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Zulrah is a level 725 solo boss. The only way to get out of Zulrah's shrine is through victory, death, logout or teleportation.

Note: Should you die in the fight with Zulrah, Priestess Zul-Gwenwynig will hold all of your items that were not protected upon death, making the fight extremely safe. However, if you die anywhere a second time without returning to her to reclaim your items, all items she was holding from your first death will be lost.

General strategy

When fighting Zulrah's serpentine form (green), he will only attack with Ranged, so use Protect from Missiles. When facing his tanzanite form (blue), use Protect from Magic; while this form can also attack with Ranged, he will usually use Magic instead. Zulrah's magma form (red) attacks with special Melee, which can be avoided, so you do not need to use Protect from Melee.

The form Zulrah switches to after the first (green) form will decide his behaviour for the rest of the kill. The legacy behaviour 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 Zulrah's second form is green, 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 Zulrah's second form is blue, 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).

Forms

Throughout the fight, Zulrah will continually dive into the swamp, sending out a plethora of attacks before doing so. He will then emerge in a different area of the shrine in a different form and resume his attacks.

Even though Zulrah has no Melee Defence on any form, Melee is discouraged as he has a melee damage reduction, and halberds are the only weapons that can reach him. He can summon snakelings and/or throw toxic fumes in any form. 

Note: Zulrah will attack for a set amount of time before diving back into the swamp and reappearing in another area, in a different combat style.

Pet snakeling chathead.png
  • The fight will always begin with the player in front of Zulrah in his green form, and start the battle in the north. Zulrah attacks with Ranged only, with the few exceptions such as one phase in the second rotation (attacking randomly) and at/near the end of every phase where he will attack with both Ranged and Magic in a set pattern. While in this form, Zulrah is weak against magical attacks.
Pet snakeling (tanzanite) chathead.png
  • Zulrah will randomly attack with both Magic and Ranged, although he seems to favour magical attacks more often. While in this form, Zulrah gains increased magic resistance but is weaker to ranged attacks.
Pet snakeling (magma) chathead.png
  • During the magma form, Zulrah will stare at the player's position for several seconds before whipping his tail at that area. If the player does not move away from the targeted area in time, they will be dealt with up to 30 damage and be stunned for several seconds. While in this form, Zulrah gains increased magic and ranged resistance. However, he is still weak to magic attacks.

Snakelings

Snakelings are monsters that Zulrah will summon during the fight via white orbs. Despite their moderately high combat level of 90, they only have 1 Hitpoint. However, they should not be underestimated as they are very accurate, can hit up to 15 relatively often, and envenom the player. Snakelings attack with both Magic and Melee. Player can use Protection prayers to block all damage from snakelings. It is highly recommended to bring a ring of recoil or suffering (with ring of recoil charges on it) to kill off the Snakelings.

While Snakelings spawn immediately, Zulrah will occasionally throw a white orb and then dive into the swamp. The summoned snakeling will not appear until Zulrah reemerges from the swamp.

If you are hiding from Zulrah and he throws toxic fumes/summons additional snakelings, it is best to kill them off so you will save some food in the process.

Setup

Ideally, the best set-up entails using both Ranged and Magic. A Magic or Range only based method is possible, although it will significantly decrease your kills per hour. Beginners may find it easier to bring fewer Magic/Ranged switches until they are comfortable with Zulrah's mechanics and phases. Zulrah is only weak to Ranged while in tanzanite (blue) form; therefore, it is best to opt for a Magic-based approach.

Due to Zulrah's high Magic level, a Twisted Bow is very effective against it, and can completely negate the need for a Magic switch, allowing for much more inventory space and possibly more kills per trip.

A Serpentine helm is very useful for its immunity to Venom, despite it having negative Magic and Ranged bonuses. It prevents the need for Anti-venom+ potions, therefore freeing up an inventory slot, but overtime it's less cost efficient than the potions, considering it needs to be charged with Zulrah's scales. It's recommended for beginners to wear the Serpentine helm until they are able to kill Zulrah consistently, but should be swapped out overtime for something better.

