Last updated: Nov 28 2024

OSRS Zulrah Guide: Strategies & Gear Setups

OSRS Zulrah Guide: Strategies & Gear Setups

Zulrah is a level 725 snake boss, popularly known as the “money snake”. Killing Zulrah is profitable due to its consistent drops, averaging about 170K GP per kill. Relatively high combat stats and equipment are required to kill Zulrah consistently, but the fight mechanics are not difficult to master. 

 

Killing Zulrah is a task required for the hard Western Provinces Achievement Diary. 

 

Requirements for Fighting Zulrah

questCompletion of Regicide: This unlocks access to Zul-Andra where you can board a boat to Zulrah’s shrine.

 

  • defence70+ defence
  • hitpoints80+ hitpoints
  • prayer icon45+ prayer
  • construction82+ construction (boost for Ornate rejuvenation pool). The pool of refreshments in the Ferox enclave (ring of dueling) is a good alternative if you don’t have this construction level.
  • magic75+ magic (if using magic)
  • ranged80+ ranged (if using ranged)

 

Location of Zulrah

location of Zulrah

Zulrah is at her shrine, east of Zul-Andra. Here are the fastest methods to get here:

  • Zul-andra teleport scroll: This is the fastest method to get to Zulrah. It will take the player directly next to the dock
  • Fairy ring BJS: This teleports the player to a small island west of Zul-Andra. Jump across the stepping stones to get to Zul-Andra; this requires 76 agility).
  • Charter ship: Players can take the charter ship to Port Tyras and then run south to get to Zul-Andra. This requires 3,200 coins (1,600 after completion of Cabin Fever/ring of Charos or 800 with both)

 

Players have to board the sacrificial boat to get to Zulrah’s shrine. Zul-Gwenwynig will prevent the player from boarding until Zul-Harcinqa allows them to be the sacrifice. Players should first speak to Priestess Zul-Harcinqa and offer themselves as the sacrifice, in place of the gnome child, before boarding the boat.

 

On arrival at Zulrah’s shrine, a dialogue appears. As soon as the player continues the dialogue or performs an action, Zulrah will appear. The only way to leave the Shrine is to teleport, log out, die, or kill Zulrah. If a player dies in the shrine, they must pay Priestess Zul-Gwenwynig 100K coins to retrieve all lost items



Magic gear Setup for Zulrah

magic gear setup for Zulrah

Head slot: Ahrim’s hood

Neck slot: Occult necklace

Cape slot: Imbued God cape

Body slot: Ahrim’s robetop

Leg slot: Ahrim’s robeskirt

Weapon slot: Trident of the swamp

Ammo slot: Rada’s blessing 4/arrows

Shield slot:  Mage’s book

Glove slot: Barrows gloves

Boot slot: Eternal boots

Ring slot: Ring of suffering (r): use the ring of recoil if you can’t afford this

 

Inventory Setup for Zulrah for Mage Gear

inventory setup for Zulrah

  • Imbued Heart 
  • 1-2 anti-venom +
  • 1 prayer potion
  • 4+ cooked Karambwan
  • 1 ring of dueling (for Ferox Enclave)
  • Zul-andra teleport
  • Food: fill the rest of the inventory with food for longer trips

 

Ranged gear Setup for Zulrah

ranged gear for Zulrah

Head slot: Armadyl helmet

Neck slot: Necklace of anguish

Cape slot: Ava’s assembler

Body slot: Armadyl chestplate

Leg slot: Armadyl chainskirt

Weapon slot: Toxic blowpipe 

Glove slot: Barrows gloves

Boot slot: Pegasian boots

Ring slot: Ring of suffering (r)

 

Inventory Setup for Zulrah for Ranged Gear

ranged inventory setup for Zulrah

  • Divine ranging potion or Imbued Heart (if you are just maging) 
  • 1-2 anti-venom +
  • 1 prayer potion
  • 4+ cooked Karambwan
  • 1 ring of dueling (for Ferox Enclave)
  • Zul-andra teleport
  • Food: fill the rest of the inventory with food for longer trips

 

