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{{Otheruses|the guide for Infernal Stronghold|the dungeon itself|Infernal Stronghold}}


===Why clear Infernal Stronghold?===
===Why Clear Infernal Stronghold?===
 
There three main reasons for completing the {{ZoneIcon|Infernal Stronghold}}:
There are three main uses for {{ZoneIcon|Infernal Stronghold}}:
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
* Clear it 10 times to get 10 {{ItemIcon|Infernal Core|Infernal Cores}} to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
* Clear it 10 times to get {{ItemIcon|Infernal Core|Infernal Cores|qty=10}} to complete a township task, and to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
* Clear it infinitely to farm money. This option is feasible closer to the end of the game.
* Clear it 100+ times to complete more township tasks, or earn a lot of {{GP}}.


===Manual-eating build===
===Pre-Ancient Build===
The following build is for the players who just finished the {{ZoneIcon|Volcanic Cave}} and the subsequent {{Icon|Ancient Claw/Guide|type=item|Ancient Claw}} grind.
The guide provides a build that does not use any ancient armour and will require manual eating to survive. This build should be able to get you though the dungeon one time, but you will need to time your eating carefully, especially when you are stunned.


Without manual eating, the main cause of death for the build below is {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}} combo of Sealing (Stun) + Penetrating Claws.
This build can achieve that with as low as {{SkillReq|Hitpoints|80}}, but if you are attempting this dungeon under levelled then it is recommended that you check the [[Combat Simulator]] to see if there are any improvements that can be made, especially if you are in . Improvements that give a higher DR, higher HP or higher auto-eat threshold will give you a better chance of survival. Improvements that give a stronger attack will reduce the time taken to complete the dungeon, but are secondary to DR improvements.


{| class="wikitable"
* {{SkillReq|Attack|80}} {{SkillReq|Strength|80}} {{SkillReq|Defence|80}}
|-
* {{SkillReq|Hitpoints|80}}
! Item
* {{SkillReq|Prayer|80}}
! Slot
* {{SkillReq|Slayer|75}}
! DR%
* {{Icon|Auto Eat - Tier III|type=upgrade}}
|-
 
| {{ItemIcon|(G) Ancient Helmet}}
{{Equipment/Recommended
| Head
|style=Melee
| 7%
|showDR=true
|-
|helm1=(G) Dragon Helmet
| {{ItemIcon|(G) Ancient Platebody}}
|neck1=Elite Amulet of Defence
| Body
|cape1=Fire Cape
| 7%
|body1=(G) Dragon Platebody
|-
|legs1=(G) Dragon Platelegs
| {{ItemIcon|(G) Ancient Platelegs}}
|weapon1=Sunset Rapier
| Leggings
|shield1=(G) Dragon Shield
| 7%
|gloves1=Paladin Gloves
|-
|boots1=(G) Dragon Boots
| {{ItemIcon|(G) Dragon Boots}}
|ring1=Silver Diamond Ring
| Boots
}}
| 6%
* Use {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Chivalry}} (or better) for 3% DR and accuracy.
|-
* Use {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3 synergy to give extra 2% DR against ranged.
| {{ItemIcon|(U) Ancient D-hide Vambraces}}
* Equip {{ItemIcon|Damage Reduction Potion III}} (or higher) for improved DR.
| Hands
| 6%
|-
! scope="row" colspan="2" | Subtotal
| 33%
|-
| {{ItemIcon|Fire Cape}}
| Cape
| 2%
|-
| {{ItemIcon|Elite Amulet of Defence}}
| Neck
| 2%
|-
| {{ItemIcon|Sandstorm Ring}}
| Ring
| 0%
|-
| {{ItemIcon|Ancient Claw}}
| Main Weapon
| 0%
|-
| {{ItemIcon|(G) Ancient Shield}}
| Off-hand
| 7%
|-
! scope="row" colspan="2" | Total
| 44%
|}


It is heavily advised to use either the {{Icon|Ancient Claw/Guide|type=item|Ancient Claw}} or at the very least {{ItemIcon|Sunset Rapier}} because you want to get out of stun quickly, and the faster your attack speed is, the faster you will do it.
===Ancient Build===


