
Bring a Ring of Vigour so you retain some adrenaline after using ultimates, its effect is minor but useful.
You should also be bringing an Amulet of Souls to switch to for Melee and Mage Phase. It has far better stats than the Desert Amulet 3/4 and also better passive effects (Soul Split heals more, 10% dmg reduction with appropriate protection prayer). Switch back to the Desert Amulet for when you are using Melee.
Unless you use void, consider investing in a Ring of Death. It costs slightly over 22m to purchase. Each death with the ring costs 450k currently. This is a large saving for me as I bring 3 t80 armour and weapon sets with me, costing 1.8m per death to reclaim at Deaths Office. It is also faster, as you do not have to deal with Deaths Office, and lastly your familiar remains alive with its inventory intact.
Currently augmented t80 armour provides the best DPS in game with the correct perks. The next best for KK is Superior Elite void and then t90 armour.
Bring a Ring of Vigour so you retain some adrenaline after using ultimates, its effect is minor but useful.
You should also be bringing an Amulet of Souls to switch to for Melee and Mage Phase. It has far better stats than the Desert Amulet 3/4 and also better passive effects (Soul Split heals more, 10% dmg reduction with appropriate protection prayer). Switch back to the Desert Amulet for when you are using Melee.
Unless you use void, consider investing in a Ring of Death. It costs slightly over 22m to purchase. Each death with the ring costs 450k currently. This is a large saving for me as I bring 3 t80 armour and weapon sets with me, costing 1.8m per death to reclaim at Deaths Office. It is also faster, as you do not have to deal with Deaths Office, and lastly your familiar remains alive with its inventory intact.
Familiar
Pack Yak's should generally only be used at KK for learning, or in some cases if you are tanking. Once you've learnt his attack rotation you really don't need food most kills. This is because you can Soul Split through Magic and Melee phase, building and staying at 100% health for 2/3 phases easily. You also receive heals from the healvoke in Range and Melee phase. The only phase that you'll be taking damage at is Range phase, though this can be negated with a healvoker or a scrimshaw of vampyrism, meaning you don't need food for any of the phases.
With this said, I find a Steel Titan has the best DPS for a familiar whilst using 3 styles and it's what I use most often. Make sure to use Steel of Legends scrolls.
There are situations where a Blood Nihil can be used also however, for example if you are healvoking you do not have access to magic, which is problematic against Melee Phase as it requires you to use Melee. With the Supreme Berserker aura and a blood nihil you can reach ~95% accuracy with melee against melee phase provided you are using a keris and desert ammy 3. This can be raised to 100% with a slayer task.
With this said, I find a Steel Titan has the best DPS for a familiar whilst using 3 styles and it's what I use most often. Make sure to use Steel of Legends scrolls.
There are situations where a Blood Nihil can be used also however, for example if you are healvoking you do not have access to magic, which is problematic against Melee Phase as it requires you to use Melee. With the Supreme Berserker aura and a blood nihil you can reach ~95% accuracy with melee against melee phase provided you are using a keris and desert ammy 3. This can be raised to 100% with a slayer task.
Inventory
The above image is my inventory for KK and it's generally enough supplies to last an hour with the exception of prayer potions. The exact items in order are:
2x Holy overload potion (6)
2x Adrenaline flask (6)
5x Prayer flask (6)
1x Weapon poison (4)
Augmented nox bow & staff, augmented pernix armour and virtus armour
2x Saradomin brew flask (6)
Amulet of souls
Ring of vigour
Teleport to house teletabs
3x Rocktail
Fire & Air runes
Enhanced elite excalibur
Ancient defender
The reasoning for keeping an ancient defender with me in inventory is that it enables you to get perfect chitin as a drop, whereas the Kalphite defender does not. Also, it functions as a shield, saving an inventory spot which is better used for something else.
2x Holy overload potion (6)
2x Adrenaline flask (6)
5x Prayer flask (6)
1x Weapon poison (4)
Augmented nox bow & staff, augmented pernix armour and virtus armour
2x Saradomin brew flask (6)
Amulet of souls
Ring of vigour
Teleport to house teletabs
3x Rocktail
Fire & Air runes
Enhanced elite excalibur
Ancient defender
The reasoning for keeping an ancient defender with me in inventory is that it enables you to get perfect chitin as a drop, whereas the Kalphite defender does not. Also, it functions as a shield, saving an inventory spot which is better used for something else.
