Sorry for the week break on guides guys, have been rather under the weather! This guide is from RSC, I simply re-worded a few things (Please actually check out the real guide linked at the bottom of thread).
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Kalphite King Guide
Introduction
This is a VERY strong monster, please be careful. Chances are you will die if you are careless, also this guide is meant for high leveled players as this is pretty difficult without one and most teams only accept maxed players anyway.
The jobs of team
Usually, teams consist of 4-5 people.
Teams have come up with several roles:
- Attacker
- DPS Tank
- Provoker
Attacker
Well, you attack! Your job is SIMPLE stay alive and attack, one of the most preferable jobs!
The gear, inventory and action bar you want to be using (with a unicorn summoned):
Gear downgrade list:
Main Hand: Drygore Rapier > Longsword > Mace > Chaotic Rapier
Off-Hand: Drygore Off-hand Rapier > Longsword > Mace > Off-hand Chaotic Rapier
Helm: Void Melee helm/Torva full helm > Bandos Helm
Body: Void (Elite) top/Torva Platebody > Bandos Chestplate
Legs: Void (Elite) Bottom/Torva Platelegs > Bandos Tassets
Boots: Torva Boots > Glacor Boots > Ganodermic Boots
Gloves: Void Gloves/Torva Gloves > RFD Gloves (the best you can get)
Cape: Completionist Cape > Max Cape > Skill Cape (t)/Tokhaar-Kal
Amulet: Saradomin's whisper > Amulet of Fury (Amulet of Glory
Ring: Warrior ring (i) > Onyx Ring (i) > Berserker Ring (i) > Berserker Ring/Warrior Ring
Aura: Penance > Your best Revenance > Vampyrism
Melee phase (Prayers: Turmoil + Soul Split)
This phase is pretty straightfoward. Don't stand on the same side of the tank to prevent damage. Focus on doing abilities to maximize damage; any damage that you receive will be healed by Soul Split anyway. Move if the KK charges for a running attack. If you have too much bleeding damage on you, you can use freedom to get rid of it. Avoid unnecessary moving; slaughter damage will triple and will add up.
Range phase (Prayers: Turmoil + Protect from Range)
Not that hard either, but you'll take more damage this phase. The KK is weak so stab during this phase, so you can dish out some serious damage. Binding Shot is annoying as crap, so use freedom if you can't get to the KK. Fragmentation shot can deal some damage if you move, so try to avoid that. Other than that, it's a pretty easy phase if you keep your freedom available as much as possible and keep your HP reasonably high (3k+).
Mage phase (Prayers: Turmoil + Protect from Magic)
By far the most annoying and most dangerous phase. AVOID THE YELLOW BALLS AT ALL COST. Keep your freedom available so you can use it when you get stunned near a bunch of balls. Be smart with your walking; if you're attacking the Kalphite King and it spawns balls around you, run away and keep your distance. Wait for it to fire balls again, then move back to attack. This way, you can deal some damage while the other balls explode, making the phase and overall kills faster. Blue balls are annoying but unavoidable. They'll deal some damage (around 2k usually) and stun you, so be aware of that. Escape is very useful on this phase, because it will instantly get your out of the balls' reach. Make sure you aren't standing next to a wall though.
DPS Tank
Pretty much the same as above, but you take the melee hits as well. Not really recommended but if this is the only job left, go for it.
The gear, inventory and action bar you want to be using (with a unicorn summoned):
Gear downgrade list:
Main Hand: Drygore Rapier > Longsword > Mace > Chaotic Rapier
Off-Hand: Drygore Off-hand Rapier > Longsword > Mace > Off-hand Chaotic Rapier
Helm: Torva full helm > Bandos Helm
Body: Torva Platebody > Bandos Chestplate
Legs: Torva Platelegs > Bandos Tassets
Boots: Torva Boots > Glacor Boots > Ganodermic Boots
Gloves: Torva Gloves > Barrows Gloves
Cape: Completionist Cape > Max Cape > Skill Cape (t)
Amulet: Saradomin's whisper > Amulet of Fury (Amulet of Glory
Ring: Warrior ring (i) > Onyx Ring (i) > Berserker Ring (i) > Berserker Ring/Warrior Ring
Aura: Penance > Your best Revenance > Vampyrism
Melee phase (Prayers: Turmoil + Protect from Melee)
Slightly difference from the attacker role. You'll be the one taking the hits for the team, so the rest can focus on their roles. Focus on doing damage, while keeping an eye on your own health. When the fight starts, use Provoke so the KK targets you. Avoid unnecessary movement to minimaze the damage taken. If you get greened (when the KK charges its 1-hit attack), use the time to heal up with Healing Aura scrolls. You can't do anything elseanyway (the provoker will save you, more on that later), so you might aswell use your time. Immediately use Provoke after it has done its 1-hit attack! It can do this two times in a row and you don't want your provoker to die. If the KK spawns too many minions, move it to one of the edges of the dungeon, so everyone can see what attacks it is using.