You might want to use prayers to increase your accuracy. Without the prayers, your hit chance against Malcs will likely be around 25%. With them, it's around 40%.<br>
This build is designed to make it easier to obtain the {{ItemIcon|Infernal Core|qty=10}} and allows you to complete the dungeon without manual eating. However, this build is not recommended for idling as it will use a lot of resources. This build increases DR so that auto-eat makes the dungeon survivable, but also has a reasonable attack level.
If you have {{ItemIcon|Diamond Luck Potion IV|Diamond Luck Potions}}, it might be the right occasion to use them.


Getting the {{ItemIcon|Infernal Cape}} after the first clear should make it a bit easier to clear it for the next 9 times if you aim for the {{ItemIcon|Infernal Claw}}.
* {{SkillReq|Attack|90}}
* {{SkillReq|Strength|90}}
* {{SkillReq|Defence|90}}
* {{SkillReq|Hitpoints|90}}
* {{SkillReq|Prayer|90}}
* {{SkillReq|Slayer|75}}


Optionally, it is advised to grind out the {{ItemIcon|Dragonfire Shield|DFS}}, preferably with {{Icon|Icicle Volley|type=spell}} because it oneshots {{Icon|Green Dragon|type=monster|Green Dragons}} or with 20k-accuracy {{Icon|Slicing Winds|type=spell}} otherwise. DFS can make your fight with Malcs more relaxed if you can't yet survive {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}} Sealing+Penetrating Claws from full health.
{{Equipment/Recommended
|style=Melee
|showDR=true
|helm1=(G) Ancient Helmet
|neck1=Elite Amulet of Defence
|cape1=Fire Cape
|body1=(G) Ancient Platebody
|legs1=(G) Ancient Platelegs
|weapon1=Ancient Claw
|shield1=(G) Ancient Shield
|gloves1=Aeris God Gloves
|boots1=(G) Dragon Boots
|ring1=Silver Diamond Ring
}}


You also can swap the {{ItemIcon|Sandstorm Ring}} for the {{ItemIcon|Silver Diamond Ring}} if you don't have enough DR to be comfortable, but it will drastically reduce your clear speed.
* Use {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Redemption}} (or better) for 3% DR and an increase in accuracy.
* Use {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3 synergy to give extra 2% DR against ranged.
* Equip {{ItemIcon|Damage Reduction Potion IV}} for 10% DR.


====Malcs's Combos====
===Gear Options===
To attempt {{ZoneIcon|Infernal Stronghold}}, it is heavily advised to have the AutoEat threshold above all Malcs's moves when you're not stunned. The build above can do that with 900 HP, although it is advised to check it with the [[Combat Simulator]] if you're not sure. As additional info, with {{ItemIcon|Dragonfire Shield|DFS}} and 990 total HP, you definitely can do it like that.
There are many options with this build:
* Equip the {{ItemIcon|Infernal Cape}} after the first clear to further increase DR, and will make it easier to get the {{ItemIcon|Infernal Claw|qty=10}} needed to get the {{ItemIcon|Infernal Claw}}.
* Use {{ItemIcon|Ancient Claw}} over the {{ItemIcon|Sunset Rapier}}. If you do not have the {{ItemIcon|Ancient Claw}} then check out the [[Ancient Claw/Guide|Ancient Claw Guide]].
* Use {{ItemIcon|Sandstorm Ring}} to increase your dungeon clear time if you DR is sufficient.
* Use {{ItemIcon|Dragonfire Shield}} over the {{ItemIcon|Ancient Shield}} for better defence.
* Once you can survive, use stronger prayers to increase your accuracy at the expense of DR.
* Use {{ItemIcon|Diamond Luck Potion}} (any level) to give an attack advantage, but only if you can survive the dungeon easily - you will lose up to 10% DR.


Otherwise, you would need to keep track of many moves, which will likely lead to death and lost gear that needs hundreds of hours to get again.
====Malcs Special Moves====


Check your thresholds in the first fight just in case.
When eating, pay special attention to the following special moves from {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}:


You will need to manually eat when Malcs uses Sealing:
* '''Sealing + Penetrating Claws''': do not underestimate this combo. The [[Spam Eating]] kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use [[Spam Eating]]. The damage from Penetrating Claws is calculated as <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.