Stalling/Gaining Adrenaline
Preparation is a defensive ability which can be used for stalling and gaining adrenaline. Throughout the fight whenever the Kalphite King charges or digs, you should equip a shield and use it. Whilst the KK charges or digs you are still counted as being in combat despite not being able to attack so you can gain adrenaline through its use, as well as stalling your adrenaline from lowering whilst he does this.
Whenever KK Charges or Digs I shield switch and use Preparation. If Sunlight is active and KK Charges in Melee phase I use Preperation, Anticipation, then Freedom.
After KK has died you should stall your adrenaline with Anticipation, Surge, and then Preparation.
Whenever KK Charges or Digs I shield switch and use Preparation. If Sunlight is active and KK Charges in Melee phase I use Preperation, Anticipation, then Freedom.
After KK has died you should stall your adrenaline with Anticipation, Surge, and then Preparation.
Slayer Assignment
A Kalphite slayer assignment works with the Kalphite King. This is extremely useful as it boosts your accuracy and damage by 10% for all styles whilst wearing a slayer helmet. I have these on my preferred list of slayer assignments so I regularly get them. As far as xp goes you can expect 3-4k slayer xp per kalphite king kill, and some more from the minions.
Being on a Kalphite task is not an excuse to not kill the minions, unless you have maybe 10 left on task and want to prolong it for the rest of the trip, in which case others should tag the kalphite minions and you can continue to kill them without them counting toward your task.
Being on a Kalphite task is not an excuse to not kill the minions, unless you have maybe 10 left on task and want to prolong it for the rest of the trip, in which case others should tag the kalphite minions and you can continue to kill them without them counting toward your task.
Advanced DPS Tips
This section is aimed at improving DPS. The tips can be used by any role in most situations, except where I have specified otherwise.
Each phase has a predictable pattern that is repeated (almost always) at most two times, and then during the 3rd iteration the phase is force changed.
Exclusions from this (a rare excessively long phase) that deviate are a rarity.
I suspect but can not confirm yet that when a cycle is terminated early, as in before two and a half iterations, it is because of something that a player does that triggers a phase change. I will look into this.
In the following sections I have included also a list of the attacks in a phase that occur, in order, for 1 iteration. After the iteration is completed, it is repeated.
Each phase has a predictable pattern that is repeated (almost always) at most two times, and then during the 3rd iteration the phase is force changed.
Exclusions from this (a rare excessively long phase) that deviate are a rarity.
I suspect but can not confirm yet that when a cycle is terminated early, as in before two and a half iterations, it is because of something that a player does that triggers a phase change. I will look into this.
In the following sections I have included also a list of the attacks in a phase that occur, in order, for 1 iteration. After the iteration is completed, it is repeated.
Ranged Phase DPS:
If you have 100% Adrenaline at the beginning of the Range Phase or after he has dug, use anticipation, then berserk + adrenaline potion, then use basic abilities until 50% adrenaline, then use Assault. Then use 1 basic ability then freedom, then use Destroy. Destroy will cancel the green attack. Cancel Destroy after 2 hits and use basic abilities until he digs. If you use Destroy right before KK digs, he will dig twice. Also, if you do not cancel Destroy after 2 hits, it will force a dig which then occurs twice due to Assaulting before the dig.
Here is an example Berserk rotation designed for KK:
Here is an example Berserk rotation designed for KK:
I used a ring of vigour + adrenaline potion. The exact order of abilities are as follows:
Berserk > Anticipation > Decimate > Sever > Assault > Decimate > Freedom > Destroy > Havoc> Decimate > Sever
Here’s the rotation in action:
Berserk > Anticipation > Decimate > Sever > Assault > Decimate > Freedom > Destroy > Havoc> Decimate > Sever
Here’s the rotation in action:
With this rotation as can be seen in the video I removed 75,000 of his life points in only 20-25 seconds.
If you don’t have 100% Adrenaline at the beginning of Range Phase and.or Berserk is on cooldown, but have a good amount of adrenaline, use Anticipate, Blood Tendrils, Slaughter, move KK so the Slaughter damage is increased, then Freedom and Assault.
