I met a guy in game named Rune Uzi and after missing my public chat message he very kindly pm'd me an answer. He then humored a few more Colosseum questions and I ended up asking if he had any guides he recommends. He suggested this one. I really appreciate the way you explain the waves. By far the guide that has clicked the most with me so far.
this is honestly the best guide ive seen for colosseum because you were very slow and thorough. i just got my infernal last week and im now attempting colo so thank you for this, also that sol kill was insane you were locked in
Really great guide! Great job of not only explaining how the mechanics work and the answers to different situations, but most importantly *why* you might want to use any of those options. Super insightful!
That sol kill was clutch, I've died twice now to him on 1% but it seems like I wouldn't have gotten it anyway because I didn't know about the voilitity modifier on Sol himself. Keeping him in one corner seems like a good strategy
In that situation, you need to try manually offticking them. There's a specific tile you can run to to make the shaman see you. If you're looking at the 55:05 timestamp, the tile is one tile west of the westmost molten sand pile. (That's the pile closest to the bottom of the video frame). If you don't get the offtick, ideally you can kill the south mob before the serpent shaman kills you. If the south mob has a lot of HP and that doesn't look possible, you're gonna run straight south to SW pillar instead. To run to SW pillar: 1. Wait until the minotaur is north of NW pillar (so he doesn't come down south with you). 2. Wait until any south manticores are done attacking. 3. Start the run, ideally praying correctly against all non-manticore enemies. 4. The manticore will probably get one attack off before you make it SW; prioritize praying against that. 5. Eat when you're close to pillar. 6. Once you're behind SW pillar, dodge any meteor javelins coming at you (the timing works out so a meteor will usually come down right at that time).
Absolutely great guide because of the pacing, thorough explanations and showing many examples. What gets me killed most at this stage is double south spawns, could you give some tips on those?
There are a few examples of double souths in the video description. Here's the general approach: 1. In general, you want to be running to the far tile (A tile). The only time you run to the middle tile (B tile) is if there's a single manticore and it's in the back (at the far south spawn). 2. Stand your ground on A or B long enough for south spawns to settle. If you wait for the fremmies to reach you, that's generally enough time. 3. Freeze fremmies, run west, and start unloading barrages on them. Focus on praying. 4. When you're comfortable (or the fremmies are dead), switch to range. 5. Try to kill the closest south spawn as soon as possible. Sometimes a serpent shaman reinforcement will come first after a double south. In that case, you can try matching the shaman's attacks up with the south spawns, or you can try DPSing down the shaman while standing on A (which prevents the minotaur healing it). Generally though, if both south spawns are alive when the shaman arrives, this is what I do: 1. Prepare to make a pillar run, making sure you're set up to pray against as many things as possible during the run. 2. Wait until the minotaur reinforcement is north of NW pillar. This keeps him far away from other mobs after the pillar run. 3. Run straight south, praying and eating as necessary to survive. 4. Play tetris with the enemies and solve the stack. Be careful going east, as it will free the minotaur.
With a 50m bank, I'd recommend Scorching Bow (with dragon arrows) and blessed d'hide coif/body/chaps. Runs are gonna be slow, and you're gonna have extra pressure from south spawns, but you can get it done.
i absolutely love this guide, probably my most fav ive seen out of 20x different ones, i have ancestrial, shadow, tbow , masori & vent bow should i bring all those? also have soulreaper
If you're using Ancients, I recommend Blue Moon over Ancestral (for the strength bonuses). Tbow + Masori is great; I would recommend Tbow + Masori Body + Masori Chaps + Necklace of Anguish instead of BowFa + Helm + Body + Legs. Venator is nice to speed up waves 1-6 (optional). Soulreaper is better than the whip for Sol.
The damage on DCB's secondary hits depends on how high it hits on the main target. Max hitting the seer is how you guarantee enough damage to also kill the archer. You can kill all 3 fremmies with a DCB spec if the seer is within 1 tile of the other two and your ranged damage is high enough. I've only been able to make that work by wearing Void and having a wall one tile to the west of my character (so the archer goes next to the seer).
