Inferno Guide – A BoboMart Sponsored Guide
Recommended Levels
Welcome to our Inferno Guide. Before starting the Inferno it’s recommended to have at least:
- 99 Range
- 97 Mage
- 85 Defence
- 77 Prayer (+Rigour and Augury)
Gear Setups
Here are the generally recommended gear setups for inferno.
Max Tbow Setup
Min Bow Setup
Having trouble affording any of this gear in this Inferno Guide? Come buy some gold from us at Bobomart! Or Join our discord to hang out with some like-minded individuals who will be able to give you the advice you need to get to this level.
Monster Breakdown
In the Inferno you’ll have to make your way through waves of monsters similar to the fight caves. Most of these mobs have unique properties that you’ll have to know in order to defeat them.
Nibblers
- Three of these will spawn on almost every single wave.
- They’re going to target one of the three pillars at random, slowly chipping away at its health.
Bats
- Bats will attack with ranged over a very short distance.
- They drain your run energy with each hit.
- They drain your stats with each successful hit.
- They attack every 3 ticks, the fastest of any monster in the Inferno.
- Max hit is 19, however may increase after draining stats.
Blobs
Blobs are the most versatile of the Inferno mobs, and the Inferno will feel much more doable after you’ve mastered them. Knowing its mechanics like the back of your hand is fundamental to success.
- They will attack with either mage or range, unless you’re in close proximity in which case they may also melee.
- They have a unique attack pattern: after coming into line of sight with a blob, your prayer is checked on the first tick to see if it’s mage or range. The attack itself then happens on the fourth tick (3 ticks later), with the opposite style of what you prayed against. They will then read your prayer again three ticks afterwards, and repeat the pattern.
- Max hit is 29.
- After a blob dies, three bloblets will spawn in its place.
- Each one attacks with a different style and deals up to 18 damage.
Meleer
- Attacks with melee, hence its name.
- Meleers have the ability to dig to a spot within melee range of you after they’ve been out of combat for a while.
- Max hit is 49.
Ranger
- Attacks with range, hence its name.
- Max hit is 46.
- If you are in melee distance, it can also melee you.
Mager
- Attacks with mage, hence its name.
- Max hit is 70.
- If you are in melee distance, it can also melee you.
- They have the ability to respawn mobs you’ve killed before in the wave. Each mob can only be respawned once, and it will be at half health. The respawn will always happen within a small area south of the north pillar.
- This is the only non-boss monster you should use Tbow on. BP everything else.
Waves Starting Position
We will be covering a generalization of all waves in this Inferno Guide. The Inferno consists of 69 total waves, with 67, 68 and 69 being the boss fights against Jad, triple Jads and Zuk. The first 66 waves will pit you up against several mobs from which you can only safespot at three different pillars.
The only important pillar is the north one, as it’s going to be your starting point in every wave, and there are fewer possible spawns on the north side of the inferno, making it so that all waves can be solved using this pillar alone.
Solving spawns is possibly the hardest part of the inferno. Master this, and you’re golden. At the start of every wave, start with your mage gear equipped and get ready to throw an ice barrage on the spawn of nibblers. Stand on this tile by the north pillar. It will allow you to drag yourself out after casting your ice barrage if you need it, and you can spam click the tile in order to prevent the drag.
Triple Jads
Triple Jads is just Jad but fast. Before you start the wave, take a moment to stretch your legs. Take a deep breath. Triple jads are actually very easy, people just often get nervous and panic which ends up killing them. Relax, stay composed and you’ll be able to pay attention to everything.
Start by attacking the southern Jad. The most important step of the fight is to identify which Jad attacked last and whether they are attacking in a clockwise or counter clockwise rotation. This is random for each run, but remains the same for the whole wave, so as long as you don’t lose track, you can always expect which Jad will attack next.
These Jads only have 3 healers each. When healers eventually do spawn, remember your priority is always prayers. Only tag a healer when you are absolutely sure you’ve prayed against the Jad attacking you and you will be ready to pray against the next Jad. There is a 3-tick time window in between each attack, so don’t stress over it, you will have time, just stay in the rhythm.
After the first Jad is dead, the wave, ironically, becomes three times easier. You can kill these last two Jads in whichever order you prefer, and you will have plenty of time to brew and restore if you need to. For the last Jad, I would recommend the run-through strategy, so you can barrage up to full HP for the final wave. Once again, you should hit the logout button and take the time to sort out your inventory during the pause. You can get all your mage gear out of the way since you won’t be using it. Make sure you drag all your potions into a manageable position and find a comfortable spot for your blowpipe for when you need to switch.
Tzkal-Zuk
TzKal-Zuk is the final boss of the Inferno. At the beginning of this fight, you will start at the north center of the room. A shield emerges from the wall. This shield protects you from Zuk’s attacks which have a max hit of 251 and cannot be prayed against or tick eaten.
Zuk Mechanics
- Zuk has 1200 HP.
- The shield has 600 HP.
- It has no defence and cannot be healed – its death means your death.
- A set of mager and ranger will spawn 45 seconds after the start of the fight.
- A following set will spawn 3 minutes and 30 seconds after the previous set spawns. This timer repeats itself.
- The timer is paused when Zuk falls below 600 HP (non-inclusive). The timer is unpaused when Zuk falls below 480 HP (non-inclusive). When the timer is unpaused, an additional 1 minute and 45 seconds are added to the timer. When the timer is unpaused, a single Jad will spawn as well.
- Healers will spawn when Zuk falls below 240 HP (non-inclusive). Zuk also becomes enraged. (edited)
Strategy for Killing Zuk
The fight begins – hit him once in the center. Identify which direction the shield is headed towards and move to that corner safespot. Do three hits at the corner. Run to the nearest safespot and do a single hit. Keep running and do another hit somewhere in the middle, in between the two central safespots. Move towards the next safespot for another single shot. Finally, run to the opposite corner and do another three hits there. As long as you don’t miss ticks, this method is foolproof. If for some reason you end up falling behind on the shield, always prioritize catching up with it. It’s never worth greeding for an extra hit. Stop attacking and get back into rhythm as soon as you can.
Jad
Tag Jad instantly so your shield doesn’t take unnecessary damage. Attack Jad as you would attack Zuk (3-1-1-1-3). Healers will always clump up north of Jad – tag them using blood barrage. Blood barrage counts as a hit, so make sure you move to the next safespot after using it. Do not use blood barrage from the east corner, you will get dragged out. West corner is safe. Prioritize moving to the next safespot and overhead prayers before anything else.
After killing Jad, return to attacking Zuk. Do NOT get Zuk below 240 HP. Once you can no longer attack Zuk, patiently follow the shield until the second set spawns.
Enraged Phase
Enrage starts when healers spawn. The 3-1-1-1-3 method is no longer viable, neither are the middle safespots. Corners are still safe. Stay slightly in front, or in the middle of the shield at all times. Never stay near the back. Do not attack Zuk in between corner safespots and the middle safespots (which are no longer safe) – you will get dragged out in either direction.
After all healers are dead, follow the instructions above to continue attacking Zuk. This is the final stretch. Brew up – don’t be afraid to use all of them. Use your final dose of bastion potion here. If you can’t deal enough DPS to finish off Zuk, you may encounter a third set. At Which point proceed to deal with it similarly to the previous sets, but do not kill the mager after the ranger is dead. After doing so, finish of Zuk and congratulations on your Infernal Cape!
We hope you enjoyed our Inferno Guide. Hopefully this helped you out at least a little bit with your first cape and hopefully you learned something you didn’t know before. Thanks for reading our Inferno Guide!
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