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The Alchemical Hydra is a boss found in the lower level of the Karuulm Slayer Dungeon in Mount Karuulm, requiring level 95 Slayer to kill. Unlike normal hydras, the Alchemical Hydra can only be killed while on a hydra Slayer task, which are only assigned by Konar, Duradel, and the Mysterious Adventurer. Along with all the unique drops obtainable from hydras, it can also drop hydra leather, which is used on the machinery south-west of the pool in the Lithkren Vault to create ferocious gloves, as well as the hydra claw, which is combined with a Zamorakian hasta to create the dragon hunter lance.
The Alchemical Hydra is a boss found in the lower level of the Karuulm Slayer Dungeon in Mount Karuulm, requiring level 95 Slayer to kill. Unlike normal hydras, the Alchemical Hydra can only be killed while on a hydra Slayer task, which are only assigned by Konar, Duradel, and the Mysterious Adventurer. Along with all the unique drops obtainable from hydras, it can also drop hydra leather, which is used on the machinery south-west of the pool in the Lithkren Vault to create ferocious gloves, as well as the hydra claw, which is combined with a Zamorakian hasta to create the dragon hunter lance. Killing an Alchemical Hydra is also a requirement for the Elite achievement diaries.
 
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[[File:Slayer.png]] 95
[[File:Slayer.png]] 95


Assignment of Alchemical Hydra as a slayer task.
Assignment of hydras/Alchemical Hydra as a slayer task.


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==Fight Overview==
 
The fight is instanced; if players die while fighting the Hydra, then they may reclaim their items from Orrvor quo Maten outside for 100,000 coins each time. These items will be held until they are reclaimed.
 
The hydra has four phases, each one beginning past each 25% health threshold (~275 health). A head will fall off each time this occurs as the Hydra changes forms, signifying the start of the next phase.
 
The hydra attacks with both Magic and Ranged, with the left heads attacking with magic and the right with ranged. In the first two phases, this consists of two instant hits that deal less damage individually. In the last two phases, this will consist of one hit that does higher individual damage. The hydra will begin the fight with either combat style. Regardless if the hits connect or not for the first three phases and after every three auto-attacks, the hydra will sway its heads backwards as a warning indicator that it is changing combat styles. Players should be aware that the Hydra's phase transition animation can override the attack swapping animation, so counting the attacks is still beneficial.
 
During the first three phases, the hydra's armor is strengthened and will immensely reduce incoming damage by 75% of what it would have dealt. This must be removed by luring it to the appropriate chemical vent. If takes chemicals from an incorrect vent, its enrage stack will go up, increasing the damage of its attacks. At the start of each phase, the hydra will perform three auto-attacks before performing a special attack.
 
===Poison===
In this phase, the hydra starts with a '''green''' carapace, and should be lured to the '''red''' chemical pool. After the first kill, the player should stand right next to the red chemical vat (to the west) so that the Hydra is automatically lured to the red chemical pool as soon as it spawns.
 
After the first three attacks, the hydra will launch 4 or 5 poison blobs around the player's location; 1 on the player and 4 randomly around it. The blobs have a 3x3 splatter effect dealing up to 7 damage, and standing on the poison pools will deal up to 12 poison damage per tick. Both will cause a poison effect that deals 6 damage; if players get poisoned, immediately clear its effects. The best way to avoid this attack is by standing west of the red chemical vat, all the way south, then move north two tiles when the hydra is positioned over the chemical pool. When it spits poison, move west two tiles - this avoids the one targeting the player, and the other four will splatter east.
 
Once the hydra reaches 75% of its health, the bottom-right head falls off and it changes its carapace to '''blue'''. Next, the player should run north to the green vent.


'''GEAR AND INVENTORY SETUP'''
'''GEAR AND INVENTORY SETUP'''

Revision as of 00:37, 14 April 2022

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The Alchemical Hydra is a boss found in the lower level of the Karuulm Slayer Dungeon in Mount Karuulm, requiring level 95 Slayer to kill. Unlike normal hydras, the Alchemical Hydra can only be killed while on a hydra Slayer task, which are only assigned by Konar, Duradel, and the Mysterious Adventurer. Along with all the unique drops obtainable from hydras, it can also drop hydra leather, which is used on the machinery south-west of the pool in the Lithkren Vault to create ferocious gloves, as well as the hydra claw, which is combined with a Zamorakian hasta to create the dragon hunter lance. Killing an Alchemical Hydra is also a requirement for the Elite achievement diaries.


Fight overview

Alchemical Hydra has four phases throughout the fight, depending on its remaining health. It attacks with Ranged and Magic, alternating between them every three attacks for the first three phases. At the start of each phase, it has a 75% damage reduction, which can be removed if it is lured over a vent on the floor which spews chemical liquid. However, the vent must be the correct one, corresponding to the combat triangle (e.g. when it is green, red will weaken it), otherwise the Hydra's damage is increased by up to 50%.