If you don’t have 100% Adrenaline at the beginning of Range Phase and.or Berserk is on cooldown, but have a good amount of adrenaline, use Anticipate, Blood Tendrils, Slaughter, move KK so the Slaughter damage is increased, then Freedom and Assault.
The video shows it being used against Melee Phase, but for range the only difference is you need to use Anticipate before using it so you are not interrupted by stuns.
Unless interrupted by unusual circumstances (extremely fast kill/minion spawn/random phase change/excessive stuns) the phase should play out exactly as follows:
After the green attack, sometimes he does 2 generic attacks, sometimes 1, sometimes he skips the heavy damage attack. I have yet to isolate what causes this variable nature but will update when I do.
Some final tips:
If Freedom is on cooldown, use Barge and then Anticipation. Barge is extremely useful for the beginning of the Range Phase as you break free of the initial stun as well as moving to melee distance, as well as doing damage. It is also useful for quickly dispatching Minions when the KK has dug or is charging.
If you are the DPS and cannot move KK, wait until the 4th attack of the Range Phase to use Slaughter, the Healvoke will Provoke KK directly after which moves him, thereby giving you the increased damage.
A Range Phase will rarely if ever repeat 3x, the first iteration after spawn will occur, then the repeat after dig, then after the next dig he will almost always change phase before the 3rd green
Because of this I would not recommend berserk on the 3rd iteration, if it changes to mage phase berserk will still be active and you could take heavy damage.
Unless interrupted by unusual circumstances (extremely fast kill/minion spawn/random phase change/excessive stuns) the phase should play out exactly as follows:
- Stun Attack
- Fragmentation Shot (generally ok to move on, the damage is low even with 2x)
- Pause
- Generic Attack
- Generic Attack
- Green Attack
- Generic Attack
- Generic Attack
- Heavy Damage Attack (can be resonanced)
- Dig
After the green attack, sometimes he does 2 generic attacks, sometimes 1, sometimes he skips the heavy damage attack. I have yet to isolate what causes this variable nature but will update when I do.
Some final tips:
If Freedom is on cooldown, use Barge and then Anticipation. Barge is extremely useful for the beginning of the Range Phase as you break free of the initial stun as well as moving to melee distance, as well as doing damage. It is also useful for quickly dispatching Minions when the KK has dug or is charging.
If you are the DPS and cannot move KK, wait until the 4th attack of the Range Phase to use Slaughter, the Healvoke will Provoke KK directly after which moves him, thereby giving you the increased damage.
A Range Phase will rarely if ever repeat 3x, the first iteration after spawn will occur, then the repeat after dig, then after the next dig he will almost always change phase before the 3rd green
Because of this I would not recommend berserk on the 3rd iteration, if it changes to mage phase berserk will still be active and you could take heavy damage.
Melee Phase DPS:
If you have 100% Adrenaline at the beginning of Melee Phase, use sunshine + adrenaline potion and work up to 50%, then use Wild Magic. Then continue to use basics. Soon after the KK will charge.
After the KK charges you have two options: Combust or Asphyxiate. Using Combust is effecient because after the KK has charges, he moves to the Tank to attack, boosting the Combust damage by 3x. The alternate option is to use Asphyxiate, this does heavy damage but appears to cause the KK to Green 1 attack after the Charge instead of 2 as usual. I generally use Asphxyiate if sunshine is up, combust if not.
Edit: Just use both, Combust immediately after charge and then Asphyxiate
If you do not have close to 100% adrenaline as soon as the Melee Phase starts, wait until after he has charged to Sunshine, Combust, work up to 50% and use Wild Magic. (Do not do this if you are the HV).
If sunshine is on cooldown you can use Onslaught (a raids ability), it was recently buffed and is now extremely powerful. It can be used whilst Berserk or Sunshine is on cooldown for a hefty amount of damage. Here’s a video showing its use.
After the KK charges you have two options: Combust or Asphyxiate. Using Combust is effecient because after the KK has charges, he moves to the Tank to attack, boosting the Combust damage by 3x. The alternate option is to use Asphyxiate, this does heavy damage but appears to cause the KK to Green 1 attack after the Charge instead of 2 as usual. I generally use Asphxyiate if sunshine is up, combust if not.
