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Note: Due to drop rates being release on September 2, this guide has moved from being for 99% enrage to 50% enrage. Some rotations may be slightly out of sync and will be fixed as soon as knowledge is available.

A Guide to 5 man Zamorak 50%

Introduction

⬥ Based on a lot of anecdotal evidence, 50% Zamorak seems to be the best method of obtaining uniques when it comes to time and effort involved.

⬥ This guide is focused on hybridding 2 combat styles to better manage cooldowns, and aims for 20 kills per hour.

⬥ This guide is aimed at 5 man teams, if your team has less players, you can execute the same strategies but you will have to deal more damage, a safe approach to skip mechanics is to charge the next pad at sub (teamsize * 20k) grey bar.

⬥ This is an advanced guide. For learning how to defeat Zamorak, refer to #zamorak-basic and #Zamorak Main Guide

Presets and Relics

Preset Suggestions

Roles Layout

Free Role

⬥ 3 players have this role. One should have the boss aggro on them and keep it centered the whole kill without moving around. The free role's job is to do a burst damage rotation on Zamorak each time a new pad is charged to skip mechanics.

Witch Killer Role

⬥ 1 player has this role. Their job is to kill the witch in Infernus every time Zamorak's HP section is depleted as fast as possible.

Pad Charger Role

⬥ 1 player has this role. Their job is to charge the pads following the order 216453 or 214653 every time the witch dies to open the next phase.

Combined Witch Killer + Pad Charger (Combined)

⬥ This is possible on very high damage teams, where one player would charge the pads and kill the witch and not go on the boss till after the last pad charge, not advised unless already hitting sub 2:30 timers.

Note: both the Witch Killer and Pad Charger are required to deal damage to the boss at different times in between witch killing/pad charging.

Pre-Fight

⬥ Split in groups of 2/3 on each side, and kill the first witch on each side.

⬥ Don't kill the 2nd witch until everyone is in the instance, then nat on the 2nd witch and kill it slowly building to 100% with defensive autos.

gsunshine / gdeathsswift between the last 2 witches if free/witch, and a bit closer to pad 2 if pad charger, then kill them with basics.

Free Role

First Grey Bar

vulnbomb + (tc) smokecloud + tsunamisoa spec → improvise with gconc, wm, asphyx, armadylbattlestaff eofspec until pad is 80% charged and stay over 60% adrenaline

First Edict

At 80% charge omnipowerigneousarmadylbattlestaff eofspecarmadylbattlestaff eofspecsmoketendrils → improvise and keep 100% adren when grey bar is under 100k and witch dies (pad starts charging).

Second Edict

On pad charge starting or slightly before if predictable zerkdivertgbarge → (0-2 basics depends on pad charge) → at 80% charge assaultoverpowerigneousdragonclaw eofspeccanedestroygflurry (fully channel) → improvise to 100% and gsunshine + adrenrenewal as it comes off cooldown.

Third Edict

Timing is sometimes tight, soa spec + tsunami asap and if good adren omnipowerigneous on 80% pad charge, if not limitless + smoketendrilsomnipowerigneous, followed by a good FSOA rotation.

Fourth Edict

Depending on team and speed, there are 2 options:

Option 1

If you have about 12 seconds on soa spec when pad starts charging,

deto → on 80% pad charge release bloodbarrage + deto + omnipowerigneouswmasphyxgstaff eofspec or a similar rotation, depending on cooldowns and time left on gsunshine. The goal here is to deplete the green hp bar in gsunshine to skip mechanics.

Then zerk and deplete the greybar + next greenbar in that zerk rotation.

Option 2

On pad charge starting or slightly before if predictable zerkdivertgbarge → (0-2 basics depends on pad charge) → at 80% charge assaultoverpowerigneousdragonclaw eofspeccanedestroygflurry (fully channel) → improvise to 100% and gsunshine + adrenrenewal as it comes off cooldown.

Fifth and Sixth Edict

If Option 1 used on 4th edict, gsunshine after zerk is over, and do the grey bar + last phase in gsunshine.

If Option 2 used on the 4th edict, gsunshine at 100k grey bar. Your soa spec will be on cooldown, so deto on edict charge and release with bloodbarrage + deto + wmasphyxgstaff eofspec to clear the green bar quickly, then improvise and soa spec as soon as it come off cooldown.

Depends on speed you can clear the 6th edict in that FSOA, if not, you can zerk for the 6th edict charge.

Extra notes for Free Role

⬥ Keep the boss Vuln and smokecloud at all times.

⬥ If you're on a ripperpouch, juice your spiritualprayer and ripperscroll at all times. Rippers can offset the healing of grey bar when preparing for a zerk.

⬥ Beware that shadow traps can spawn on top of you on 5th edict charge. Using anti here and DeflectMage with high HP is advised to avoid the large magic hit and stun.

Witch Killer Role (WK)

Witch Rotation

If soa or meta is up: Enter + anti + surge + bd (all same gcd) → (tc) + omnipowerigneousgstaff eofspecgstaff eofspec.

