This is a guide to defeating Kree’arra, the Armadyl-aligned general in the God Wars Dungeon.
As Kree’arra is airborne, regular melee attacks will not work; instead, Ranged or Magic must be used to fight him. A salamander is the only melee option.
Kree’arra and his minions count toward aviansie Slayer tasks; Slayer helm (i) and black mask (i) both give the 15% accuracy and damage boost to those on task.
Requirements
Quest requirements
- Death Plateau and Troll Stronghold to the point where you defeat Dad.
Other requirements
- 40 Armadyl Kill count in the godwars dungeon (lower with varying tiers of Combat Achievements) or an Ecumenical key
- A crossbow of any type
- Mithril grapple.
Suggested skills
85+ (Required, 100+ Recommended)
70+ (80+ Recommended)
70+ (80+ Recommended)
92+ (Blood Barrage)
70+ (80+ Recommended)
44+ (Eagle Eye)
Strategy
General Strategy
When starting a trip at Kree’arra, many players prefer using an ecumenical key to skip kill count, as Armadylean kill count is very slow and requires the use of prayer. Kree’arra is also commonly killed on a Slayer task of Aviansie, so skipping kill count is even more desirable in this case as the player will progress their slayer task if they kill Aviansie for kill count, reducing the overall number of Kree’arra that can be killed on-task.
Kree’arra, unlike the other generals, utilises all three forms of combat. By default, he attacks with ranged and magic. The ranged attack consists of grey dust tornadoes, while the magic attack is a blue dust tornado. Kree’arra’s magic attack is classified as ranged magic, meaning that its accuracy rolls against the player’s ranged defence bonuses, rather than magic.[1] The ranged attack can deal up to 71 damage, while his magic attack deals up to 21. Both of these attacks hit all players in the room, and can knock the player back a tile unless they are standing in the corners of the chamber. It is important to keep Protect from Missiles on at all times while Kree’arra is alive, or players will likely meet a swift death.
Should Kree’arra not be targeted, he will go up to his target and swipe his talons at them, dealing up to 26 damage.
Kree’arra has three bodyguards; Flight Kilisa, Wingman Skree and Flockleader Geerin, who use melee, magic and ranged respectively, capable of dealing up to 15, 16 and 25 damage respectively. Only Kilisa will be a threat, as Skree is generally inaccurate and the player is protected from Geerin’s attacks.
When killed, Kree’arra and his bodyguards will drop bones, which can be converted into peaches with bones to peaches tablets. Peaches heal for 8 health, so the player can heal for 32 health after each encounter with Kree’arra and his bodyguards. The bodyguards occasionally drop two manta rays or three mushroom potatoes, which heal for 44 and 60 health respectively. These should be juggled if inventory is full.
Regardless of the method used, it is recommended to bring a staff that can autocast ancient spells to heal larger amounts after Kree’arra dies, conserving food for later kills.
Tumeken’s Shadow
Tumeken’s shadow, with its passive effect enhancing powerful magic gear, is the strongest weapon for conventional methods of killing Kree’arra, and it is far cheaper and more efficient than throwing chinchompas. Additionally, the combination of Blood barrage to heal off the bodyguards and the special attack of an Eldritch nightmare staff, especially with the reduced cooldown granted by the Lightbearer, can allow players to remain in Kree’arra’s lair indefinitely, limited only by runes and weapon charges.
However, it should be noted that this strategy requires essentially max magic gear. Even a single downgrade from an Ancestral robe top to an Ahrim’s robetop for example will dramatically impact kill times and trip length, due to the multiplying effect Tumeken’s shadow has on the magic stat bonuses of other pieces of equipment. Therefore, if the player is missing two or more pieces of best-in-slot magic equipment, it is not recommended to use this method.
As ancestral armour has less defence bonuses than conventional ranged options, players will take more damage from Kree’arra’s magic attacks and Kilisa. It is recommended to freeze Kilisa whenever possible and go under Kree’arra after every attack made, as he attacks on a 3 tick cycle compared to the staff’s 5 tick cycle.
