Yk'Lagor the Thunderous
Release date | 19 August 2010 (Update) |
---|---|
Members? | Yes |
Combat level | Varies (141, 170, 200, 225, 256, 289, 320, 353, 383, 428, 476, 524, 572, 626, 676, 717) |
Life points | Varies |
Experience for killing | Unknown edit |
Slayer level | Not assigned |
Aggressive? | Yes |
Poisonous? | No |
Immune to poison? |
No |
Attack style | Melee, magic |
Attack speed | SlowInterval: 4.2 seconds |
Max hit | Varies; Special can hit upwards 990 life points. |
Weakness | Slash, Magic |
Always drops | Tier 1-11 battleaxe |
Examine text | A demon used to barking orders to its warriors. |
- For the music track, see Yk'Lagor the Thunderous (music track).
Yk'Lagor the Thunderous is the final Dungeoneering boss monster encountered on the occult floors. He is found on floors 45 to 47 of Daemonheim. A Dungeoneering level of 89 is required to fight him. He is a high-ranking Kal'Gerion demon and one of Kal'Ger the Warmonger's generals.
Unlike other bosses who are simply 'there to fight' when the player enters the room, Yk'Lagor must first be freed before he can be fought; upon entrance to the boss room, Yk'Lagor is bound to the ground and surrounded by a barrier that appears to be held by several Mysterious mages in the room. After attacking four of the mages, the demon will roar, "My turn!" and break free from the barrier, causing the entire dungeon to shake and killing the rest of the mages with a single, powerful blast of magic.
Yk'Lagor's standard melee attack involves slashing the player if the player is standing in melee-range. It is fairly quick, so Protect from Melee/Deflect Melee is suggested. However, this attack drains prayer relatively quickly, so an altar and/or rejuvenation potions is recommended. The demon will attack with a fire based magical attack if the player is not next to him (cannot be completely blocked with Protect from Magic). Yk'Lagor also has a powerful move where he jumps up and slams into the ground, generating an earthquake. Additionally, he can grab the player with magic and throw them across the room, which stuns the player for a short time (This should be AVOIDED at all cost, otherwise the demon will heal). Both the earthquake attack and the grab attack can be dodged by running behind one of the pillars in the room.
Strategy
Yk'Lagor's boss room has different rules for teleporting than any other place inside the Dungeoneering skill. You can only use the regular Gatestone teleport or the Group Gatestone teleport if you're standing behind one of the pillars, otherwise you'll receive a "You can't teleport here." message.
Special attacks
Yk'Lagor has two Special attacks. They can be avoided by running behind a pillar as soon as the text appears above his head or you hear his voice.
- Magical Drag
- Yk'Lagor will shout "Come Closer" and try to drag you in. When he succeeds he will heal 15% per player dragged in. He will stun you for a relatively long time, drain your Prayer and disable any protection prayers. This can be the most deadly move he has as this can usually get you killed instantly without you having any chance of escape.
- Earthquake
- Yk'Lagor will shout "This is..." and jump into the air. When he lands he shouts "TRUE POWER" while shattering the ground. This special attack will kill ANYONE not hiding behind the pillars. You will have a few extra seconds before he will use it.
Regular attacks
Apart from his Special attacks, Yk'Lagor will behave in a pattern depending on how you're fighting him.
- Melee
- As long as 1 person is close to him, Yk'Lagor will use his melee attacks. They can be completely blocked by Protect/Deflect Melee. You won't take any damage. This is a usually fast attack and can hit very hard on unprotected players.
- Mage
- As long as 1 person stands away from him, he will use his Magic attack, which hits everyone in the room. This is indicated by him shouting "Fear my wrath!". Protect/Deflect Magic will block most of the damage, but you will still get hit even if you stand behind the pillar, but ONLY if he can target a player in his range. (meaning one person is not hiding behind a pillar, all players will get hit).
Killing Yk'Lagor Without Taking ANY Damage Method
Yk'Lagor the Thunderous can be killed without taking any damage, as first mentioned by Mod Chris L on 19-Aug-10. This section will explain in detail one of the possible ways to kill Yk'Lagor on Complexity 6 without taking any damage, independently of how many people the dungeon is designed for (works from solo to 5:5 Yk'Lagor Boss fights). It requires good reflexes, lagless connection and a decent number of Rejuvenation potions, but it's completely possible.
