Gentlemen, we are so back. Hello, I’m Noob McClure, you may remember me from such unhinged strategies as the Patient Twin Shield Strat found here . In the year since that shining victory, much has happened - I got the max cape (fuck you Sailing) and decided to grow a pair and bring Sol Heredit down to size. All in the name of FashionScape for the Quiver Cape. “But, Ryomen!” you say with a cocksure grin “The Colosseum is not like the Inferno, you HAVE to flick, what if you get a double south spawn?” Dear friends, I tell you now, flicking is an optional mechanic in RuneScape, and by god I will prove it. After 44 deaths, and 54 loot claims, I have my tasty arrow holder. Before we begin, a small disclaimer: This strategy is terrible. I am a massive noob. You shouldn’t thieve yourself of the experience of doing Colosseum properly. You should learn to flick and follow the proper guides properly, you will enjoy RuneScape more that way. Brute force is a dumb method, and only useful for people who are dogshit like me. If you are still here and ready to SlamJam Monsieur Rat Heredit with me, may I humbly present the: “Stack and Run, Fight Only One” Strat Pre Setup: Max your stats, you will need it. Watch all of the guides you can just to understand the fundamentals including: How Fremennik work (they will get you killed a lot in this at the beginning) How reinforcements work and their timing How to step back from Javeliners specials How to change your prayers for Manticores (No, this isn’t flicking) The classic start tile with the move behind the pillar to make sure enemies do not spawn behind you. Knowing what Modifiers do each round. You can safely ignore all parts of the guide that include anything to do with fighting more than one enemy type at one. In the immortal words of T’challa “We don’t do that here”. Highlight every NPC, change their highlight colour to their attack style: Serpent - blue Jaguar - red Javelin - green Manticore - white (all 3 combat styles) Shocker - blue Minotaur - red Mark every NPC true tile ( HUGELY IMPORTANT FOR STACK LEARNING ) Get yourself in the headspace that you are locking your account here, and that you will hate every second of it. (Granted its wildly better than the Inferno, but commitment to being bad at the game requires heavy time and effort) Gear Required: I went through 6 totally different setups to get here - this was the winner. Scythe of Vitur - Not negotiable, you WILL need this DPS at Sol Heredit. “But, Ryomen! What about Noxious?” No sir, you are a noob like me, not only would you need myopia, (rng nonsense) but it just won’t cut the mustard, I do not care what the DPS calc says. Full Justiciar - did you expect anything else? Echo Boots - Prayer, Defence, and this time, the actual recoil effect Lightbearer - Much speccing to be done Barrows Gloves - Defence, Attack, Range, Mage Rada’s blessing 4 - Prayer Bonus Blood Fury - Insanely overpowered for keeping you topped up through the waves, and also the only reason I beat Sol Inferno Cape - For obvious reasons, please refer to my previous guide for help on that one (Fire cape is of course totally fine). Dinh’s Bulwark - That’s my son, that’s my boy Bow of Faerdhinen - Initially I used Tbow, and if you can afford Tbow and Scythe, then do it, however, Bowfa is perfectly fine as this strategy has no time pressure, also, you need no arrow retrieval backpack for this, giving more room for supplies. Crystal Body - For Bowfa DPS increase when you are safe Necklace of Anguish - See Crystal Body for details Sanguinesti Staff - Oooooh that heal is tasty on the melee Fremennik Saradomin Godsword - Good for heals in various moments Elder Maul - Break Sol Heredit’s defence, and you will have a happier time. Phoenix Necklace - There will be moments where you have to slap on mage prayer and run, our boy will protect us in these moments. Inventory: 1 Bastion - Use throughout the 11 waves, don’t be stingy. 