How do you get your freezes to always hit? I have copied the exact same setup, +119 magic attack bonus and I'm splashing often on every warbander. Wouldn't be surprised if the game is bugged, but at the moment this does not seem to work.
Are you praying Augury as well? You'll need either 104 accuracy + Augury or 140 accuracy without Augury. If you are praying Augury, let me know and I'll do some testing ingame.
I would still recommend Blue Moon as your mage gear because of its strength bonuses. You're good as long as you're above 104 magic accuracy; you'll always two-shot the Berserker fremmy with a freeze + blood barrage. Higher-tier mage robes won't affect your runs much unless your main weapon is the Shadow. Venator Bow + Saradomin Godsword are a great alternative to the Dragon Crossbow, though. If you bring the Saradomin Godsword, be sure to use its ornament kit to reduce your death fee. We're also getting the Venator Bow ornament kit soon from Leagues, so keep an eye out for that!
Hey, I'm not so sure about barrage being the best way learning to deal with double souths. Barrage is slow, and if you splash on the non melee frems, it can take quite a long time to get them down with barrage, then you shift attention to double south spawn, most likely not being able to down 1 of the mobs before the reinforcement comes out, and if shaman is first, now you still got 2 south spawns plus a shaman to deal with, unless one is xzact or gnomonkey, most learners will die to the shaman joining the mix You're banking on the barrage hoping it kills all the frems in 1-2 casts, which is likely if using virtus or ancestral, but it's still rng nonetheless. Also if you barrage like this, you miss out on eldritch [ which is uncommon ] or sgsing the ranger for lots of prayer and hp every single wave, also misses out on deathcharge and thralls if one likes to use them to speed up killing a south spawn before reinforcement. Lastly, I just want to point out, if you're barraging frems, I have to ask why do you stress blood barraging the melee frem after the initial freeze? Just blood barrage the ranger [who's in the middle when being west of the NW pillar], which will hit all targets, and it will max hit the melee frem anyway.
Hey, lots of reasonable concerns here, but let me try to address them. For the frems, you ideally want one Ice Barrage, one Blood Barrage, and one Dragon Crossbow spec. This works out to be the same speed as something like Shadow + Venator + SGS, but is much more budget. It's also 100% guaranteed to work (no RNG). That said, you can certainly bring Venator + SGS (I do), in which case you go Ice Barrage > Blood Barrage > Venator > SGS. This is slower than using a Shadow/Eldritch, but not everyone has access to those. I've found that learners are absolutely overwhelmed if they try to deal with fremmies and a double south spawn at the same time. The goal with this setup is to allow learners to practice positioning + praying against double souths in isolation. In my experience, when learners try to juggle fremmies + double souths without freezes, they just die. I agree that death charge + thralls can speed up runs (which is important for shaman-first reinforcements), but that's assuming the player already has the muscle memory to pray against a double south. The reason I stress barraging the melee frem after the initial freeze is because barraging the ranger can kill the seer (which you don't want). If the seer dies, a dragon crossbow spec is no longer guaranteed to kill the archer. It's a consideration for this specific setup; in other setups I agree that you want to just barrage the archer.
@@coppermarten2370 Understood, thank you for the explanation, answered my questions there. I'll take your word for it that barraging is 100% guaranteed. I'm guessing you are assuming this fact on the basis of having ancestral, because I certainly remember when I first tried colo [I'm a zerk only account player], I tried ice barraging the frems, most of the time the melee would only freeze [obviously since combat triangle], the others would sometimes splash, sometimes freeze, but most of the time one of them would still be following my character, hence making barraging for me very frustrating. I'm going to assume that's due to a zerker's limitation in gear and prayer.
If you want freezes to be guaranteed, you want either 104 magic accuracy + augury, or you want 117 magic accuracy + mystic might. Freezing on the fremmies works just like nylos, it's guaranteed if your max accuracy roll is high enough: oldschool.runescape.wiki/w/Nylocas_Matomenos
That dragon crossbow trick is actually very interesting! I haven't heard it anywhere else, did you discover it yourself? Also, unrelatedly I think the dragon in your avatar is very cute! What's the art from?