Range phase (Prayers: Turmoil + Protect from Range)
Same as for attacker, but with the added advantage of having good armour. Straightfoward phase; deal as much damage as possible.
Mage phase (Prayers: Turmoil + Protect from Magic)
Not different from attacker either. Use the same tricks and pattern of attacks to maximize damage. Avoid the yellow balls and make sure you don't die.
Provoker
This role is different from the others and requires some timing skills (and a lagg-free connection). You only have one job; tanking the 1-hit attacks with your abilities. This requires some knowledge of the KK's attacks, but it's probably the role that satiesfies most, if done well. You'll be the key member on the team; without you, everyone will die one by one. This role is arguably the hardest to do with the highest chance of death. It is not recommened to start with this role. Get familiar with the Kalphite King first before attempting this.
Your gear, inventory and action bar (with a unicorn summoned):
Gear downgrade list:
Main Hand: Drygore Rapier > Longsword > Mace > Chaotic Rapier
Off-Hand: Chaotic Kiteshield > Divine Spirit Shield > Bandos Warshield
Helm: Void Melee Helm/Torva full helm > Bandos Helm
Body: Void (Elite) Top/Torva Platebody > Bandos Chestplate
Legs: Void (Elite) Bottom/Torva Platelegs > Bandos Tassets
Boots: Torva Boots > Glacor Boots > Ganodermic Boots
Gloves: Void Gloves/Torva Gloves > RFD Gloves (the best you can get)
Cape: Completionist Cape > Max Cape > Skill Cape (t)
Amulet: Saradomin's whisper > Amulet of Fury (Amulet of Glory
Ring: Warrior ring (i) > Onyx Ring (i) > Berserker Ring (i) > Berserker Ring/Warrior Ring
Aura: Penance > Your best Revenance > Vampyrism
Melee phase (Prayers: Turmoil + Soul Split)
Same as the other two roles. Use your basic abilities to get to 100% adrenaline as fast as possible. This is useful for the provoking, which will be explained after the Range phase. Same tricks apply here. If the KK is on you, tell your team mates to provoke it so you can do your work.
Range phase (Prayers: Turmoil + Protect from Range)
Same as for attacker and DPS tank, but now you even have a shield to help you more. If you've read the rest of the guide, you should know what to do by now on this phase ^^
Tanking the 1-hits
During the Melee and Range phase, the KK will occasionally do its 1-hit attack. It will start to glow and fire a green ball at a player (the tank if he's doing his job well). To keep everyone alive, you have to do the following:
Use Provoke immediately. This will cause the KK to attack you instead of the tank.
If there are no minions; use Resonance right after you used provoke. Timing is not important here, as nothing can break your Resonance. Wait till it hits you and get some health back. The tank should then provoke the KK back on them to go on with the kill
If there are minions attacking you; use Barricade (or Immortality) after you used provoke. Barricade is better, since it will prevent all damage, but Immortality can be used if Barricade is on cooldown. This is why you want to keep your adrenaline at 100%, so you can use a defence ultimate to stay alive. If you don't have 100% adrenaline, things get more tricky. Completely focus on the KK (don't use any other abilities that might distract you) and keep your Resonance ready. When it moves backwards to strike, use Resonance immediately and pray that a minion won't break it split second before the attack lands.
You'll get more skilled with timing after a while, so it might be worth it to use resonance more often during the fight. However, you are most likely to mess up a kill if you fail the timing, so be careful with it.
Mage phase (Prayers: Turmoil + Protect from Magic)
Similar story, but with a nice advantage of having a shield. The KK won't use its 1-hit ability on this phase, which means you can use your resonance to absorb the blue balls. You'll need to have a distance between you and the KK, as you'll be stunned when it fires it. Just spam click your resonance and with some luck, you'll be able to have it up before it hits you, giving you a nice 2k hp health boost.
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SOURCE:
http://forums.zybez.net/topic/157128...ht-high-level/
http://runescape.wikia.com/wiki/Kalphite_King
Like always if you are the original owner of said material please ask, and this will be taken down.