* ''Sealing + Penetrating Claws'': It will be '''your cause of death''' if you underestimate it. Be aware that the [[Spam Eating]] kicks in with a delay after you push a keyboard button, so press it before the Penetrating Claws hit you. Also, the two instances of damage are separated by less than half a second, so use [[Spam Eating]] to be on the safe side. Calculate the damage from Penetrating Claws by <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.
* '''Sealing + Tail Whip''': Heal to full HP before this hits, and if you have time, look what the max damage of the Tail Whip is when you are stunned. You may find that you can delay manual eating depending on whether your HP allows. The damage from this move can be calculated as <math>690 \times (1-\text{DR}) \times 1.3</math>.


* ''Sealing + Tail Whip'': Heal to full HP. If you have time, look what the max damage of the Tail Whip is when you are stunned, so you can refrain from manual eating when your HP allows it. Or you can calculate it before the fight by <math>690 \times (1-\text{DR}) \times 1.3</math>.
* '''Sealing + Usual Attack''': Occurs when {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}} uses two Sealing attacks in row. The approach given in Tail Whip works well here.


* ''Sealing + Usual Attack'': Happens when Malcs uses another Sealing after the first one. Use the same logic as with Tail Whip.
* '''Sealing + Inferno''': Not as strong as the other attacks, and one that you can normally rely on {{Icon|Auto Eat|type=upgrade}} to survive.


* ''Sealing + Inferno'': A "Get Out of Jail Free" card. You don't need to manually eat at all.
==Idling Build==
This build relies on high DR and a high HP and the top tier of {{Icon|Auto Eat|type=upgrade}} and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.


===AFK Options===
* {{SkillReq|Hitpoints|90}}
For those with {{SkillReq|Hitpoints|90}} who have completed their {{ItemIcon|Dragonfire Shield}}, consumable resources can provide enough additional DR to push the build above into something that can survive purely by Auto-Eating, as long as none of them run out.
====Requirements====
* {{SkillReq|Prayer|80}}
* {{SkillReq|Prayer|80}}
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
{| class="wikitable"  
* {{Icon|Auto Eat - Tier III|type=upgrade}}
|-
 
! Item
{{Equipment/Recommended
! Slot
|style=Melee
|showDR=true
|helm1=(G) Ancient Helmet
|neck1=Elite Amulet of Defence
|cape1=Infernal Cape
|body1=(G) Ancient Platebody
|legs1=(G) Ancient Platelegs
|weapon1=Ancient Claw
|shield1=Dragonfire Shield
|gloves1=(U) Ancient D-hide Vambraces
|boots1=(G) Dragon Boots
|ring1=Silver Diamond Ring
|familiar11=Yak
|familiar21=Witch
}}
 