Edit: Just use both, Combust immediately after charge and then Asphyxiate
If you do not have close to 100% adrenaline as soon as the Melee Phase starts, wait until after he has charged to Sunshine, Combust, work up to 50% and use Wild Magic. (Do not do this if you are the HV).
If sunshine is on cooldown you can use Onslaught (a raids ability), it was recently buffed and is now extremely powerful. It can be used whilst Berserk or Sunshine is on cooldown for a hefty amount of damage. Here’s a video showing its use.
Unless interrupted by unusual circumstances (extremely fast kill/minion spawn/random phase change/excessive stuns) the phase should play out exactly as follows:
- Bleed
- Generic Attack
- Push Attack (Interrupts abilities that take a long time to perform eg Rapid Fire, Assault, Asphyxiation, Destroy)
- Slaughter (Do not move without using freedom or you take 3x damage)
- Bleed
- Generic Attack
- Slaughter
- Green
Magic Phase DPS
As soon as Mage Phase starts use freedom. You should always resonance the blue orb (check the basic guides Mage phase section for instructions), if you are using Void this will hit you 90% of the time for heavy damage and resonancing it is simple enough.
The first thing to say about DPSing Mage Phase is to not use any Ultimate Abilities. Whilst avoiding yellow orbs in Mage Phase I cycle between the Snap Shot, Bombardment, and Shadow Tendrils thresholds.
After every dig or charge use Rapid Fire, then freedom or anticipate, and run away from the yellow orbs. If Rapid Fire is on cooldown use Snipe.
A good tactic taught to me by Doc is to never stop moving on Mage Phase. With full manual this is done by using abilities as usual whilst quickly spam-clicking the mouse to move. This allows you to normally perform abilities whilst running, something not possible to properly do with revolution.
Unless interrupted by unusual circumstances (extremely fast kill/minion spawn/random phase change/excessive stuns) the phase should play out exactly as follows:
If you are killing him very fast he will skip charges and digs, but continue with the iteration after. So instead of Yellow Ball > Dig > Double Yellow, he will simply do Yellow Ball > Double Yellow.
The first thing to say about DPSing Mage Phase is to not use any Ultimate Abilities. Whilst avoiding yellow orbs in Mage Phase I cycle between the Snap Shot, Bombardment, and Shadow Tendrils thresholds.
After every dig or charge use Rapid Fire, then freedom or anticipate, and run away from the yellow orbs. If Rapid Fire is on cooldown use Snipe.
A good tactic taught to me by Doc is to never stop moving on Mage Phase. With full manual this is done by using abilities as usual whilst quickly spam-clicking the mouse to move. This allows you to normally perform abilities whilst running, something not possible to properly do with revolution.
Unless interrupted by unusual circumstances (extremely fast kill/minion spawn/random phase change/excessive stuns) the phase should play out exactly as follows:
- Yellow ball
- Blue ball
- Pause (he does not attack for a moment)
- Yellow ball
- Yellow ball
- Dig
- Double Yellow Ball
- Yellow ball
- Charge
If you are killing him very fast he will skip charges and digs, but continue with the iteration after. So instead of Yellow Ball > Dig > Double Yellow, he will simply do Yellow Ball > Double Yellow.
Advanced HV Tips
HV Ability Order:
I've seen other HVers who do the following order: Shield Switch, Resonance, Provoke, Heal. This is bad for numerous reasons:
1. If you resonance early and midway through the cycle minions spawn, you have a higher chance of dying.
2. Shield switch only requires 1 click and it <b>always</b> works if you press the button. It should be the first thing you do, then you can mash your way through the rest of the HV cycle. If the shield switch is included in button mashing, chances are you'll equip it and then deequip it straight after.
3. A good tank relies on getting healed on a green and will time his food eating around it, often they will be very low hp by the time of the green attack so you should heal them ASAP so they don't die from a bleed or minion, then focus on saving yourself with resonance after this is done.
The main thing wrong with it is you are prioritizing yourself over the tank by resonancing first. The purpose of the Healvoke is to keep the Tank alive, and the first thing you should do is Provoke so that if you mess up any of the remaining abilities in the sequence, it is you that dies (its your fault) and not them.
1. If you resonance early and midway through the cycle minions spawn, you have a higher chance of dying.
2. Shield switch only requires 1 click and it <b>always</b> works if you press the button. It should be the first thing you do, then you can mash your way through the rest of the HV cycle. If the shield switch is included in button mashing, chances are you'll equip it and then deequip it straight after.