When the Alchemical Hydra reaches 75%, 50% or 25% of its health (that is, at 825, 550, and 275 Hitpoints), it will lose one of its heads and change phase. The damage reduction is reapplied, and so it should be lured over the next vent. It also has special attacks for each phase: poison pools when green and black, electricity when blue and fire when red. These special attacks can be avoided by standing on the forementioned safespots.

When the Hydra is killed, it will respawn in approximately 10 seconds.

Requirements

File:Range.png 90+

Slayer.png 95

Assignment of hydras/Alchemical Hydra as a slayer task.

Fight Overview

The fight is instanced; if players die while fighting the Hydra, then they may reclaim their items from Orrvor quo Maten outside for 100,000 coins each time. These items will be held until they are reclaimed.

The hydra has four phases, each one beginning past each 25% health threshold (~275 health). A head will fall off each time this occurs as the Hydra changes forms, signifying the start of the next phase.

The hydra attacks with both Magic and Ranged, with the left heads attacking with magic and the right with ranged. In the first two phases, this consists of two instant hits that deal less damage individually. In the last two phases, this will consist of one hit that does higher individual damage. The hydra will begin the fight with either combat style. Regardless if the hits connect or not for the first three phases and after every three auto-attacks, the hydra will sway its heads backwards as a warning indicator that it is changing combat styles. Players should be aware that the Hydra's phase transition animation can override the attack swapping animation, so counting the attacks is still beneficial.

During the first three phases, the hydra's armor is strengthened and will immensely reduce incoming damage by 75% of what it would have dealt. This must be removed by luring it to the appropriate chemical vent. If takes chemicals from an incorrect vent, its enrage stack will go up, increasing the damage of its attacks. At the start of each phase, the hydra will perform three auto-attacks before performing a special attack.

Poison

In this phase, the hydra starts with a green carapace, and should be lured to the red chemical pool. After the first kill, the player should stand right next to the red chemical vat (to the west) so that the Hydra is automatically lured to the red chemical pool as soon as it spawns.

After the first three attacks, the hydra will launch 4 or 5 poison blobs around the player's location; 1 on the player and 4 randomly around it. The blobs have a 3x3 splatter effect dealing up to 7 damage, and standing on the poison pools will deal up to 12 poison damage per tick. Both will cause a poison effect that deals 6 damage; if players get poisoned, immediately clear its effects. The best way to avoid this attack is by standing west of the red chemical vat, all the way south, then move north two tiles when the hydra is positioned over the chemical pool. When it spits poison, move west two tiles - this avoids the one targeting the player, and the other four will splatter east.

Once the hydra reaches 75% of its health, the bottom-right head falls off and it changes its carapace to blue. Next, the player should run north to the green vent.

GEAR AND INVENTORY SETUP

Take the best range BiS you have.

Slayer helmet > Anguish necklace > Armadyl chestplate > Armadyl chestlegs > Pegasian boots > Archers Ring (i) > Twisted Bow > Amythest arrows

Alternatively, take the best melee BiS you have.

Slayer helmet > Torture necklace > Bandos chestplate > Bandos Tassets> Primordial boots > Berserker Ring (i) > Dragon hunter lance > Avernic defender > Dragon warhammer/Crystal halberd

Inventory set up as follows:

File:Hydra1.png.247b3a53b34d1a1daddf29ff2524f478.png


HOW TO GET THERE?

Click on the teleport crystal North-East of Edgevilles home.

File:Teleport Crystal.png

From there, select the "Boss" teleport option, then click on "Alchemical Hydra".

File:Teleee.png


KILLING ALCHEMICAL HYDRA

Firstly, get in the safe spot position in the south-east corner of the Alchemical hydra room. You can stay here the entire fight.

File:Safe spot.png

The Alchemic Hydra can attack with two attack styles.

  • Magic = Looks like 3 lines of streaks
  • Range = Green arrow

The Alchemic Hydra does 3 ranged attacks, then 3 magic attacks, the order in which it attacks is random. Sometimes it also spits out toxic waste, you don't have to worry about it when you're in the safepot. But this does not count as either a ranged or magic attack. Let me give you an example. Hydra attacks in this order: R-R-R-TW-R-M-M-M. Even though Hydra has already done 3 ranged attacks, a Toxic Waste attack will let Hydra do one more of the attacks it was previously doing. This also works the same way for magic, in this case it may do even 4 ranged or 4 magic attacks.

Hydra has 4 phases. I will explain them down below.

Phase 1: 100%-75% HP. Cycles between 3 ranged and 3 magic attacks. (It's random what attack style is first)

Phase 2: 75-50% HP. Cycles between 3 ranged and 3 magic attacks. (Starts according to where it left off)

Phase 3: 50-25% HP. Cycles between 3 ranged and 3 magic attacks. (Starts according to where it left off)

Phase 4: 25-1% HP. The Alchemic Hydra is now enraged. Cycles between 1 ranged and 1 magic attack. (Starts according to where it left off)


DROP TABLE

To view Alchemical Hydras droptable, click here.