Basic Kalphite King Guide
Preface
This guide is split into 2 parts, a basic guide and an advanced guide.
I’ll take you at any level but I recommend 100+ combat level and t70 weapons at minimum.
PM me if you want me to teach you/let you practice a role
I’ll take you at any level but I recommend 100+ combat level and t70 weapons at minimum.
PM me if you want me to teach you/let you practice a role
Getting to KK
To get to KK in a reasonable amount of time you need to have the Bandit Camp lodestone unlocked. From the lodestone travel south past the pyramid and then west slightly.
Once inside the Hive you need to take the long way round the first time:
Once you are round, you can unblock a shortcut tunnel which makes the journey quicker.
Gear
Normal Gear
Weapons can be substituted with lower levelled equivalents if you do not have t90 weapons. These are just examples, gear can be swapped around for other pieces if you don’t have certain pieces or prefer others.
Lower Gear Better Gear
Tribrid Gear
Weapons can be substituted with lower levelled equivalents if you do not have t90 weapons. These are just examples, gear can be swapped around for other pieces if you don’t have certain pieces or prefer others.
Tribrid setup 1 Tribrid setup 2 (better) Tribrid setup 3 (best)
Tribrid setup 1 Tribrid setup 2 (better) Tribrid setup 3 (best)
Action Bars
Note: These bars are very basic and not optimal for doing maximum DPS. Check the advanced section for special bars for better DPS.
Healvoke Range:
Healvoke Melee:
Melee Bar (suitable for tank + dps):
Magic Bar (suitable for tank + dps):
Range Bar (suitable for tank + dps):
Healvoke Melee:
Melee Bar (suitable for tank + dps):
Magic Bar (suitable for tank + dps):
Range Bar (suitable for tank + dps):
Naughty Abilities:
Do not use any of the following abilities:
Range: Binding Shot, Tight Bindings, Unload
Melee: Backhand, Forceful Backhand, Kick, Stomp, Destroy, Frenzy
Magic: Asphyxiate, Impact, Deep Impact, Smoke Tendrils
Do not use any of the following abilities:
Range: Binding Shot, Tight Bindings, Unload
Melee: Backhand, Forceful Backhand, Kick, Stomp, Destroy, Frenzy
Magic: Asphyxiate, Impact, Deep Impact, Smoke Tendrils
The Phases
Kalphite King has 3 phases, these can be identified by the colour of his wings.
- Green Wings = KK Attacks with range (specs: dig/green)
- Yellow Wings = KK Attacks with melee (specs: charge/green)
- Blue Wings = KK Attacks with mage (specs: charge/dig)
Range Phase:
Near the beginning of the phase you will be stunned, so use anticipate before he does, or freedom if you're stunned. Attack him with melee preferably and use a protect from range prayer. After 4 attacks he'll use his Green attack. He'll then do a regular attack or two and dig. Once he comes up from the dig, the phase is effectively started again. Attacks, green, attack or two, dig.
This continues until he changes phase.
This continues until he changes phase.
Melee Phase:
Attack with mage or melee preferably and protect from melee prayer. He uses bleeds often so use Freedom. He'll do a few regular attacks and then charge. After he charges he does 2 regular attacks and then will green. After this he'll continue attacking until he charges and greens again, or he'll attack a bit and change phase.
Mage Phase:
Yellow orbs are shot at your direction, they land on the floor and explode after a few seconds, dealing heavy damage. Occasionally KK shoots 2x yellow orbs out, which naturally deal double the damage. Ocasionally a yellow orb will bleed and not deal instant damage, use freedom to stop this.
The risk in Mage Phase is where players run aimlessly around trying to escape the orbs, regularly stopping to attack KK. The secret to mage phase, if it can be called one, is to not stop moving (attack while moving with full manual) and take care of your surroundings, don't run close to other players if it can be avoided. Cycle freedom and anticipation whenever KK charges or digs or at the beginning of the phase.
