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Kal'Ger (HM)

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(Redirected from Archdemon Kal'Ger)
Archdemon Kal'Ger
Combat level 1,600
Aggressive Yes
Health 7,500
Attack speed 2.5 sec
Max hit combat image100 combat image90 combat image90
combat image500
Category Demon
Resistance Rot, Fire
Slayer exp 48,000
Level combat image400 combat image300 combat image332
combat image297 combat image297
Accuracy combat image400 combat image400 combat image400
Defence combat image300 combat image300 combat image300

Kal'Ger (HM) is a hardmode version of Kal'Ger. As the name suggests, it is harder to beat than its regular counterpart. Apart from greatly increased stats and buffed mechanics, Kal'Ger (HM) also has different nuances to its mechanics and an extended droptable along with new parts to make new gear and the Kal'gerian tome

Weakness

Kal'Ger (HM) has no weakness.

Mechanics

Kal'Ger (HM) phases work similarly to its counterpart but the mechanics are different and the fight itself needs a lot more attention.

Phase 1 Melee and magic (HP 7500-6250): Kal'Ger will shoot out a fireball attack that can be partially blocked by using mage pray into two magic attacks followed by a fixed attack pattern of melee- magic- melee- magic - repeat. Players should bring antifire potions to reduce the afterburn damage.

Phase 2 Melee (HP 6250-5000): Orange and purple meteors start raining from the sky, every 4th meteor will be a purple one which will deal additional damage. Kal'Ger uses a fixed melee attack pattern, that cannot be dodged. Every hit will drain 5 defence levels.

Phase 3 Mage (HP 5000-3750): Kal'Ger will shoot out fireballs to the player focused, every 4th attack is a special meteor which can be dodged by moving 1 tile. If a player gets hit and is not farther than 6 tiles from another player, the meteor starts bouncing and dealing damage up to 80. The meteor bounce damage can't be blocked by prayer.

Phase 4 Melee (HP 3750-2500): Meteors start raining and Kal'Ger will only deal melee damage. Every 4th attack is a special attack where Kal'Ger yells: "Name, Kal'gerians hate prayers!". For this special, player taunting will have to disable all of their prayers to not get hit.

Phase 5 Range (HP 2500-1250): Kal'Ger only does ranged damage along with meteors raining from the sky. Every 4th ranged attack is a special arrow which can be dodged by moving 1 tile in order to not get one shot.

Phase 6 Melee (HP 1250-0): Kal'Ger only does melee damage, with meteors switching between orange and purple but at an increased speed.

!IMPORTANT!: At the end of every phase Kal'Ger will bring up his shield which negates and reflects all damage until Kal'gerian elementals are killed. Elementals will spawn with 25-100 HP that scales with the amount of people in the instance. They spawn with prayer deflects in the order of Melee- Ranged- Magic. Players should not hit an elemental with the corresponding deflect as the attack style you are using since it will deal back triple the damage done. If not killed, the elementals will start healing Kal'Ger.

ItemAmountRateGE value
11/200
Very rare
2.00B
11/333
Very rare
109.22M
11/333
Very rare
85.00M
11/40
Rare
65.88M
11/56
Rare
3.00M
20–40 (noted)1/12
Uncommon
1.65M
125–2501/12
Uncommon
1.43M
40–70 (noted)1/12
Uncommon
1.38M
125–2501/12
Uncommon
1.31M
25–50 (noted)1/12
Uncommon
750.00K
125–2501/12
Uncommon
562.50K
300–6001/12
Uncommon
448.65K
125–250 (noted)1/12
Uncommon
377.81K
25–50 (noted)1/12
Uncommon
375.00K
200,000–400,0001/10
Uncommon
300.00K
300–6001/12
Uncommon
230.85K
1Always25.00K
Kal'Gerie
separate roll
11/1,000
Very rare
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