2 Super Combat - Use one of them through the 11 waves, keep the other for Sol. 7 Saradomin Brews - Try not to use them TOO loosely, but, absolutely slam chug if you are on 30 hp and need to reposition. This isn’t the Inferno, it doesn’t take 5 days. 8 Super Restores - Use as you will, try to keep some back for Sol but it’s not that big of a deal. 1 Prayer renewal - Use 3 doses through the waves, keep 1 for Sol. 1 Sanfew Serum - For Mantimayhem 2 Something to note: I used to use thralls and death charge here, but the benefit is so tiny, and the inventory space is 2 slots, in the end, the maths was not mathing and I abandoned them. If you like them - go for it. Strategy: Every wave starts on the standard start tile from every guide. You wear full Justiciar, Dinh’s, prime your spec, pray mage and piety. The enemies spawn, run straight behind the pillar, the tile furthest north (still on the east side of the pillar). When the Fremmies close in, smack the ranger, you will always kill him in one. Change to Sang, hit the meleer (If god was willing the Dinh’s damaged him enough to one shot him now, if not, two shot him). Change to Rigour, Bowfa, Crystal body and Anguish, kill the mager. That literally never changes, you will do that every round. Now onto the spice. If you stood on the correct tile, any enemy with be either safely stuck on the opposite side of the pillar (East), or will be South and able to hit you. Even if you have Myopia 3, you will be able to hit and kill them from the tile behind the pillar 4 tiles away from them. Here is the logic flow: Shocker South = best case scenario, totally free Javelin South = Scary but a 50% chance for it to be totally free, Pray range, DPS Manticore South = Stay calm, but its still a 50% chance to solve for free, Pray correctly, DPS Double Shocker South = Still free Double Javelin South = Winnable with Myopia 1 and 2, but 50% chance to have to run Double Manticore = Same as above, but MUCH more stressful Double anything that has different attack styles = Slap on Dinh’s and Justiciar, stick it on block if you are very afraid, and run. The reason its 50% chance is because if the Serpent Mage spawns before the Jaguar/ Minotaur, you will not be flicking it, you will be running. If the Jaguar or Minotaur spawns first, they will be trapped and unable to attack you, thereby giving you all the time you need to kill the other enemies. When you run you have to make a choice, do you want to align the 3x3 enemies perfectly with the pillar, which will allow enemies next to them to slip around the column to be 1v1’d by you. To do this, you need to see where their true tile is. The enemy will always seek to align their true tile with you (a 1x1) so stand on the tile that will place them flush 3 to 3. It will force their compatriots into danger as they slide around and are faced with a 1v1. Alternatively you can stack 2 enemies next to each other (and many behind) by purposefully choosing a tile that is not flush with the pillar, forcing the enemies to crowd behind the pillar, giving you time to think. Do not neglect running to the diagonal pillar, it can heavily reshuffle in an advantageous way. Never flick anything - shuffle and slide the enemies until you can perfectly reliably pray against one enemy type. Use your intelligence to dictate whether you use Bowfa or Scythe, never step out from behind the safe zone. It more or less boils down to just this, with a few small nuances here and there. Nuances: Wiggle back and forth to de-stack the Serpent Shamans, they can screw this up royally. Kill the minotaur first if able, he has a good chance of being able to see the ally he has and heal him. Stand next to the pillar until wave 7, the Jaguar can get around otherwise, after wave 7 you are allowed to be one tile back as the Minotaur can still be safespotted from there. Mage Prayer is the priority generally, but specifically after wave 7; Shockers and shamans will rip you apart. Pray correctly against Manticores when you are SURE you can not get caught by a Shocker or Minotaur. When running between pillars, Shockers and Javeliners will get 2 free attacks, and Manticores will get 1 of they are pre-charged up, 0 if not pre-charged. Make sure you have 50% spec at the end of the wave, you want the Dinh’s for next round. IMPORTANT: DO NOT START A WAVE WITH DINH’S ON BLOCK, CHANGE IT BACK TO PUMMEL, I HAVE DIED MANY TIMES TO THIS! Be very aware of Javeliners sky spear toss, you can think you are safe behind a pillar as you run across, only to be skewered and one shot. You are not immortal in Justiciar and Dinh’s - all it takes is slightly bad luck and you will implode. Sol Heredit Use the L method, sit in the simulator until you can do it. Modifiers You will be reliant on RNG for this run, genuinely, if you get a bad choice of modifiers just take the loot and start again, it’s fine. Overall my winning run took an hour, and was heroic and stressful beyond belief. I cannot recommend this strat to anyone, all it will teach you is how to manipulate, foresee and predict the movement of 3x3 enemies, and you rob yourself of genuinely becoming better at the game. Don’t do it. However… It worked. See you next time I want to ignore prayer flicking in this game. submitted by /u/-Ryomen-
Originally posted by u/-Ryomen- on r/2007scape