Chinchompas
Because of Kree’arra’s exceptionally high defensive stats, one of the most effective ways to kill him is by dealing indirect damage using red or black chinchompas. Hitting Kree’arra directly is significantly harder compared to the other generals with most weapons. Chinchompas roll accuracy based on the player’s current target; if the hit is successful, then all other monsters in range will generally take damage regardless of their Defence level and bonuses. This method is primarily preferred for players without access to strong weapons such as a Bow of faerdhinen.
To utilise the chinchompa method, the player must have both targets near or directly on each other. Monsters with a size of 2×2 tiles or larger have their hitboxes placed on the south-western most tile, which is also where any items dropped upon their death will appear.
It is important that when utilising the chinchompa method, Kree’arra must be targeted off-tick (when the player is not attacking); otherwise, he will attempt to use Melee; Medium Fuse has the same attack rate as Kree’arra. To achieve this, simply left-click Kree’arra after throwing a chinchompa at Flight Kilisa, and then left-click Kilisa again just before your next attack. Repeating this cycle will ensure you take no melee damage from Kree’arra during the fight.
When an untouched room is entered, Kree’arra and his minions will be wandering around. Players should move to the south-western corner of the chamber to line up both Kree’arra and Kilisa. The player throws the chinchompas at Kilisa, allowing the chinchompas to damage Kree’arra in the process. Kilisa will clearly die before Kree’arra does at the start of the encounter, so switch to your crossbow or bow to kill Kree’arra while waiting for Kilisa to respawn, if she does so. On rapid, a crossbow will fire at a rate of 5 ticks (3.0 seconds), a twisted bow 5 ticks (3.0 seconds) and a bow of faerdhinen 4 ticks (2.4 seconds), so walk under Kree’arra after every attack to reduce the frequency of his own attacks.
When the room is cleared and Kree’arra respawns, when he attempts to melee the player, his hitboxes will also collide with Geerin, allowing chinchompas to be used on both of them for equal effect. The primary advantage of two chinchompa targets allows players to maintain more consistent damage, although there are also a few disadvantages in doing so; if the player’s reflexes are too slow, Kree’arra will move out of the chinchompa’s AoE, forcing the player to fully lure Kree’arra onto Kilisa and reducing the overall amount of health healed if Geerin does not respawn before Kree’arra dies.
When Kree’arra dies, switch to your toxic blowpipe and kill off Skree. Kilisa and Geerin can be stacked for Blood Barrage, unless Kilisa is dead or on low health, in which the player should use Blood Blitz on Geerin instead. Geerin and Skree will generally attack on different ticks (as Skree spawns all the way to the east, out of visible range when standing on the western edge), allowing their attacks to be flicked. It is also possible to flick all three bodyguards’ attacks if they attack on different ticks, which saves even more food.
Team
In team encounters, all players will take damage from Kree’arra’s attacks, so there is no designated tank. Due to the extra players, chinchompas are unnecessary and players should bring their best ranged weapon.
Equipment
Tumeken’s shadow is currently the only weapon capable of killing Kree’arra directly that is competitive with the more eclectic chinchompas method. Note that it is dramatically more effective than any other magic weapon in this encounter, dealing roughly three times as much damage as the next strongest option. As such, no other magic weapons are recommended for killing Kree’arra directly.
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Inventory
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- Eldritch nightmare staff to autocast Ancient Magicks or something else such as a Kodai wand or Blood ancient sceptre
- The eldritch nightmare staff not only autocasts Ancient Magicks, but also has a special attack that restores Prayer which can be used on the melee or ranged minion
- Elidinis’ ward (f) to pair with the Ancient Magick switch
- Ecumenical key to get into the room
- 3-5 Saradomin brews
- 5-7 super restores
- High-healing food such as anglerfish or manta rays
- Any crossbow with a mith grapple to get to the lair, if not already using a crossbow
- One-click teleport
- Rune pouch with necessary runes to cast Blood Barrage to heal off the minions and ice spells to freeze Flight Kilisa.
- Imbued heart or its saturated version to boost Magic level.
- Any necessary god items[a] and/or secondary bolt if using any (optional)
- Trollheim Teleport[b]