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Compare 36 bosses and encounters by difficulty, attention, risk and account fit. Profit fields remain editable until a verified drop model is connected.
Showing 36 of 36

Alchemical Hydra
A high-level Slayer boss with four chemical phases, floor hazards and a strict attack-count rhythm.

Amoxliatl
An icy solo boss where crush damage, Protect from Magic and clear movement prevent the arena from filling with damaging pools.

Araxxor
A high-level araxyte Slayer boss using melee positioning, egg control and a choice between collecting or destroying the corpse.
Barrows
A six-brother PvM run that combines short crypt fights, a prayer-draining tunnel and a configurable reward chest route.

Branda the Fire Queen
The fiery half of the Royal Titans encounter, pairing readable fire hazards with combat-style checks and Eldric's pressure.

Brutus
A low-level free-to-play boss in the Lumbridge cow field that teaches movement against alternating charge and stomp attacks.

Cerberus
A hellhound Slayer boss whose ghosts, lava pools and prayer management can punish every missed cue.

Commander Zilyana
A fast God Wars boss commonly controlled by kiting while her bodyguards apply pressure from every combat style.

Corrupted Gauntlet
The faster, harder Gauntlet variant with less preparation time, stronger enemies and a far more punishing Corrupted Hunllef.

Dagannoth Kings
Rex, Prime and Supreme form a three-style encounter that can be learned one king at a time or managed as a full rotation.

Demonic Brutus
The hard-mode Brutus encounter adds four-part ghost sequences, faster thresholds and a second phase with overhead-prayer projectiles.

Doom of Mokhaiotl
A high-level delve boss where protection-prayer projectiles, demonbane larva switches and the decision to claim or risk rewards define each run.

Duke Sucellus
Prepare the arena efficiently, learn Duke's attack rhythm, and make every melee cycle predictable.

Eldric the Ice King
The icy half of the Royal Titans encounter, designed around clear combat-style responses and coordination with Branda.

General Graardor
The Bandos general is a direct but punishing God Wars encounter with strong ranged pressure from his bodyguards.

Giant Mole
An accessible boss focused on locating burrows and maintaining damage, with Falador shields making tracking much easier.

K'ril Tsutsaroth
The Zamorakian God Wars general, fought with a team, demonbane melee or practiced solo kiting methods.

Kraken
A low-intensity Magic Slayer boss with simple tentacle activation, steady trips and a high task requirement.

Kree'arra
A Ranged-focused God Wars boss where protection, positioning and managing three bodyguards determine trip length.

Mad Angel
A repeatable crush-focused Wyrmscraig boss where side-step cleaves, reflected light and timed Magic protection decide the kill.

Maggot King
A high-level solo encounter in Vampyrium that alternates Ranged and Magic pressure, punishes overhead prayers during screeches and demands crush melee for its punish windows.

Moons of Peril
A three-boss dungeon loop featuring the Blood, Blue and Eclipse Moons, with supplies gathered inside the encounter area.

Nex
A high-level Ancient Prison group boss with five phases, dangerous team positioning and valuable rare rewards.

Phantom Muspah
Control both forms, manage the prayer shield, and build a clean movement pattern for repeatable solo kills.

Phosani's Nightmare
A demanding solo Nightmare variant with fast prayer reactions, strict movement and little room for repeated mistakes.

Scurrius
An approachable mechanics trainer with prayer cues, falling debris and rat spawns, suitable for solo or group learning.

Shellbane Gryphon
A solo Slayer boss on the Great Conch where a tortugan shield, heavy equipped weight and controlled whirlwind placement matter more than Magic gear.

The Gauntlet
A self-contained preparation and Hunllef encounter where route planning, resource collection and prayer switches matter more than bank value.

The Hueycoatl
A cooperative mountain boss with moving phases, tail damage checks and a final head phase designed for small groups.

The Leviathan
A Ranged Desert Treasure II boss where attack speed builds until the player uses shadow magic to create a reset window.

The Nightmare
A scalable group encounter using crush melee on the boss, Magic on pillars and coordinated responses to repeated mechanics.

The Whisperer
A Magic-only Desert Treasure II boss centered on sanity management, precise movement and fast prayer reactions.

Vardorvis
A fast solo melee encounter where positioning and repeatable reactions matter more as Vardorvis loses health.

Vorkath
A complete Dragon Slayer II boss resource with gear paths, repeatable mechanics and an editable profit calculator.

Yama
A high-intensity demon encounter for solo or duo play that rewards coordinated melee and magic gear, movement and role awareness.

Zulrah
Learn the three forms, build a manageable switch, and turn Zulrah's rotations into a repeatable routine.