For banking and teleportation, there are several ways to do so:

Suggested skills

Equipment

Recommended equipment for Magic & Ranged
Slot Item (most effective → least effective)
Head Ancestral hat.png Ancestral hat Farseer helm.png Farseer helm Infinity hat.png Infinity hat Void mage helm.png Void mage helm[1] N/A
Neck Occult necklace.png Occult necklace Amulet of fury.png Amulet of fury Amulet of glory.png Amulet of glory N/A N/A
Back God capes.gif Imbued god cape / Ava's assembler.png Ava's assembler Fire cape.png Fire cape Capes of accomplishments (trimmed).gif Cape of Accomplishment Capes of accomplishments.gif Cape of Accomplishment Obsidian cape.png Obsidian cape
Body Ancestral robe top.png Ancestral robe top Ahrim's robetop.png Ahrim's robetop Infinity top.png Infinity top Elite void top.png Elite void top [1] Void knight top.png Void knight top [1]
Legs Ancestral robe bottom.png Ancestral robe bottom Ahrim's robeskirt.png Ahrim's robeskirt Infinity bottoms.png Infinity bottoms Elite void robe.png Elite void robe [1] Void knight robe.png Void knight robe [1]
Weapo Sanguinesti staff.png Sanguinesti staff Trident of the swamp.png Trident of the swamp / Trident of the seas.png Trident of the seas Iban's staff.png Iban's staff N/A N/A
Shield Arcane spirit shield.png Arcane spirit shield Mage's book.png Mage's book Malediction ward.png Malediction ward Book of darkness.png Book of darkness N/A
Ammo/Spell Holy blessing.png Any god blessing Diamond bolts 5.png Diamond bolts (e) Broad bolts 5.png Broad bolts Adamant bolts 5.png Adamant bolts N/A
Gloves Tormented bracelet.png Tormented bracelet / Barrows gloves.png Barrows gloves Combat bracelet.png Combat bracelet Void knight gloves.png Void knight gloves [1] N/A N/A
Feet Eternal boots.png Eternal boots Infinity boots.png Infinity boots Wizard boots.png Wizard boots Mystic boots (blue).png Mystic boots (any color) N/A
Ring Ring of suffering (i).png Ring of suffering (i) Ring of recoil.png Ring of recoil N/A N/A N/A
References
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Only use with the full set of Void knight armour

Ancestral/Armadyl

Toxic blowpipe.png Armadyl chestplate.png Armadyl chainskirt.png Necklace of anguish.png
Ava's assembler.png Armadyl helmet.png Barrows gloves.png Pegasian boots.png
Shark.png Cooked karambwan.png Shark.png Ranging potion(4).png
Shark.png Cooked karambwan.png Shark.png Anti-venom+(4).png
Shark.png Cooked karambwan.png Shark.png Prayer potion(4).png
Shark.png Cooked karambwan.png Shark.png Shark.png
Zul-andra teleport.png Imbued heart.png Ring of dueling.png Rune pouch.png


Inventory

Note that all the listed Ranged switches can be substituted out for cheaper items, such as Blessed dragonhide armour.

Void

Void ranger helm.png Toxic blowpipe.png Ranging potion(4).png Magic potion(4).png
Ava's assembler.png Pegasian boots.png Anti-venom+(4).png Prayer potion(4).png
Necklace of anguish.png Imbued heart.png Cooked karambwan.png Cooked karambwan.png
Cooked karambwan.png Cooked karambwan.png Manta ray.png Manta ray.png
Manta ray.png Manta ray.png Manta ray.png Manta ray.png
Manta ray.png Manta ray.png Manta ray.png Manta ray.png
Manta ray.png Zul-andra teleport.png Rune pouch.png Ring of dueling.png


Inventory:

