Kal'Ger (HM)
| Combat level | |||||
|---|---|---|---|---|---|
| Size | |||||
| Aggressive | |||||
| Health | |||||
| Attack speed | |||||
| Max hit | |||||
| Category | |||||
| Weakness | |||||
| Resistance | |||||
| Requirement | |||||
| Slayer exp | |||||
| Assigned by | |||||
| Level | |||||
| Accuracy | |||||
| Defence | |||||
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.
Drops
| Item | Name | Quantity | Rarity |
|---|---|---|---|
| Large demon bones | 1 | Always | |
| Coins | 200000 - 400000 | Uncommon (9.6%) | |
| Ancient arrowtips | 125 - 250 | Uncommon (8.5%) | |
| Ancient bolts (unf) | 125 - 250 | Uncommon (8.5%) | |
| Black dragonhide | 25 - 50 | Uncommon (8.5%) | |
| Death rune | 300 - 600 | Uncommon (8.5%) | |
| Grimy lantadyme | 25 - 50 | Uncommon (8.5%) | |
| Large demon bones | 40 - 70 | Uncommon (8.5%) | |
| Lava rune | 300 - 600 | Uncommon (8.5%) | |
| Mahogany plank | 125 - 250 | Uncommon (8.5%) | |
| Onyx bolt tips | 125 - 250 | Uncommon (8.5%) | |
| Zamorak brew | 20 - 40 | Uncommon (8.5%) | |
| Kal'gerian ore | 1 | Rare (2.5%) | |
| Chrysos bar | 1 | Rare (1.8%) | |
| Kal'gerian tome | 1 | Very Rare (0.5%) | |
| Demon halberd | 1 | Very Rare (0.3%) | |
| Demon saber | 1 | Very Rare (0.3%) | |
| Kal'gerie | 1 | Very Rare (0.1%) |