Zulrah/Strategies

General Strategy
When fighting Zulrah's green form, it is recommended to activate Protect from Missiles. When fighting Zulrah's blue form, you should use Protect from Magic. However, there is one green form that will switch between Magic and Ranged attacks, so for this one, you must flick each attack, or you may be hit 40+ damage. Be aware in this stage that you may also be attacked by the Snakelings and can easily be killed.

The form in which Zulrah switches to after the first (green) form will decide his behaviour for the rest of the kill. The legacy behavior most will be familiar with (pre-update) is the following: Zulrah will switch to the red Melee, and then the turquoise Magic, and retain his original fighting style. Zulrah can now also switch to the green Ranged or turquoise Magic form immediately after his beginning form, indicating he will use the post-update techniques.

If green, Zulrah is the very second form: Zulrah will spawn an additional cloud of smoke to the east during his Melee form (red), thus making no safespots whatsoever on the east side of the island. The player should make their way to the west side of the island where one location will not have smoke. In addition, Zulrah will also use Melee attacks after spawning the smoke clouds. This form seems to force the player east and west constantly.

If blue, Zulrah is the very second form: Zulrah will often spawn clouds in a form, and then proceed to attack (instead of the other way around). In this fight, you will also notice a green Zulrah will spawn east and alternate attacks, and the green Zulrah to the west will use strictly Ranged (this is opposite to how Zulrah fights during the legacy style).


 * The fight will always begin with the player in front of Zulrah in its green form, and start the battle in the north-east. Zulrah will not poison the player during this beginning form. Avoid the toxic fumes that he creates as it fires them around the area. After a short time, he will immediately switch to a different form and begin using abilities and attacks from that form. During this form, prayer flicking can be helpful, and eat when needed, as both Magic and Ranged attacks will be used against the player.


 * During the turquoise form, he can use both toxic fumes and white orbs, which will summon a Snakeling. Although they have 1 Hitpoint, they can hit very hard against the player, so a ring of recoil is recommended to kill them off if needed. The areas that Zulrah launches white orbs will not have any toxic fumes during that phase, so stand in those areas when needed.
 * When Zulrah is crimson, he will stare at the player before attacking that area. If they are not 2 spaces away from it, they will take Melee damage and also be stunned, which can leave the player in a dangerous state if their Hitpoints are low and they are near fumes.

It is recommended to use long-ranged attacks to avoid the venom clouds if Zulrah is in the way of them.

Setup
Ideally, the best set-up entails using both Ranged and Magic, but Ranged could suffice at level 90 and above as well as beginners just learning the phases. Only blue Zulrah is weak to Ranged, however, so Magic is most effective against his other forms.

Ranged =

Magic & Ranged =

Zulrah's patterns
Zulrah will always begin as the Ranged (green) form in the middle of the arena, and then the next form determines the behavioral pathway Zulrah uses. There are only four possible patterns, and each are displayed in the image below. Each column in the image corresponds to one of Zulrah's patterns, and each row indicates a step in its particular pattern. The red, green, and blue circles indicate Zulrah's form and position in each step.

Where to Stand
Players should stand in the areas marked in yellow, as these places will allow the evasion of most of the smoke clouds. Within the image, there are two notable instances that players should be mindful of when moving around. First, there are two safe-spots, which can be taken advantage of only during the Melee form. Players must stand either to the left of the left pillar, or to the right of the right pillar (see image). When standing in these locations, Zulrah will not be able to attack the player.

Second, on the fourth pattern in the image, Step 7, the location to stand is marked with an arrow to indicate a transition. In order to avoid smoke clouds, you must wait before moving in this step since Zulrah created them (Step 6). Once the smoke clouds disappear, you should transition to the west part of the arena.

Jad Form
The second-to-last steps of each pattern are special since Zulrah takes on a new behavior. In the steps marked with RM, Zulrah will attack first with Ranged, then switch to Magic for the next attack. Zulrah will continue to alternate between Ranged and Magic until the next step. On the other hand, the steps marked with MR indicate that Zulrah will attack first with Magic, then Ranged, and alternate afterwards.

For both of these behaviors, it is recommended that protection prayers are switched as soon as you see the projectile emitted from Zulrah. Due to the constant switching of Protect from Missiles and Protect from Magic, this form is commonly known as the Jad form, in reference of TzTok-Jad's attack style.

End of a Pattern
Finally, the end of each pattern is indicated by the Back to Start icon. At this point, Zulrah will return back to its initial state of the Ranged form in the middle of the arena, and you should act as you did in the beginning of the battle. Afterwards, Zulrah will choose randomly the next pattern it will follow.