I saw the dragon crossbow trick in one of ProudestDad's streams on Twitch (big shoutout to him). It turned out to be very good for budget Ancients. And thank you for the compliment on the dragon! He's an original character; I designed him, and a friend of mine drew him up.
Easier way to set up waves would be an onscreen metronome (plugin Visual Metronome with 5 tick counter), to set waves up. For Shaman re-inforcement waves I like to take the third tile NW of the pillar, so the shaman will cast once and Minotaur will pass him, that way you can shift them if the shaman came first. For easier Manticore + Colossus stacks I go north personally, then Manticore will see you same tick as the Colossus, so he will choose ranged first. Honestly very nice video ! I still have not yet completed my first kc, currently pb wave 10 but I don't have dragon cbow (which is honestly quite amazing!). The secret lazy tile is not something I knew, great addition ! Also very nice and detailed Sol instructions, appreciate it a lot !
Absolutely great guide because of the pacing, thorough explanations and showing many examples. What gets me killed most at this stage is double south spawns, could you give some tips on those?
There are a few examples of double souths in the video description. Here's the general approach: 1. In general, you want to be running to the far tile (A tile). The only time you run to the middle tile (B tile) is if there's a single manticore and it's in the back (at the far south spawn). 2. Stand your ground on A or B long enough for south spawns to settle. If you wait for the fremmies to reach you, that's generally enough time. 3. Freeze fremmies, run west, and start unloading barrages on them. Focus on praying. 4. When you're comfortable (or the fremmies are dead), switch to range. 5. Try to kill the closest south spawn as soon as possible. Sometimes a serpent shaman reinforcement will come first after a double south. In that case, you can try matching the shaman's attacks up with the south spawns, or you can try DPSing down the shaman while standing on A (which prevents the minotaur healing it). Generally though, if both south spawns are alive when the shaman arrives, this is what I do: 1. Prepare to make a pillar run, making sure you're set up to pray against as many things as possible during the run. 2. Wait until the minotaur reinforcement is north of NW pillar. This keeps him far away from other mobs after the pillar run. 3. Run straight south, praying and eating as necessary to survive. 4. Play tetris with the enemies and solve the stack. Be careful going east, as it will free the minotaur.
Gear explanation in description!
I met a guy in game named Rune Uzi and after missing my public chat message he very kindly pm'd me an answer. He then humored a few more Colosseum questions and I ended up asking if he had any guides he recommends. He suggested this one. I really appreciate the way you explain the waves. By far the guide that has clicked the most with me so far.
this is honestly the best guide ive seen for colosseum because you were very slow and thorough. i just got my infernal last week and im now attempting colo so thank you for this, also that sol kill was insane you were locked in
Brother going straight from inferno to the colosseum is wild, good luck
Isn’t inferno way harder?
@@jhm8614 inferno is easier, just longer
That pray-5 tick stall for the start is unhinged, I love it lmao
No puedo creerlo, acabas de enseñarme en un solo video todo el FORTIS, gracias, mil gracias... hablas ingles pero te entendí todo.
Great guide - very clear and insightful! The south spawns have been the biggest obstacle for me.
I’ve probably watched over 10 vids on how to do it and this is by far the most simple
Really great guide! Great job of not only explaining how the mechanics work and the answers to different situations, but most importantly *why* you might want to use any of those options. Super insightful!
very solid guide
That sol kill was clutch, I've died twice now to him on 1% but it seems like I wouldn't have gotten it anyway because I didn't know about the voilitity modifier on Sol himself. Keeping him in one corner seems like a good strategy
Thank you! The enrage phase is no joke, I died to it a few times too before getting my first quiver.
I love your teaching style, more videos!!!!!!! pleaseeeeee
I wish this video existed when I went for my first!! Great job dude
One of the best to ever enter the colosseum! nice run
55:05 what to do if the shaman doesnt sync with manticore?