{| class="wikitable stickyHeader"
|- class="headerRow-0"
! Boost
! Type
! DR%
! DR%
|-
|-
| {{ItemIcon|(G) Ancient Helmet}}
| Armour/weapons (as above)
| Head
| {{Skill|Melee}}
| 7%
| 48%
|-
| {{ItemIcon|(G) Ancient Platebody}}
| Body
| 7%
|-
| {{ItemIcon|(G) Ancient Platelegs}}
| Leggings
| 7%
|-
| {{ItemIcon|(G) Dragon Boots}}
| Boots
| 6%
|-
| {{ItemIcon|(U) Ancient D-hide Vambraces}}
| Hands
| 6%
|-
! scope="row" colspan="2" | Subtotal
| 33%
|-
| {{ItemIcon|Fire Cape}}
| Cape
| 2%
|-
| {{ItemIcon|Elite Amulet of Defence}}
| Neck
| 2%
|-
| {{ItemIcon|Silver Diamond Ring}}
| Ring
| 1%
|-
| {{ItemIcon|Ancient Claw}}
| Main Weapon
| 0%
|-
| {{ItemIcon|Dragonfire Shield}}
| Off-hand
| 8%
|-
! scope="row" colspan="2" | Subtotal
| 46%
|-
|-
| {{PrayerIcon|Safeguard}}
| {{PrayerIcon|Safeguard}}
| Prayer
| {{Skill|Prayer}}
| 1%
| 1%
|-
|-
| {{PrayerIcon|Stone Skin}}
| {{PrayerIcon|Stone Skin}}
| Prayer
| {{Skill|Prayer}}
| 3%
| 3%
|-
|-
| {{ItemIcon|Damage Reduction Potion III}}
| {{ItemIcon|Damage Reduction Potion III}}
| Potion
| {{Skill|Herblore|Potions}}
| 6%
| 6%
|-
|-
| {{ItemIcon|Yak}}
| {{ItemIcon|Yak}} + {{ItemIcon|Witch}}
| Familiar
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| 1%
| 2% against {{Skill|Melee}}
|-
| {{ItemIcon|Yak}} & {{ItemIcon|Witch}}
| Familiar [[Summoning#Synergies|Synergy]]
| 2% vs {{Icon|Melee}}
|-
|-
! scope="row" colspan="2" | Total
! scope="row" colspan="2" | Total
| 59%
| 61% (60%)
|}
|}
{{ItemIcon|Prayer Scroll|Prayer Scrolls}} or {{ItemIcon|Alchemist's Bag|Alchemist's Bags}} can be used to reduce total prayer point costs or number of potions needed to survive 10 Infernal Stronghold runs, respectively.
 
If one has cleared {{ZoneIcon|Air God Dungeon}} a handful of times, {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} can be used instead for an additional 2% DR each. Similarly, after your first clear of Infernal Stronghold, swapping to your newly acquired {{ItemIcon|Infernal Cape}} will net another 2% DR. Combined with +1% DR from {{Skill|Agility|Lake Swim}} that's enough to swap your helmet for a {{ItemIcon|Chapeau Noir}} for a reoccuring 10% chance to need one less run.
The {{ItemIcon|Prayer Scroll}} or {{ItemIcon|Alchemist's Bag}} can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.
===Agility===
 
Bonuses from Agility Obstacles can reduce the amount of DR required considerably by increasing your Maximum Hitpoints.
Alternative options are available if the {{ZoneIcon|Air God Dungeon}} has been completed. The {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} each give an additional 2% DR. The {{ItemIcon|Infernal Cape}} can be swapped for the {{ItemIcon|Fire Cape}} but this will lose 2% DR. In {{Skill|Agility}} the {{AgilityIcon|Lake Swim}} can be used to give an extra +1% DR.
====Requirements====
 
Once you have sufficient DR to idle comfortable, you can also consider wearing the {{ItemIcon|Chapeau Noir}} for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.
 
===Bonuses that improve HP===
Bonuses from Agility Obstacles and certain items can reduce the amount of DR required considerably by increasing your maximum HP.
 
* {{SkillReq|Attack|20}}
* {{SkillReq|Attack|20}}
* {{SkillReq|Strength|70}}
* {{SkillReq|Strength|70}}
Line 191: Line 164:
|-
|-
! Item
! Item
! Slot
! Position
! +HP
! +HP
|-
|-
| {{Skill|Agility|Cliff Balance}}
| {{AgilityIcon|Cliff Balance}}<sup>1</sup>
| Slot 5 Obstacle
| Slot 5 Obstacle
| +20
| +20
|-
|-
| {{Skill|Agility|Rocky Waters}}
| {{AgilityIcon|Rocky Waters}}
| Slot 6 Obstacle
| Slot 6 Obstacle
| +50
| +50
|-
|-
| {{Skill|Agility|Raft Building}}
| {{AgilityIcon|Raft Building}}
| Slot 8 Obstacle
| Slot 8 Obstacle
| +20
| +20
|-
|-
| {{Skill|Agility|Ice Jump}}
| {{AgilityIcon|Ice Jump}}
| Slot 9 Obstacle
| Slot 9 Obstacle
| +20
| +20
Line 213: Line 186:
| Off-hand
| Off-hand
| +30
| +30
|-
| {{PetIcon|Finn, the Cat}}<sup>2</sup>
| N/A
| +10
|-
|-
! scope="row" colspan="2" | Total
! scope="row" colspan="2" | Total
| +140
| +140
|}
|}
For instance, assuming the same {{SkillReq|Hitpoints|90}} as before, after these HP bonuses, the DR required to AFK has dropped to only 54%. If you're lucky enough to have {{PetIcon|Finn, the Cat}}, hitting only {{SkillReq|Hitpoints|91}} for a total of 1060 HP would let you drop as far as 53%, eliminating the need for either DR potions, or Prayers and Witch Summoning Tablets, or when combined with the equipment improvements mentioned above, both. Or used with everything above to lower minimum HP to {{SkillReq|Hitpoints|76}}, though using {{Skill|Agility|Cliff Balance}} and prayers together is costly.


