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Chapter 19 of 22

High-level combat, Slayer & bossing preparation

85+ combat stats, high Slayer, the Fire cape, and a ladder of bosses from safest to hardest.

Updated

16tasks
4sections
0quests
7dangerous or high-risk

Bosses are ordered by risk, not by profit. Learn each from video, start with high supplies, and keep a hard HP threshold for teleporting out.

By the end: Fire cape and 90+ Slayer.

7 steps in this chapter are marked dangerous or high risk. Hardcore safety covers what counts as an unsafe death and the stats to have first.

Combat stats to 85+

Attack, Strength and Defence to 85

Slayer with Nieve/Duradel; cannon tasks where allowed.

Why: Most endgame gear and raids assume 85+.

Ranged to 85

Chinchompas or Slayer.

Why: Twisted bow (85), safer ranged bossing.

Magic to 85

Barraging Slayer tasks (catacombs, smoke devils, nechryael).

Why: Tumeken's shadow (85); stronger freezes.

Prayer to 77 (Rigour/Augury unlocks)

Gilded altar with dragon bones; Rigour/Augury scrolls if trading.

Why: Rigour and Augury are among the largest safety and DPS upgrades.

Slayer to 90+

Slayer to 70

Chaeldar → Nieve. Unlock "Bigger and Badder", block Wilderness and cave-horror style annoyances.

Why: Wyverns (72), kurask, MM2 (69).

Slayer to 85 (abyssal demons, Kraken via 87)

Duradel/Nieve; Catacombs of Kourend for safe multi-combat.

Why: Abyssal demons (whip), Cerberus at 91 later.

Slayer to 92+

Long-term; Hydra at 95.

Why: Thermonuclear smoke devil (93), Alchemical Hydra (95).

Boss ladder (safest first)

Each entry is optional — pick bosses that drop what you need on the Gear page.

Obor, Bryophyta & Scurrius (easy Combat Achievements)Preparation

Low-level bosses that teach boss habits.

Why: Easy Combat Achievements, early drops.

Giant MolePreparation

Needs a light source. Low max hit.

Why: Falador Hard; bird nests.

Dagannoth KingsDangerous

Three kings needing three styles; learn the Rex/Prime/Supreme safespots.

Why: Berserker/Archers/Seers rings.

VorkathHigh risk

Ranged with dragon hunter crossbow; learn acid walk and freeze.

Why: Steady supplies/gold; Vorkath's head for Ava's assembler.

ZulrahHigh risk

Magic + ranged switches; learn all rotations.

Why: Tanzanite fang (blowpipe), magic fang, serpentine visage.

God Wars: General GraardorHigh risk

Bandos is the usual first general; team or tank method.

Why: Bandos chestplate/tassets.

Phantom MuspahHigh risk

Prayer and spike mechanics.

Why: Venator shards.

Alchemical HydraHigh risk

95 Slayer; vent and poison mechanics.

Why: Ferocious gloves, hydra claw.

Fire cape

The TzHaar Fight Cave is an UNSAFE death on Hardcore Worlds. B0aty marks it optional at this point; this guide makes it a required milestone only once you have strong stats.

TzHaar Fight Cave — Fire capeHigh risk

63 waves ending with TzTok-Jad. Use the blowpipe or a strong crossbow with Rigour/Eagle Eye.

Why: Fire cape (best melee cape until Infernal); Karamja Hard/Elite progress.

Bring: Toxic blowpipe (empty), 8 Saradomin brew(4), 8 Super restore(4), 2 Ranging potion(4)

Ticking steps off, the preparation checklists for high-risk steps and the requirement checks are in the app: Follow this chapter in the app