- Drop the Group gatestone outside boss door.
- Go inside the Boss room, drop your regular Gatestone at Yk'Lagor's back side (his back side is one step closer to the pillars than his front side).
- Draw the attention of 4 mages and Yk'Lagor will break free. Run behind the pillars now.
- DON'T teleport out when Yk'Lagor breaks free; his first attack is ALWAYS Magical Drag. In a 5 man team, it's easier if 4 players stay behind the pillars and 1 player runs 1 spot north or south and directly behind the pillars again when Yk'Lagor shouts "Come Closer". If you happen to teleport out before he does the Magical Drag attack, it will be the first thing he'll do once you get inside the boss room or Gatestone teleport in. In this case, the attack will be virtually impossible to avoid.
- Now the real fight starts. Pot up, set your Quick-Prayers/Curses to Protect from/Deflect Melee and Piety/Turmoil. If you have the Ancient curses active, Berserker and Leech Defence help (although the latter cannot be used in tandem with Turmoil). Make sure to have a decent amount of Rejuvenation potions and at least 600-700 Prayer points, then activate your Quick-Curses/Prayers (make sure to have Protect/Deflect Melee activated) and then Gatestone teleport inside the boss door.
- Make sure to make another regular Gatestone and drop it. After dropping the Gatestone, hover your cursor behind the pillar all the time while focusing completely on Yk'Lagor. As soon as he shouts any of his Specials, click immediately.
- From now the fight is pretty easy. He will keep attacking melee and use his special attacks every 5-8 attacks.
- You'll take absolutely no damage if using this method, but you'll need Protect/Deflect Melee on all the time. Thus, you'll probably need some Rejuvenation potions for recharging Prayer points (an altar can be used alternatively for a limited amount of Prayer points).
- It is possible and advised in a 5:5 team to teleport next to the boss when you run behind the pillars. Don't use group gatestone unless your prayer reaches 0.
- When your prayer reaches 0, don't run behind a pillar immediately since Yk'Lagor will switch between all 5 players and therefore taking almost no damage until he uses his Special attacks. Once behind the pillar, you can gate out to pray.
- In a 5:5 team with all people attacking, it is possible to kill Yk'Lagor with around 700-800 Prayer points using only melee protect/deflect.
Note About the No-Damage Method
There is an alternative form of this method which allows for a few extra hits before running back behind the pillar every time he uses a special attack. This method is used more commonly by higher level players dungeoneering-wise. To use this alternative method, do the following:
- Drop the Group gatestone behind one of the two pillars closer to Yk'Lagor than the others. If you teleport to it once, you will land on it. If you teleport again right after, you will go beside it, into Yk'Lagor's magic range. Be careful not to click the spell too many times.
- Drop a personal gatestone outside of the room in case you have to go out to do something. Make sure at least one person has their gatestone behind one of the pillars. Remove your Shadow silk hood if you have one as wearing it lowers your accuracy. Remove any main metal armour that increases magic damage done to you in case someone causes him to use magic. This will not affect your offensive abilities. Removing any armour with high melee defence also allows for more damage to be deflected back to Yk'lagor if using the Deflect Melee Curse. Dismiss any familiars as they get in the way.
- When ready, proceed as before, drawing the attention of 4 mages and running out/back behind the pillar to initiate his grab attack.
- As soon as you see the purple come out, run from behind your pillar to attack him.
- Now whenever he uses a special attack, run behind the pillar and as soon as you are behind it click back to attack him. You can also right click him while running to get ready. If done correctly, he will be done with the effects of his special attack, but the animation will continue longer, while you run, so that he will NOT use magic. If he does use magic, it means someone ran back too late and he targeted them.
- With everyone helping, you should not need any prayer restoration.
NOTE: It may be possible that people are still opening doors as you fight. To prevent door lag from messing you up, call "now" or "open" right after you run back to attack Yk'Lagor following a special attack so that anyone opening doors will know it's a good time. Also, if the Group gatestone needs to be moved out, the person who gated behind a pillar can bring it back in.
