Venture into the unforgiving world of Old School RuneScape and take on the fearsome Hydras. These multi-headed creatures offer exciting challenges and tempting rewards. In this guide, you will learn how to successfully defeat Hydras, harness their unique mechanics, and maximize your gains as you progress in your Slayer training. To stand a chance against these formidable foes, you must possess the Slayer level of level 95.
Hydras are an exclusive Slayer assignment granted by Konar. Found within the Karuulm Slayer Dungeon, they inhabit two distinct areas, one reserved solely for designated hydra tasks. Adventurers lacking completion of the elite Kourend & Kebos Diary must wear protective footwear—boots of stone, boots of brimstone, or granite boots—to endure the dungeon's scorching floor and avoid rapid damage.
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Karuulm Slayer Dungeon
Helmet: Slayer Helm (i)
Amulet: Amulet of Ranging or Amulet of Fury
Cape: Ava's Device or Ardougne Cloak (if you've completed Ardougne Diary achievements)
Body: Karil's Crossbow or Blessed D'hide Body
Legs: Karil's Crossbow or Blessed D'hide Chaps
Shield: Dragonfire Shield or Crystal Shield (optional for more defense)
Boots: Boots of Stone, Boots of Brimstone, or Granite Boots (for thermal protection)
Gloves: Barrows Gloves or Ferocious Gloves
Ring: Archers Ring (i) to enhance your ranged accuracy and damage
Toxic Blowpipe (loaded with Zulrah's Scales and preferred darts)
Use suitable ranged ammunition for your Blowpipe (e.g., Adamant Darts, Rune Darts, or Dragon Darts)
Ranging Potions to boost your accuracy and damage
Super Restore Potions to replenish Prayer points and restore stats
Antivenom (Hydras occasionally inflict poison)
Saradomin Brews or Monkfish for healing
Space for Hydra drops and bones
Hydras commence combat by adopting a randomized combat style, alternating unpredictably between ranged and magic attacks. This alternating pattern persists for one to three attacks, regardless of whether they connect. Once the initial transition occurs, subsequent style shifts transpire only after three consecutive attacks of the same type.
Should the hydra's engagement persist for approximately 30 seconds (or upon reaching its 12th attack), it will unleash a venomous spew across three random tiles—one at the player's coordinates and two elsewhere. When standing on an affected tile, this venom inflicts 4 poison damage every two game ticks (or 1 to 2 damage if the player is immune to poison). The initial impact area spans a 3x3 area.
For optimal defense, it is advisable to initiate combat by activating the protection prayer that shields against the attack style with the lowest defense—typically magic when attired in melee armor, or ranged when attired in ranged gear. Adjust this choice should the hydra initiate combat with the alternative attack style.
Bigger and Badder: Hydras have a Superior slayer monster variant, the level 309 Colossal Hydra. The Colossal Hydra follows a similar pattern, commencing with a randomized assault that transitions after three successive strikes. However, it introduces a distinctive special attack at regular intervals of 15 seconds, specifically on the sixth attack. Notably, this unique attack can penetrate the boulder situated at the center of the primary zone. To effectively evade this maneuver, it is advised to swiftly navigate southward towards the accessible rocks that necessitate climbing.