3. A good tank relies on getting healed on a green and will time his food eating around it, often they will be very low hp by the time of the green attack so you should heal them ASAP so they don't die from a bleed or minion, then focus on saving yourself with resonance after this is done.
The main thing wrong with it is you are prioritizing yourself over the tank by resonancing first. The purpose of the Healvoke is to keep the Tank alive, and the first thing you should do is Provoke so that if you mess up any of the remaining abilities in the sequence, it is you that dies (its your fault) and not them.
The Sketchy Save (a last resort):
You don't have close to 100% adrenaline, devotion is on cooldown, minions are out, you're KKing with someone who can't take over HV for you for the green. The logical assumption is that you're fucked, this is accurate, but you can make yourself slightly less fucked by attempting the sketchy save.
The sketchy save involves resonancing whilst minions are out, the trick to it is to resonance while the KK is biting you. Voke > wait for KK to begin his bite animation > Resonance > Possible Survival. For an increased chance of survival, throw a surge/escape in to get away from some minions.
This involves practice to learn when KK bites you, chances are you'll die but you can learn to get the hang of it (I survive maybe 1/2 with it)
The alternative is to never be in a situation where you have to do this.
The sketchy save involves resonancing whilst minions are out, the trick to it is to resonance while the KK is biting you. Voke > wait for KK to begin his bite animation > Resonance > Possible Survival. For an increased chance of survival, throw a surge/escape in to get away from some minions.
This involves practice to learn when KK bites you, chances are you'll die but you can learn to get the hang of it (I survive maybe 1/2 with it)
The alternative is to never be in a situation where you have to do this.
Barricade Alternative:
I rarely use Barricade to deal with greens anymore, it's generally a waste of adrenaline as a similar effect can be gained from using devotion and resonance at the same time.
I learnt from Akeel that you can heal others and yourself whilst minions are out. This is achieved by using devotion with protect against magic prayer active and resonance healing as usual.
The way this works is that instead of using Devotion and protect against Melee prayer to block the KK’s attack you use protect against Magic to block the Minions attacks which are what interrupt a regular resonance voke, then you use the normal resonance voke.
This is the most difficult to pull off as it requires performing 2 separate vokes in the short time you have between the green and the bite.
Do this with the following actions:
Provoke > Devotion > (Switch to Protect from Magic prayer) > (Switch to shield) > Resonance > ( Heal team members)
In this instance you resonance before you heal. This is because your life is the one that is at most risk, and the others would not be receiving heals anyway if you were to Devotion Voke.
Something to consider: by using this you are using 2/3 of your available options as a healvoke at the same time, there are situations where this may not be ideal, you have to use your own judgement.
I learnt from Akeel that you can heal others and yourself whilst minions are out. This is achieved by using devotion with protect against magic prayer active and resonance healing as usual.
The way this works is that instead of using Devotion and protect against Melee prayer to block the KK’s attack you use protect against Magic to block the Minions attacks which are what interrupt a regular resonance voke, then you use the normal resonance voke.
This is the most difficult to pull off as it requires performing 2 separate vokes in the short time you have between the green and the bite.
Do this with the following actions:
Provoke > Devotion > (Switch to Protect from Magic prayer) > (Switch to shield) > Resonance > ( Heal team members)
In this instance you resonance before you heal. This is because your life is the one that is at most risk, and the others would not be receiving heals anyway if you were to Devotion Voke.
Something to consider: by using this you are using 2/3 of your available options as a healvoke at the same time, there are situations where this may not be ideal, you have to use your own judgement.
Advanced Tank Tips
When you know what is going on and what to expect from KK, tanking is easy.
You don't need much food if you have a good HV, so try to time food eating around getting heals from the HV.
There are no KK Special Attacks that cannot be avoided easily, even when run is deactivated: This should make it clear that it is all down to anticipation and reaction when tanking. The tank also should not need much food, generally only when minions are out.
To prove this, here is a video of tanking a kill in void, with run disabled, without using any food.
You don't need much food if you have a good HV, so try to time food eating around getting heals from the HV.