In that situation, you need to try manually offticking them. There's a specific tile you can run to to make the shaman see you. If you're looking at the 55:05 timestamp, the tile is one tile west of the westmost molten sand pile. (That's the pile closest to the bottom of the video frame).
If you don't get the offtick, ideally you can kill the south mob before the serpent shaman kills you. If the south mob has a lot of HP and that doesn't look possible, you're gonna run straight south to SW pillar instead.
To run to SW pillar:
1. Wait until the minotaur is north of NW pillar (so he doesn't come down south with you).
2. Wait until any south manticores are done attacking.
3. Start the run, ideally praying correctly against all non-manticore enemies.
4. The manticore will probably get one attack off before you make it SW; prioritize praying against that.
5. Eat when you're close to pillar.
6. Once you're behind SW pillar, dodge any meteor javelins coming at you (the timing works out so a meteor will usually come down right at that time).
How am I suppose to use the simulater if you can't even see him so you can't even tell what att
thanks for the vid copper! very helpful!
Absolutely great guide because of the pacing, thorough explanations and showing many examples. What gets me killed most at this stage is double south spawns, could you give some tips on those?
There are a few examples of double souths in the video description. Here's the general approach:
1. In general, you want to be running to the far tile (A tile). The only time you run to the middle tile (B tile) is if there's a single manticore and it's in the back (at the far south spawn).
2. Stand your ground on A or B long enough for south spawns to settle. If you wait for the fremmies to reach you, that's generally enough time.
3. Freeze fremmies, run west, and start unloading barrages on them. Focus on praying.
4. When you're comfortable (or the fremmies are dead), switch to range.
5. Try to kill the closest south spawn as soon as possible.
Sometimes a serpent shaman reinforcement will come first after a double south. In that case, you can try matching the shaman's attacks up with the south spawns, or you can try DPSing down the shaman while standing on A (which prevents the minotaur healing it). Generally though, if both south spawns are alive when the shaman arrives, this is what I do:
1. Prepare to make a pillar run, making sure you're set up to pray against as many things as possible during the run.
2. Wait until the minotaur reinforcement is north of NW pillar. This keeps him far away from other mobs after the pillar run.
3. Run straight south, praying and eating as necessary to survive.
4. Play tetris with the enemies and solve the stack. Be careful going east, as it will free the minotaur.
nice ancients are so much easier than switching and running for fremmys can concentrate on flicking south spawns
THE COLO GOAT!!!!
Just a tip you can use protect item when learning, just stop using it when you get to wave 10 once.
It's interesting blue moon is almost taking the place of bandos, i've been seen so many people recommending it lol
It's just nice role compression.
do you know how much magic offensive stats you need to barrage the ranger?
You need a magic accuracy of 104 + Augury (or 117 + Mystic Might).
Could the crystal/Bofa be replaced ? Just came back with around a 50m bank and wanna shoot my shot at this.
With a 50m bank, I'd recommend Scorching Bow (with dragon arrows) and blessed d'hide coif/body/chaps. Runs are gonna be slow, and you're gonna have extra pressure from south spawns, but you can get it done.
Bro is there a reason to use blue moon or i can use kodai and virtus (i have only bottom in my IM, so i d use Ahrim Top)
Blue Moon is best since it has strength bonuses, but Virtus works just fine. Your Sol might just be slightly slower.
@coppermarten2370 good thanks
Fire guide 🔥💰☝️
i absolutely love this guide, probably my most fav ive seen out of 20x different ones,
i have ancestrial, shadow, tbow , masori & vent bow should i bring all those? also have soulreaper
If you're using Ancients, I recommend Blue Moon over Ancestral (for the strength bonuses). Tbow + Masori is great; I would recommend Tbow + Masori Body + Masori Chaps + Necklace of Anguish instead of BowFa + Helm + Body + Legs. Venator is nice to speed up waves 1-6 (optional). Soulreaper is better than the whip for Sol.