===After Water God Dungeon===
Notes:
With access to magic armor with late-game DRs, you can now take on this dungeon with proper [[Combat Triangle]] advantage, meaning no need for expendable resources besides food and runes, no need for agility boosts, and even still enough DR to spare some for item doubling.
# The {{AgilityIcon|Cliff Balance}} will use +2 extra prayers each hit
# Without {{PetIcon|Finn, the Cat|Finn}} you will lose out on roughly 1% DR
 
For example, a {{SkillReq|Hitpoints|90}} with all of the extra HP listed above, would drop the overall DR requirement from 59% down to 53%. Lower DR means that you reduce the use of potions, Prayers and the {{ItemIcon|Witch}} summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around {{SkillReq|Hitpoints|76}}.
 
==Late-game idling==
After completing the {{ZoneIcon|Water God Dungeon}} you will have access to [[Ancient Magicks]] and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the [[Combat Triangle]] advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.


{| class="wikitable"
{{Equipment/Recommended
|-
|style=Magic
! Item
|showDR=true
! DR%
|helm1=Chapeau Noir
|-
|neck1=Elite Amulet of Defence
| {{ItemIcon|Chapeau Noir}}
|cape1=Skull Cape
| 0%
|body1=Glacia God Platebody
|-
|legs1=Glacia God Platelegs
| {{ItemIcon|Glacia God Platebody}}
|weapon1=Fire Imbued Wand
| 8%
|shield1=Scaled Shield
|-
|gloves1=Glacia God Gloves
| {{ItemIcon|Glacia God Platelegs}}
|boots1=Glacia God Boots
| 8%
|ring1=Ring of Wealth
|-
}}
| {{ItemIcon|Glacia God Boots}}
 
| 8%
There is flexibility on this build. For example, {{ItemIcon|Aorpheat's Signet Ring}} can be used instead of {{ItemIcon|Ring of Wealth}} to get an additional {{GP|100000}}+ per clear, but this reduces chance of doubling {{ItemIcon|Infernal Core|Infernal Cores}} e.g. from 10% down to 5% chance.
|-
 
| {{ItemIcon|Glacia God Gloves}}
{{CombatNav|Guide}}
| 8%
|-
| {{ItemIcon|Skull Cape}}
| 3%
|-
| {{ItemIcon|Elite Amulet of Defence}}
| 2%
|-
| {{ItemIcon|Ring of Wealth}}
| 0%
|-
| {{ItemIcon|Scaled Shield}}
| 8%
|-
| {{ItemIcon|Fire Imbued Wand}}
| 0%
|-
| Total
| 45%
|}
Instead of the {{ItemIcon|Ring of Wealth}}, a {{ItemIcon|Aorpheat's Signet Ring}} can be used; it will give you an additional 100k-150K GP per clear, but only a 5% chance to double Infernal Core drops, making it worse for those farming only {{ItemIcon|Infernal Core|Infernal Cores}} but better for those also farming GP.
For those who have already acquired their {{ItemIcon|Infernal Claw}}, thus exclusively interested in GP, please see [[Money_Making#Combat|the Combat section of the Money-Making Guide]]
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[[Category:Guides]]
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Latest revision as of 11:16, 10 April 2024

This page was last updated for (v1.0.4).
This article is about the guide for Infernal Stronghold. For the dungeon itself, see Infernal Stronghold.