The blue orbs hit often, so a common method to not only avoid the damage but heal is through resonance the orb. At the beginning of the mage phase you will be stunned, the KK shoots a yellow ball at you and then a blue ball.To avoid this, you need to perform the following actions:
Freedom > (Run from yellow ball) > (Switch to shield) > Resonance
The risk in Mage Phase is where players run aimlessly around trying to escape the orbs, regularly stopping to attack KK. The secret to mage phase, if it can be called one, is to not stop moving (attack while moving with full manual) and take care of your surroundings, don't run close to other players if it can be avoided. Cycle freedom and anticipation whenever KK charges or digs or at the beginning of the phase.
The blue orbs hit often, so a common method to not only avoid the damage but heal is through resonance the orb. At the beginning of the mage phase you will be stunned, the KK shoots a yellow ball at you and then a blue ball.To avoid this, you need to perform the following actions:
Freedom > (Run from yellow ball) > (Switch to shield) > Resonance
Special Attacks
He has 3 special attacks, charge, dig, green. He uses only 2 of these 3 on each phase.
Charge is simple to avoid, KK stops attacking, glows a bit, and then charges forwards. Anyone who doesn't move out of his way takes heavy damage, 3k or so.
When KK Digs he appears to climb underground, he'll wait a bit and then pop up dealing damage on whomever he was targeting last. Again, 3k or so.
Green is the most dangerous attack. He shoots a green orb at the tank, stunning them. Any bleeds or defensive abilities they have active are cancelled. After a few seconds he delivers an insta kill attack.
The only way to survive this is for someone else on the team to use provoke, and then an ability which blocks the attack. This is the healvokers job.
- Range Phase = Green/Dig
- Melee Phase = Green/Charge
- Mage Phase = Charge/Dig
Charge is simple to avoid, KK stops attacking, glows a bit, and then charges forwards. Anyone who doesn't move out of his way takes heavy damage, 3k or so.
When KK Digs he appears to climb underground, he'll wait a bit and then pop up dealing damage on whomever he was targeting last. Again, 3k or so.
Green is the most dangerous attack. He shoots a green orb at the tank, stunning them. Any bleeds or defensive abilities they have active are cancelled. After a few seconds he delivers an insta kill attack.
The only way to survive this is for someone else on the team to use provoke, and then an ability which blocks the attack. This is the healvokers job.
Green Shield:
The KK occasionally activates his Green Shield ability for a short duration, whilst this is active a large green orb pulses around his body. Any damage dealt to the KK during this period will heal the KK rather than harm him. Whilst this is active, stop attacking.
Red Shield:
Considerably rarer than Green Shield, the KK sometimes activates his Red Shield ability. Whilst this is active a portion of the damage he inflicts upon players will heal him. There is little that can be done to avoid this, just keep attacking as usual
Minions:
The KK spawns minions at two points in the fight.
195,000 hp: 5 exiled kalphite marauders spawn.
65,000 hp: 10 exiled kalphite marauders spawn.
It is vital to kill the minions, they deal heavy damage (oftentimes more than the KK itself) and can cause the Healvoker unnecessary stress, forcing them to use Devotion or Barricade instead of the superior Resonance Voke.
DPS should focus on Minions that are in range of the HV as soon as they spawn, and all roles should attack minions when the KK Digs, Charges, or has Green Shield active.
195,000 hp: 5 exiled kalphite marauders spawn.
65,000 hp: 10 exiled kalphite marauders spawn.
It is vital to kill the minions, they deal heavy damage (oftentimes more than the KK itself) and can cause the Healvoker unnecessary stress, forcing them to use Devotion or Barricade instead of the superior Resonance Voke.
DPS should focus on Minions that are in range of the HV as soon as they spawn, and all roles should attack minions when the KK Digs, Charges, or has Green Shield active.