Recommended equipment for Ranged
Slot Item (most effective → least effective)
Head Armadyl helmet.png Armadyl helmet Robin hood hat.png Robin hood hat Armadyl coif.png Blessed coif N/A N/A
Neck Necklace of anguish.png Necklace of anguish Amulet of fury.png Amulet of fury Amulet of glory.png Amulet of glory N/A N/A
Back Ava's assembler.png Ava's assembler Ava's accumulator.png Ava's accumulator Ranging cape.png Ranging cape N/A N/A
Body Armadyl chestplate.png Armadyl chestplate Armadyl d'hide.png Blessed body Karil's leathertop.png Karil's leathertop Black d'hide body.png Black d'hide body N/A
Legs Armadyl chainskirt.png Armadyl chainskirt Armadyl chaps.png Blessed chaps Karil's leatherskirt.png Karil's leatherskirt Black d'hide chaps.png Black d'hide chaps N/A
Weapo Twisted bow.png Twisted bow N/A N/A N/A N/A
Ammo/Spell Dragon arrow 5.png Dragon arrows Amethyst arrow 5.png Amethyst arrows Rune arrow 5.png Rune arrows N/A N/A
Gloves Barrows gloves.png Barrows gloves Dragon gloves.png Dragon gloves Armadyl bracers.png Blessed vambraces Black d'hide vamb.png Black d'hide vamb N/A
Feet Pegasian boots.png Pegasian boots Ranger boots.png Ranger boots Armadyl d'hide boots.png Blessed boots Snakeskin boots.png Snakeskin boots N/A
Ring Ring of suffering (i).png Ring of suffering (i) Ring of recoil.png Ring of recoil N/A N/A N/A


Toxic blowpipe.png Prayer potion(4).png Anti-venom(4).png Ranging potion(4).png
Cooked karambwan.png Cooked karambwan.png Cooked karambwan.png Cooked karambwan.png
Manta ray.png Manta ray.png Manta ray.png Manta ray.png
Manta ray.png Manta ray.png Manta ray.png Manta ray.png
Manta ray.png Manta ray.png Manta ray.png Manta ray.png
Manta ray.png Manta ray.png Manta ray.png Ring of dueling.png
Zul-andra teleport.png Rune pouch.png


Inventory

Fight overview

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.

Always use Protect from Missiles (serpentine) or Protect from Magic (tanzanite) when fighting Zulrah, as his attacks are very accurate and often hit very hard. They are capable of hitting high in the 40s and with the high damage of the snakelings, can easily combo a player in seconds. The only exception for Zulrah's serpentine form is his "Jad" Form, where you will need to alternate between Protect from Missiles and Protect from Magic after every attack he performs.

At the start of the fight, Zulrah will pick one of the four patterns (see picture). It takes him about three minutes to complete each pattern. When he finishes the pattern, he will then pick another pattern; this may be the same as the first pattern he used in the battle.

A list of possible patterns in which Zulrah will emerge and release venom clouds.

All patterns

At the start of the fight, Zulrah is always in his serpentine form in the middle of the shrine. He will never attack directly at the start; rather, he will fill the area with venom clouds, leaving the tips on the east and west sides clear. After filling up the area with venom clouds, he dives into the swamp and starts one of the four patterns.

The safespot to evade Zulrah's melee form is in the square highlighted in yellow. The other safe-spot is in the equivalent space beside the other pillar.

If Zulrah finishes the pattern he was using, he will return to this step again. However, he will attack the player with ranged for several attacks before filling the area with venom clouds.

Shared patterns

Patterns 1 & 2

After filling the shrine with venom clouds, Zulrah dives back into the swamp and reappears in the same spot in his magma form. He will use two melee attacks before diving back down, appearing at the same spot in his tanzanite form.

When he performs enough attacks in his tanzanite form, Zulrah dives back into the swamp and the patterns separate until the second-to-last step in the pattern.

In this second-to-last step, Zulrah appears to the west in his serpentine form, attacking in a set pattern. He will start with a ranged attack, then follow up with a magic attack. At the end of this step, Zulrah fills the shrine with venom clouds, leaving the tips on both sides clear of them.

At the final step of these patterns, Zulrah appears in the middle in his magma form and uses two melee attacks before returning to the start of his attack pattern.

Patterns 3 & 4

In these patterns, Zulrah's initial steps are different, though the last three steps are similar to each other.

In Pattern 3, right before the second-to-last step, Zulrah will send out snakelings; in Pattern 4, he does not do this. Regardless, the mechanics are still the same in that step.

In this second-to-last step, Zulrah appears to the east in his serpentine form, attacking in a set pattern again. This time, he starts off with magic first, before following up with a ranged attack. Zulrah does not send out venom clouds at the end of this step and simply dives back into the swamp when he finishes.

At the final step of these patterns, Zulrah appears in the middle in his tanzanite form, summoning four snakelings (two on each side) before returning to the start of his attack pattern.