@coppermarten2370 tysm
@@coppermarten2370 tysm, i will not bring shadow then ill bring blue moons
Why not directly kill all three with one dcb spec?
The damage on DCB's secondary hits depends on how high it hits on the main target. Max hitting the seer is how you guarantee enough damage to also kill the archer.
You can kill all 3 fremmies with a DCB spec if the seer is within 1 tile of the other two and your ranged damage is high enough. I've only been able to make that work by wearing Void and having a wall one tile to the west of my character (so the archer goes next to the seer).
How do you get your freezes to always hit? I have copied the exact same setup, +119 magic attack bonus and I'm splashing often on every warbander. Wouldn't be surprised if the game is bugged, but at the moment this does not seem to work.
Are you praying Augury as well? You'll need either 104 accuracy + Augury or 140 accuracy without Augury.
If you are praying Augury, let me know and I'll do some testing ingame.
Nice job doing the entire sol fight with 12hp lol
I have a bit more budget. Will it be the same if I upgrade to Virtus and Kodai + Venator bow instead of Blue moon and D Cbow?
I would still recommend Blue Moon as your mage gear because of its strength bonuses. You're good as long as you're above 104 magic accuracy; you'll always two-shot the Berserker fremmy with a freeze + blood barrage. Higher-tier mage robes won't affect your runs much unless your main weapon is the Shadow.
Venator Bow + Saradomin Godsword are a great alternative to the Dragon Crossbow, though. If you bring the Saradomin Godsword, be sure to use its ornament kit to reduce your death fee. We're also getting the Venator Bow ornament kit soon from Leagues, so keep an eye out for that!
@@coppermarten2370 Thank you!
Hey, I'm not so sure about barrage being the best way learning to deal with double souths. Barrage is slow, and if you splash on the non melee frems, it can take quite a long time to get them down with barrage, then you shift attention to double south spawn, most likely not being able to down 1 of the mobs before the reinforcement comes out, and if shaman is first, now you still got 2 south spawns plus a shaman to deal with, unless one is xzact or gnomonkey, most learners will die to the shaman joining the mix
You're banking on the barrage hoping it kills all the frems in 1-2 casts, which is likely if using virtus or ancestral, but it's still rng nonetheless. Also if you barrage like this, you miss out on eldritch [ which is uncommon ] or sgsing the ranger for lots of prayer and hp every single wave, also misses out on deathcharge and thralls if one likes to use them to speed up killing a south spawn before reinforcement.
Lastly, I just want to point out, if you're barraging frems, I have to ask why do you stress blood barraging the melee frem after the initial freeze? Just blood barrage the ranger [who's in the middle when being west of the NW pillar], which will hit all targets, and it will max hit the melee frem anyway.
Hey, lots of reasonable concerns here, but let me try to address them.
For the frems, you ideally want one Ice Barrage, one Blood Barrage, and one Dragon Crossbow spec. This works out to be the same speed as something like Shadow + Venator + SGS, but is much more budget. It's also 100% guaranteed to work (no RNG). That said, you can certainly bring Venator + SGS (I do), in which case you go Ice Barrage > Blood Barrage > Venator > SGS. This is slower than using a Shadow/Eldritch, but not everyone has access to those.
I've found that learners are absolutely overwhelmed if they try to deal with fremmies and a double south spawn at the same time. The goal with this setup is to allow learners to practice positioning + praying against double souths in isolation. In my experience, when learners try to juggle fremmies + double souths without freezes, they just die. I agree that death charge + thralls can speed up runs (which is important for shaman-first reinforcements), but that's assuming the player already has the muscle memory to pray against a double south.
The reason I stress barraging the melee frem after the initial freeze is because barraging the ranger can kill the seer (which you don't want). If the seer dies, a dragon crossbow spec is no longer guaranteed to kill the archer. It's a consideration for this specific setup; in other setups I agree that you want to just barrage the archer.
