Chaos Elemental
“Raw chaos given a shape it cannot hold: a storm of shifting energy that strikes from every element in turn. Only those who have felled the Abyssal Lord may face it. Its blows sap the strength from your limbs; keep a Super Restore close.”
Fighting it
- It swings back on its own clock, every few of your combat inputs (see Phases), whether your attack hit or not.
- A kill is worth about 112,000 Melee or Ranged XP, or 154,000 Magic XP, plus about 37,380 Hitpoints XP. XP is paid per point of damage and shared out by your stance (a stance that sends half to Defence pays it at Defence's rate of 8). A finishing blow that overshoots adds a little more; poison and Vengeance damage pay nothing; XP bonuses from gear and food add on top.
- Locked until you have killed The Abyssal Lord.
Phases
It changes how it fights as its health drops. Each phase brings its own attack style (so swap your protection prayer), speed and hitting power.
| Phase | From | Style | Attacks every | Max hit |
|---|---|---|---|---|
| Phase 1: Tempest | Start | Magic | 3 inputs | 56 |
| Phase 2: Barrage | 66% HP | Ranged | 2 inputs | 56 |
| Phase 3: Cataclysm | 33% HP | Melee | 2 inputs | 83 |
Every one of its swings also drains your combat stats (up to 80 levels). A fresh dose of Super Restore clears it.
Slayer
- A boss task from Karst, once you have the Boss Tasks unlock.
- On task, each kill gives 56,000 Slayer XP (4× its hitpoints).
Journal tasks: kill 1 for the Warrior's Journal (Elite).
Drops
Every row rolls on its own, so one kill can drop several things. Drops go straight to your bank (a pet goes straight onto you). Gear and potions that raise your rare find chance don't change these odds.
| Item | Amount | Chance per kill |
|---|---|---|
| Gold | 3,000–6,000 | Always |
| 1–3 | 30% | |
| 10–25 | 25% | |
| 2–5 | 20% | |
| 10–30 | 15% | |
| 10–30 | 15% | |
| 10–30 | 15% | |
| 10–30 | 15% | |
| 1–3 | 12% | |
| 2–5 | 12% | |
| 5–12 | 12% | |
| 1–3 | 10% | |
| 1–2 | 10% | |
| 1–3 | 10% | |
| 1 | 8% | |
| 1–3 | 7% | |
| 2–4 | 6% | |
| 1–3 | 5% | |
| 3–6 | 5% | |
| 2–6 | 5% | |
| 1–2 | 5% | |
| 1 | 2% | |
| 10–15 | 1.56% | |
| 1 | 1/125 | |
| 1 | 1/250 | |
| 1 | 1/1,000 | |
| 1 | 1/1,000 | |
| 1 | 1/1,000 | |
| 1 | 1/10,000 | |
| 1 | 1/10,000 |
After a kill the next one appears 2.5 seconds later. Dying costs nothing but time: a 15-second wait before you can fight again. The Agility perks Hot Pursuit and Second Wind shorten both (see Combat).
Every number on this wiki is read from RuneClick 3.3.0's own game files, so it matches what the game does. It updates itself when a new version ships. Spot something off? Tell us on the Discord.