On other entries: if zerk then overpowerigneousdragonclaw eofspeccane / basic if not dead, else overpowerigneousingen + chaosroarcane.

If using range in your hybrid mix, have ecb eofspec up before and dbow eofspecgricocaromingsnap or dbow eofspecbolg spec.

First Grey Bar

vulnbomb + (tc) smokecloud + tsunamisoa spec → improvise with gconc, wm, asphyx, armadylbattlestaff eofspec until pad is 80% charged.

First Edict

At 80% pad charge: smoketendrils and enter Infernus. Might need to armadylbattlestaff eofspec before that smoketendrils on slower teams, judge entry time by team damage.

Second Edict

On witch death/pad starts charging: zerkdivertgbarge → (0-2 basics depends on pad charge) → at 80% charge assaultdragonclaw eofspec → enter Infernus. Make sure to gflurry (fully channelled) after witch is dead.

Third Edict

Depending on cooldowns, you might be able to soa spec / tsunami here before or right after pad charge. Use meta on this charge to have higher witch/outside damage.

Fourth Edict

On witch death/pad starts charging: zerkdivertgbarge → (0-2 basics depends on pad charge) → at 80% charge assaultdragonclaw eofspec → enter Infernus. make sure to gflurry (fully channelled) after witch is dead.

Fifth and Sixth Edict

Depending on cooldowns, you might be able to soa spec / tsunami here before or right after pad charge. Use meta on this charge to have higher witch/outside damage.

On witch death/pad starts charging zerkdivertgbarge → (0-2 basics depends on pad charge) → at 80% charge assaultdragonclaw eofspec → enter Infernus.

Extra notes for Witch Killers

⬥ Make sure to call your Ripper Demon and ripperscroll on Witch.

⬥ Make sure to (pre) vulnbomb the witch.

⬥ Can bring a ring swap for better accuracy on the witch.

⬥ Killing the witch as fast as possible is essential for consistently fast kills and less error margins on the rotations of the rest of the team.

⬥ Adjust your rotations depend on team speed. You might need to do extra abilities before entering, or you might have to enter instantly on charge.

Pad Charger Role (PC)

First Grey Bar

On fast teams, charge pad 2 right after soa spec on the boss.

Build with defensives on the pad and stall omnipowerigneous.

First Edict

bd on edict charge + release omnipowerigneous + armadylbattlestaff eofspecarmadylbattlestaff eofspecsmoketendrilswm → go to pad 1 at about 100k grey bar hp, or earlier depends on witch kill speed.

Second Edict

Build with defensives on pad if needed, zerk at 80% pad charge → (mid gcd) surge + gbargedeciassaultoverpowerigneouscanegflurry (all hits) → improvise and go to pad at 100k grey bar.

Third Edict

If you are able to (pre) gsunshine before going to pad, do so.

Build with defensives / divert on pad and on charge (if not (pre) gsunshine then meta) → stall dbreath + bd and release with gconctsunamiomnipowerigneoussoa spec (if off cooldown) → wm → improvise and get to pad at 100k hp left.

Fourth Edict

Build with defensives on pad if needed, zerk at 80% pad charge → (mid gcd) surge + gbargedeciassaultoverpowerigneouscanegflurry (all hits) → improvise and go to pad at 100k grey bar.

Fifth and Sixth Edict

Repeat Third and Fourth Edict, dump extra hard on the last zerk.

Extra notes for Pad Chargers

⬥ Pad order: Starting from twinshot as 1, 216453 can also do 214653 but you want minions last and traps 2nd last preferably.

⬥ Depending on adren/relent you can meteorstrike after overpowerigneous and before cane on melee phases.

anti + DeflectMage on last pad because trap can hurt and will stun you.

⬥ The most important thing is just adapting to your team. On slower teams you may need to stay back longer and do extra abilities, while on faster teams you might barely get anything off before next pad.

⬥ There is a bug where the pad won't charge if you step on it the same tick as the witch dies, so you need to step off and on.

Extra notes for all roles

soa spec after omnipowerigneous still yields FSOA autos if omnipower crits since omni hits late. Consider using this if soa cooldown causes issues during a damage critical phase.

⬥ Switch to incitefear before switching off Magic to instantly build stacks when returning to Magic

⬥ If kalgpouch, use the special when the pad charger and witch killer are in the pile, so that everyone is kalged at all times.

⬥ If ranging, have ecb spec up before 80% pad charge and sgb spec on 80% charge followed by a strong burst damage rotation.

Example Kills

⬥ Witch Killer Example - https://www.youtube.com/watch?v=lsc7488YX98 (mage-melee)

⬥ Free Example - https://www.youtube.com/watch?v=i2ZnsPyxcl8&t=1s (mage-melee)

⬥ Free Example - https://www.youtube.com/watch?v=4WvziEc_3bU&t=7s (mage-ranged)

⬥ Free Example - https://www.youtube.com/watch?v=bJpZSA7uZow (mage-melee)

⬥ Pad Charger Example - https://www.twitch.tv/videos/1539320330 (this is very suboptimal)