@@coppermarten2370 Understood, thank you for the explanation, answered my questions there. I'll take your word for it that barraging is 100% guaranteed. I'm guessing you are assuming this fact on the basis of having ancestral, because I certainly remember when I first tried colo [I'm a zerk only account player], I tried ice barraging the frems, most of the time the melee would only freeze [obviously since combat triangle], the others would sometimes splash, sometimes freeze, but most of the time one of them would still be following my character, hence making barraging for me very frustrating. I'm going to assume that's due to a zerker's limitation in gear and prayer.
If you want freezes to be guaranteed, you want either 104 magic accuracy + augury, or you want 117 magic accuracy + mystic might. Freezing on the fremmies works just like nylos, it's guaranteed if your max accuracy roll is high enough:
oldschool.runescape.wiki/w/Nylocas_Matomenos
@@coppermarten2370 learned something new, thanks for the response
nice vid
That dragon crossbow trick is actually very interesting! I haven't heard it anywhere else, did you discover it yourself?
Also, unrelatedly I think the dragon in your avatar is very cute! What's the art from?
I saw the dragon crossbow trick in one of ProudestDad's streams on Twitch (big shoutout to him). It turned out to be very good for budget Ancients.
And thank you for the compliment on the dragon! He's an original character; I designed him, and a friend of mine drew him up.
@@coppermarten2370 Ooh nice! I've caught a few of his colo streams, they're very chill. Does your friend have a page they post their art on?
Yeah, they go by phantoram on Tumblr.
Easier way to set up waves would be an onscreen metronome (plugin Visual Metronome with 5 tick counter), to set waves up.
For Shaman re-inforcement waves I like to take the third tile NW of the pillar, so the shaman will cast once and Minotaur will pass him, that way you can shift them if the shaman came first.
For easier Manticore + Colossus stacks I go north personally, then Manticore will see you same tick as the Colossus, so he will choose ranged first.
Honestly very nice video ! I still have not yet completed my first kc, currently pb wave 10 but I don't have dragon cbow (which is honestly quite amazing!).
The secret lazy tile is not something I knew, great addition !
Also very nice and detailed Sol instructions, appreciate it a lot !
What k8nd of bolt are you using?
The bow is the Bow of Faerdhinen (the BowFa). It creates its own ammo once you charge it with crystal shards.
@@coppermarten2370 Bolt- not bow :) You're using a dragon crossbow spec I assume the question is related to the bolts you have for that :D
Oh you're right, good call! Any type of dragon bolt will work for the crossbow.
just realised bro is using jagex client… king is all i can muster
YOU CAN EAT AND DRINK FROM THE BANK?!
change your left shift click to eat/drink :)
He said, "forbidden knowledge," on the safest movement for noobs lol
Absolutely great guide because of the pacing, thorough explanations and showing many examples. What gets me killed most at this stage is double south spawns, could you give some tips on those?
There are a few examples of double souths in the video description. Here's the general approach:
1. In general, you want to be running to the far tile (A tile). The only time you run to the middle tile (B tile) is if there's a single manticore and it's in the back (at the far south spawn).
2. Stand your ground on A or B long enough for south spawns to settle. If you wait for the fremmies to reach you, that's generally enough time.
3. Freeze fremmies, run west, and start unloading barrages on them. Focus on praying.
4. When you're comfortable (or the fremmies are dead), switch to range.
5. Try to kill the closest south spawn as soon as possible.
Sometimes a serpent shaman reinforcement will come first after a double south. In that case, you can try matching the shaman's attacks up with the south spawns, or you can try DPSing down the shaman while standing on A (which prevents the minotaur healing it). Generally though, if both south spawns are alive when the shaman arrives, this is what I do:
1. Prepare to make a pillar run, making sure you're set up to pray against as many things as possible during the run.
2. Wait until the minotaur reinforcement is north of NW pillar. This keeps him far away from other mobs after the pillar run.
3. Run straight south, praying and eating as necessary to survive.
4. Play tetris with the enemies and solve the stack. Be careful going east, as it will free the minotaur.
@@coppermarten2370 Thanks a lot.