Pattern overview

Pattern 1

  • Step 1: Zulrah appears in the middle in his magma form, attacking twice with Melee.

Pattern 2

  • Step 1: Zulrah appears in the middle in his magma form, attacking twice with Melee.
  • Step 2: Zulrah reappears in the same spot, this time in his tanzanite form.
  • Step 3: Zulrah appears to the west in his serpentine form, spewing out venom fumes to the east, before summoning several snakelings.
  • Step 4a (Optional) - with the 15 October 2015 update, Zulrah may appear to the east in his serpentine form, attacking randomly with Ranged and Magic, much like his tanzanite form. This does not happen most of the time; though it is very easy to hide from this form if needed. Zulrah returns to his normal attack pattern (next step below) after this step.
  • Step 4b (original) - Zulrah appears to the south in his tanzanite form. Before the end of this step, he will spew venom fumes to the east and south, and summon a few snakelings.
  • Step 5 - Zulrah appears in the middle in his magma form, attacking twice with Melee.
  • Step 6 - Zulrah appears to the east in his serpentine form.
  • Step 7 - Zulrah appears to the south in his tanzanite form. At the end of this step, he will spew venom fumes covering the south and east, and summon a few snakelings.
  • Step 8 - Zulrah appears to the west in his serpentine form, attacking first with Ranged before following up with Magic. He will repeat this several times. When he is finished, he will spew venom fumes covering the whole shrine, leaving the tips on the east and west clear of them.
  • Step 9 - Zulrah appears in the middle in his magma form, attacking twice with Melee. You should be on the tip to the west, and dodge the first attack by running into the venom clouds. Stay in the venom clouds until Zulrah turns position; if you run back to the tip too fast, Zulrah will retarget that spot, and you will have to tank a bit more from the clouds.

Pattern 3

  • Step 1: Zulrah appears in his serpentine form to the east, immediately attacking with Ranged. At the end of this step, he will summon several snakelings before diving back into the swamp.
  • Step 2: Zulrah appears in the middle in his magma form, spewing out venom fumes at the north-east, south-east and western parts of the shrine. He will then summon several snakelings before attacking twice with Melee.
  • Step 3: Zulrah appears to the west in his tanzanite form.
  • Step 4: Zulrah appears to the south in his ranged form.
  • Step 5: Zulrah appears to the east in his tanzanite form.
  • Step 6: Zulrah appears in the middle in his serpentine form. He will launch venom fumes covering the eastern and southern areas of the shrine. When he finishes with that, he will summon several snakelings.
  • Step 7: Zulrah appears to the west in his serpentine form.
  • Step 8: Zulrah appears in the middle in his tanzanite form, attacking normally. At the end of this step, he covers the west side in venom fumes and summons snakelings.
  • Step 9: Zulrah appears in the east in his serpentine form, attacking with Magic first before following up with Ranged. He will repeat this several times.
  • Step 10: Zulrah appears in the middle in his tanzanite form, summoning 4 snakelings.

Pattern 4

  • Step 1: Zulrah appears in his tanzanite form to the east, summoning several snakelings before attacking normally.
  • Step 2: Zulrah appears to the south in his serpentine form.
  • Step 3: Zulrah appears to the west in his tanzanite form.
  • Step 4: Zulrah appears in the middle in his magma form.
  • Step 5: Zulrah appears to the east in his serpentine form, spewing the west and south side of the shrine with venom fumes.
  • Step 6: Zulrah appears to the south, attacking normally. At the end of this step he will summon several snakelings, and cover the south and east sides of the shrine in venom clouds. Stay in the east until he starts sending out venom fumes; at this point, make your way to the west side.
  • Step 7: Zulrah appears to the west in his tanzanite form.
  • Step 8: Zulrah appears in the middle in his serpentine form for a brief time.
  • Step 9: Zulrah stays in the same place, this time in his tanzanite form. He will spew out venom clouds covering the west and southern areas in venom fumes. No snakelings are summoned in this step.
  • Step 10: Zulrah appears to the east in his serpentine form, attacking with Magic first before following up with Ranged. He will repeat this several times.
  • Step 11: Zulrah appears in the middle in his tanzanite form, summoning 4 snakelings.
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