Roles
Healvoker:
Special items: Shield, Heal Other Runes, Lunar Spellbook
The purpose of the Healvoke is to save the tank from being killed by a green attack, and to heal other players whilst doing so.
KK Greens on Range and Melee Phase. He'll always Charge before he Greens on Melee Phase.
There are 3 types of Vokes you will do.
I've included a video of each of these being performed:
The purpose of the Healvoke is to save the tank from being killed by a green attack, and to heal other players whilst doing so.
KK Greens on Range and Melee Phase. He'll always Charge before he Greens on Melee Phase.
There are 3 types of Vokes you will do.
- Resonance Voke - No minions are out
- Devotion Voke - Minions are out but you don't have 100% adrenaline
- Barricade Voke - Minions are out and you have 100% adrenaline
I've included a video of each of these being performed:
To perform each of these, use these abilities in order:
If you have 100% Adrenaline at the end of the kill, use Barricade and heal every player.
- Resonance Voke: (Switch to shield) > Provoke > (Heal tank with Heal Other spell) > Resonance
- Devotion Voke: Provoke > Devotion > (Switch to Protect from Melee prayer)
- Barricade Voke: (Switch to shield) > Provoke > Barricade > (Heal everyone with Heal Other spell)
If you have 100% Adrenaline at the end of the kill, use Barricade and heal every player.
Tank:
Special items: Numbing Roots(not vital), Shield
The purpose of the Tank is to take the green attacks and to stop KK from attacking other players. To do the tank role effectively you need to have the incite ability activated. After the Healvoke has dealt with the green attack, you need to provoke the KK so it targets you again.
Use devotion at the beginning of a melee phase and make sure to use freedom to escape any bleeds.
The tank needs to avoid charges and digs. Charges can be identified by KK glowing slightly and hunching up, he then pushes himself forwards. To avoid this the tank needs to simply move out of his path. You can surge/escape from this also.
Digs are slightly easier to avoid as it is obvious when the KK is digging due to him disappearing.
The purpose of the Tank is to take the green attacks and to stop KK from attacking other players. To do the tank role effectively you need to have the incite ability activated. After the Healvoke has dealt with the green attack, you need to provoke the KK so it targets you again.
Use devotion at the beginning of a melee phase and make sure to use freedom to escape any bleeds.
The tank needs to avoid charges and digs. Charges can be identified by KK glowing slightly and hunching up, he then pushes himself forwards. To avoid this the tank needs to simply move out of his path. You can surge/escape from this also.
Digs are slightly easier to avoid as it is obvious when the KK is digging due to him disappearing.
DPS:
The purpose of the DPS is simply to do damage. By not having the strain of taking constant damage like the tank who has to use adrenaline on defensive abilities, and not having to worry about maintaining close to 100% adrenaline and dealing with greens like the HV, the DPS is free to do constant damage with thresholds and ultimates.
In most teams unless there is a prior understanding/agreement, the DPS should focus on killing the minions when they spawn. Minions often will do more damage than the KK if left alone and can kill the Healvoke when they are dealing with a green.
Some general tips for DPS (look at the advanced section for more in depth dps tips):
Use Berserk on Range phase and Sunshine/Metamorphosis on Melee Phase.
Stand away from KK in melee phase and use Soul Split.
Use multi-target abilities on Minions such as Ricochet, Corruption Shot/Blast, Dragon Breath, and Bombardment.
In most teams unless there is a prior understanding/agreement, the DPS should focus on killing the minions when they spawn. Minions often will do more damage than the KK if left alone and can kill the Healvoke when they are dealing with a green.
Some general tips for DPS (look at the advanced section for more in depth dps tips):
Use Berserk on Range phase and Sunshine/Metamorphosis on Melee Phase.
Stand away from KK in melee phase and use Soul Split.
Use multi-target abilities on Minions such as Ricochet, Corruption Shot/Blast, Dragon Breath, and Bombardment.