Kalphite Queen/Strategies

The Fight
Come very prepared. She is very tough to kill and nearly impossible to kill by yourself. Beware of the level 28 kalphite workers, they are weak, but come in great numbers.

Your main priority here is to get a dragon or rune drop, these can fund at least one trip for you or numerous for a whole group. Many players also hunt for the kalphite head for their trophy room.

For more efficient killing, players usually bring at least one other player of their clan to kill the Kalphite Queen.

Required items

 * Two ropes for the player's first time in the hive.
 * Shantay pass if entering through the shantay pass in Al Kharid.

Recommended items

 * Super attack potions
 * Super defence potions
 * Super strength potions
 * A few Prayer potions for using protection prayers.
 * Teleportation runes to get out
 * Food (generally the best available like sharks and tuna potatoes)
 * Members of a clan may wish to play the Fishing Trawler minigame for manta rays and sea turtles
 * The Keris dagger is highly effective against kalphites, but cannot be used with Verac's armour.

Tactics
The best armour for fighting the Kalphite Queen is considered to be a full set of Verac's armour, since the special effect of the Verac's set has a chance to ignore prayer and defence bonuses.

Usually, killing the Kalphite Queen is done in sets of two, as this is the easiest. Both players usually also follow a tactic widely recommended by experienced KQ hunters.

The tactic is to stand each players on opposite sides of the Kalphite Queen; one in front of her and one behind her. This is done for two reasons: 1) She has to turn 180 degrees to damage either of you, so she will rapidly turn between you, and thus hitting you as little as possible, and 2) so her Mage attack no longer can ricochet from one player to another.

A good idea is to bring an item like a Dragon Dagger (p++) or a Dragon Mace and use the specials as soon as you enter the room. The Dragon Mace can hit harder, but the DDP++ is recommended because it is faster (allowing you to switch back to Verac's Flail) and can poison the Queen. Some players bring Dragon Halberds, but this is dangerous because if you die, the Halberd will be saved instead of your Verac's Helmet.

Once the first form of the Queen is dead, the second form pops out. The second form has the same amount of hitpoints and her maximum hit does the same amount of damage, but she hits her max-hit more often. Also, she'll summon dozens of Level 28 Kalphite workers.

Attacks

 * Melee (Stab and crush 0-31 so get high defence bonuses to these)
 * Range (Hits multiple targets 0-31 Get high defence bonus or pray Protect from range)
 * Magic (Hits multiple targets 0-31 Get high defence bonus or pray Protect from magic)

Weaknesses

 * Keris (2nd form has protect from melee so might not be effective)
 * Crush (look Keris)
 * Range (2nd form)
 * Magic (2nd form)

Tactic
Hybrid (melee and range). Using both attacks will counter Queens prayers. Melee agains 1st form because melee armour has high range and melee defence. On 2nd form range has high magic defence. Doing this you can evade most of the damage she inflicts. Zamorakian hasta has crush attack so using it might be effective, but using its stab attack might be better for increased accuracy. Bringing full setup might not be wise. Bring melee setup and main range gear. Such as bow, chest, legs, shield.

There is a chance to get poisoned before entering Queens lair and inside lair so you migh want to bring super antipoison.

Melee for 1st form. Pray Protect from magic and Piety. Pot up before fighting. Drink from saradomin brew then from restore and finally drink from super attack and super strength.

Range for 2nd form. Pray Protect from range, Eagle eye and Steel skin. While she is transforming drink from ranging potion.

Inventory
Range gear for phase 2.

2 ropes, Food 12+, Ranging potion, super strength, super attack, Saradomin brew, super restore, Prayer potion 4x, super antipoison,

Melee form 1
Weapon: Zamorakkian hasta

Off-hand: Dragonfire shield + rune defender (for "pro" switchers optional or alternative)

Helm: Verac's helm

Amulet: Amulet of fury

Chest: Bandos chestplate

Legs: Bandos tassets

Boots: Dragon boots

Gloves: Barrows gloves

Ring: Berserker ring (i) / Archer's ring (i)

Cape: Fire cape

Defensive bonuses: Stab +361 Crush +365 Range +405

Offensive bonuses: Stab +108, Crush +88, Strength +116, Prayer +14

Range form 2
Weapon: Armadyl crossbow

Off-hand: Odium ward

Helm: Armadyl helm

Amulet: Amulet of fury

Chest: Armadyl chestplate

Legs: Armadyl plateskirt

Boots: Ranger boots (or infinity boots for magic def)

Gloves: Barrows gloves

Ring: Archers ring (i) (or seer's ring (i) for magic defence)

Cape: Ava's accumalator

Quiver: Diamond bolts (or broad bolts)

Defensive bonuses: Magic defence +177

Offensive bonuses: Range attack +209, Prayer +11