Why Clear Infernal Stronghold?

There three main reasons for completing the Infernal Stronghold:

Pre-Ancient Build

The guide provides a build that does not use any ancient armour and will require manual eating to survive. This build should be able to get you though the dungeon one time, but you will need to time your eating carefully, especially when you are stunned.

This build can achieve that with as low as Hitpoints Level 80, but if you are attempting this dungeon under levelled then it is recommended that you check the Combat Simulator to see if there are any improvements that can be made, especially if you are in . Improvements that give a higher DR, higher HP or higher auto-eat threshold will give you a better chance of survival. Improvements that give a stronger attack will reduce the time taken to complete the dungeon, but are secondary to DR improvements.

Ancient Build

This build is designed to make it easier to obtain the 10 Infernal Core and allows you to complete the dungeon without manual eating. However, this build is not recommended for idling as it will use a lot of resources. This build increases DR so that auto-eat makes the dungeon survivable, but also has a reasonable attack level.

  • Attack Level 90
  • Strength Level 90
  • Defence Level 90
  • Hitpoints Level 90
  • Prayer Level 90
  • Slayer Level 75

Gear Options

There are many options with this build:

Malcs Special Moves

When eating, pay special attention to the following special moves from Malcs:

  • Sealing + Penetrating Claws: do not underestimate this combo. The Spam Eating kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use Spam Eating. The damage from Penetrating Claws is calculated as [math]\displaystyle{ 640 \times (1-\text{DR}) \times 1.3 \times 2 }[/math].
  • Sealing + Tail Whip: Heal to full HP before this hits, and if you have time, look what the max damage of the Tail Whip is when you are stunned. You may find that you can delay manual eating depending on whether your HP allows. The damage from this move can be calculated as [math]\displaystyle{ 690 \times (1-\text{DR}) \times 1.3 }[/math].
  • Sealing + Usual Attack: Occurs when Malcs uses two Sealing attacks in row. The approach given in Tail Whip works well here.
  • Sealing + Inferno: Not as strong as the other attacks, and one that you can normally rely on Auto Eat to survive.

Idling Build

This build relies on high DR and a high HP and the top tier of Auto Eat and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.

The Prayer Scroll or Alchemist's Bag can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.

Alternative options are available if the Air God Dungeon has been completed. The Aeris God Gloves and Aeris God Boots each give an additional 2% DR. The Infernal Cape can be swapped for the Fire Cape but this will lose 2% DR. In Agility the Lake Swim can be used to give an extra +1% DR.

Once you have sufficient DR to idle comfortable, you can also consider wearing the Chapeau Noir for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.

Bonuses that improve HP

Bonuses from Agility Obstacles and certain items can reduce the amount of DR required considerably by increasing your maximum HP.

  • Attack Level 20
  • Strength Level 70
  • Ranged Level 20
  • Magic Level 20
  • Cooking Level 60
  • Mining Level 60
  • Thieving Level 80
  • Agility Level 80
Item Position +HP
Cliff Balance1 Slot 5 Obstacle +20
Rocky Waters Slot 6 Obstacle +50
Raft Building Slot 8 Obstacle +20
Ice Jump Slot 9 Obstacle +20
Dragonfire Shield Off-hand +30
Finn, the Cat2 N/A +10
Total +140

Notes:

  1. The Cliff Balance will use +2 extra prayers each hit
  2. Without Finn you will lose out on roughly 1% DR

For example, a Hitpoints Level 90 with all of the extra HP listed above, would drop the overall DR requirement from 59% down to 53%. Lower DR means that you reduce the use of potions, Prayers and the Witch summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around Hitpoints Level 76.

Late-game idling

After completing the Water God Dungeon you will have access to Ancient Magicks and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the Combat Triangle advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.

There is flexibility on this build. For example, Aorpheat's Signet Ring can be used instead of Ring of Wealth to get an additional Coins.svg 100,000+ per clear, but this reduces chance of doubling Infernal Cores e.g. from 10% down to 5% chance.