With this strategy, defeating Yk'Lagor becomes much faster and does not require an entirely new method, just a few small changes. Do note that this works better for melee than it does for magic, as you can click on Yk'Lagor to move back and melee hits quite often, particularly with slash-based weapons such as battleaxes and two-handed swords.
Drops
Item Quantity Rarity GE Market Price Novite battleaxe 1 Varies Not sold Bathus battleaxe 1 Varies Not sold Marmaros battleaxe 1 Varies Not sold Kratonite battleaxe 1 Varies Not sold Fractite battleaxe 1 Varies Not sold Zephyrium battleaxe 1 Varies Not sold Argonite battleaxe 1 Varies Not sold Katagon battleaxe 1 Varies Not sold Gorgonite battleaxe 1 Varies Not sold Promethium battleaxe 1 Varies Not sold Primal battleaxe 1 Varies Not sold Dungeoneering journals Various parts Common Not sold
Quotes
Trivia
- The Mages binding Yk'Lagor The Thunderous are chanting "Heim crabs are awesome" backwards. (This was confirmed during the Q&A session at Runefest.)
- With the addition of this boss, this is the first time voice acting has appeared in the game aside from the tutorial.
- In Yk'Lagor's concept art, it is shown that his original title was "the Vociferous", which can be understood as a synonym for "the Thunderous" (a loud or noisy scream); he was also entitled as "Demon Prince" <ref name="Thunderous">Download & Wallpapers. Yk'Lagor the Thunderous concept art. Uknown.*</ref>.
- Yk'Lagor introduced a trend in which his Magical Drag attack is used by many powerful monsters, not limited to Kal'Ger the Warmonger, a variation that Nex,troll wizards, and Mother Mallum use, and its sound effects are used in the Ancient ceremonial robes emote.
- This demon always has a max hit of 680 on the mysterious mages.
- Yk'lagor used to have another special attack in which he created an area of explosions around him (similar to the ancient curse Wrath) but for some reason this was removed.
- At the same time, the model became more detailed featuring better textures, added spikes and smoother graphics, which made him look much more like the concept art. This is shown on a video in Jagex's YouTube channel.
- As shown in the video from Jagex's YouTube channel, there are 4 pillars on the northern and the southern part of the room. In the actual game, there are only 2 pillars on each side.
- Since Dungeoneers unaccustomed to the strategy associated with this boss have a high chance of making critical mistakes and allowing Yk'Lagor to heal, sometimes only 2-3 players in a five-player team will fight to reduce this risk.
- Currently there is a glitch where if a player dies at the same time as Yk'Lagor's magical drag special attack is used, the player may be dragged into the boss room from the start room.
- There is currently a glitch that one can survive Yk'Lagor's earthquake special, it's unknown how it happens, but when it does it will hit a 0. The glitch is considered a very rare occasion.
References
Normal demons |
Imp (Champion) (Revenant) (Banner carrier) (Defender) (Imp-in-a-box) • Lesser demon (Champion) (Revenant) (Daemonheim) • Greater demon (Daemonheim) • Black demon (Daemonheim) • Tormented demon |
Quest demons |
Delrith • Agrith Naar • Ice demon • Doomion • Holthion • Othainian • Chronozon • Nezikchened • Jungle demon |
Kal'Gerion demons |
To'Kash the Bloodchiller • Har'Lakk the Riftsplitter • Bal'lak the Pummeller • Yk'Lagor the Thunderous • Kal'Ger the Warmonger |
Slayer demons |
Bloodveld (Mutated) • Nechryael (Death spawn) • Abyssal demon <small">(Pet) |
Fiends |
Icefiend (Luminescent) • Pyrefiend (Revenant) (Pyrelord) • Waterfiend |
Personalities |
Demon butler • Mazchna • Achtryn • Sergeant Damien • Zimberfizz • Timmy • Snow imp • Snow Imp • Head snow imp |
God Wars Dungeon |
K'ril Tsutsaroth • Balfrug Kreeyath • Zakl'n Gritch • Tstanon Karlak |
Other |
Thammaron • The Ripper • Impling • Hell-Rat • Hellcat • Hellhound (Revenant) • Party Demon |