There are no KK Special Attacks that cannot be avoided easily, even when run is deactivated: This should make it clear that it is all down to anticipation and reaction when tanking. The tank also should not need much food, generally only when minions are out.
To prove this, here is a video of tanking a kill in void, with run disabled, without using any food.
This is possible due to the HV’s heals and not taking unnecessary damage.
Melee Phase is a little tricker in void without using food, but can be accomplished by using devotion to block pre-charge damage, then freedom once the KK uses slaughter after the charge and before the Green attack.
If you find yourself without a voker on the team, both the Range Green and Melee Green attacks can be avoided. Range green can be avoided by using Destroy on the 4th attack of the range phase, and the Melee green can be avoided by walking KK.
As a tank you can use bleeds that do extra damage when the target moves more effectively. You should use Fragmentation Shot on mage phase, Slaughter on range phase, and Combust on Melee Phase.
Here’s an example rotation that uses Slaughter as a tank.
Melee Phase is a little tricker in void without using food, but can be accomplished by using devotion to block pre-charge damage, then freedom once the KK uses slaughter after the charge and before the Green attack.
If you find yourself without a voker on the team, both the Range Green and Melee Green attacks can be avoided. Range green can be avoided by using Destroy on the 4th attack of the range phase, and the Melee green can be avoided by walking KK.
As a tank you can use bleeds that do extra damage when the target moves more effectively. You should use Fragmentation Shot on mage phase, Slaughter on range phase, and Combust on Melee Phase.
Here’s an example rotation that uses Slaughter as a tank.
I used Slaughter, then move him by running under him, then whilst under use Blood Tendrils, then I use Freedom + Assault, then a few basics, then I use Destroy after his 4th attack to skip the Green attack.
After using something similar to this you can use Berserk once he has dug, then your Berserk rotation. Alternatively you can use Berserk first, and then the Thresholds rotation after the dig.
Duo Guide
Duoing requires 1 person to be a Healvoke and the other to be the Tank. Both members of the team have to also be DPS’ers.
Usually in a duo you will take more damage from the Minions than from KK. Because of this most of the kill should be spent hugging the East wall.
Usually in a duo you will take more damage from the Minions than from KK. Because of this most of the kill should be spent hugging the East wall.
Some people in duo's just go anywhere in the room until about 70k hp and then hug the east wall before the 2nd wave of minions spawn. Some spend the entire kill hugging the East wall. Either is fine.
Hugging the wall makes you get hit less by minions when they spawn due to being on the other side of the room. When the first wave of minions spawn you can continue to fight KK whilst killing them during digs and charges or greenshield. When the second wave of minions spawn you should be camping the East side of the room and kill only the ones that are attacking you. After the kill is over go and finish off the rest of the minions.
The HV should use Barricade sparingly, with only 1 person to heal its usage of 100% adrenaline that could otherwise be used on DPSing becomes less justified, whilst duoing I generally use only Resonance voking and Devotion voking. If minions are out then you can use the combined devotion/resonance voke, which is detailed in the Advanced HV section.
Here's an example duo kill:
Hugging the wall makes you get hit less by minions when they spawn due to being on the other side of the room. When the first wave of minions spawn you can continue to fight KK whilst killing them during digs and charges or greenshield. When the second wave of minions spawn you should be camping the East side of the room and kill only the ones that are attacking you. After the kill is over go and finish off the rest of the minions.
The HV should use Barricade sparingly, with only 1 person to heal its usage of 100% adrenaline that could otherwise be used on DPSing becomes less justified, whilst duoing I generally use only Resonance voking and Devotion voking. If minions are out then you can use the combined devotion/resonance voke, which is detailed in the Advanced HV section.
Here's an example duo kill:
This section is pretty short, there's not much special info that can be said for Duoing that hasn't been said previously in the guide.
Duoing is an excellent way to practice DPSing whilst performing a role.
Duoing is an excellent way to practice DPSing whilst performing a role.
Records
These are the fastest KK kills by clanmembers that I'm aware of. There's possibly faster ones that I don't know about. If you beat/have beat any of them PM me and I'll update here
4 man: No Record Set
3 man: Colin, Drudgery, Weak Ox - 0:46
2 man: Colin, Drudgery - ~1:04
4 man: No Record Set
3 man: Colin, Drudgery, Weak Ox - 0:46
2 man: Colin, Drudgery - ~1:04