Ranged/Magic gear setup for Zulrah 

ranged magic gear setup for Zulrah

Head slot: Void ranger helm

Neck slot: Necklace of anguish

Cape slot: Ava’s assembler

Body slot: Void knight top

Leg slot: Void knight robe

Weapon slot: Toxic blowpipe

Glove slot: Void glove top

Boot slot: Pegasian boots

Ring slot: Ring of suffering (r) 

 

Inventory Setup for Zulrah with Mage/ranged Gear

inventory setup for magic ranged setup for Zulrah

  • Divine ranging potion
  • 1-2 anti-venom +
  • Trident of the swamp, eternal boots, imbued god cape, and occult necklace (for switches)
  • 1 prayer potion
  • 4+ cooked Karambwan
  • 1 ring of dueling (for Ferox Enclave)
  • Zul-andra teleport
  • Food: fill the rest of the inventory with food for longer trips

 

Zulrah’s forms

Zulrah will dive into the swamp and re-emerge in a different form several times during the fight.  Each form has a different attack style and is weak to different attacks. If Zulrah is struck just as it dives, the hit will register shortly after it resurfaces. 

 

Serpentine form

zulrah serpentine form

In this form, Zulrah is weak to magic attacks and will attack with ranged except during the Jad phase. Zulrah’s combat stats in this form are -45 magic defence and +50 ranged defence. 

 

When facing this form, you should pray against ranged and switch to a magic weapon.

 

Magma form

magma Zulrah form

Zulrah’s magma form will attack with Melee. It will stare at a position, then whip its tail at that area after a few seconds. If a player gets hit by this attack, they will take up to 30 damage and be stunned for several seconds., Zulrah is still weak to magic attacks as she has +0 magic defence and +300 ranged defence in this form. 

 

When facing this form, watch where Zulrah stares, as it might not always be where you are. If it stares at your location, move; if not, remain in your position and continue to attack it with magic.

 

Tanzanite Form

tanzanite form Zulrah

In this form, Zulrah will attack with magic and ranged randomly, but it uses magic attacks more often. While in this form, Zulrah is weak to ranged attacks and has +300 magic defence and +0 ranged defence.

 

When facing this form, protect from magic and attack it with ranged. 

 

Jad Phase

Depending on the rotation, Zulrah will switch to its Jad phase in her 9th (rotation 1 and 2), 10th (rotation 3), or 11th phase (rotation 4). During this phase, it will repeatedly do a ranged and then a magic attack. To prevent damage, you should switch protection prayers accordingly right after the previous hit.

 

Zulrah’s Special attacks

 

Snakelings

snakelings

These are summoned several times during the fight with Zulrah. 2 different snakelings can appear: 

Melee and Magic Snakeling. They both are level 90, have a max hit of 15, and have only one hitpoint. The magic Snakeling can also shoot out venom. These snakelings will automatically die if Zulrah is killed or if they stay for more than 40 seconds, whether in combat with the player or not.

 

It is highly recommended to wear a ring of recoil or a ring of suffering to kill the snakelings. You should not worry about the Snakelings if you wear any of these rings.

 

Venom Clouds

venom clouds

During the fight, Zulrah will release dark green clouds around her shrine. Players who stand in any of the clouds will get damaged varying amounts per tick. Depending on the form and location of Zulrah, there are certain positions players should be in to prevent standing in these clouds, and sometimes players have to run into these clouds to reposition themselves. Note that these clouds inflict venom damage but do not envenom the player.

 

Strategy for Killing Zulrah

Zulrah is immune to melee attacks and will take damage from ranged and magic attacks. At the beginning of the fight, Zulrah will always be in serpentine form in the middle of the shrine, and it won’t directly attack the player yet, instead, it will fill all parts of her shrine with venom except the tips of the east and west sides. The best spot to start the fight is at the tip of the west side. The venom clouds won’t reach you there, and you will be close to Zulrah when she enters the swamp and re-emerges for the next phase.

 

Zulrah will begin in one of four possible rotations. Each rotation shows Zulrah’s phases as shown below, allowing players to switch attack styles and prayer quickly before the next phase emerges. Each rotation lasts about 3 minutes, then Zulrah will begin a new one. At the end of every rotation, it will once again appear in the middle of the shrine in its serpentine form but this time, it will attack with ranged attacks before filling the area with venom clouds. 

 

The summary of the fight is to attack Zulrah with the attack style she is weak to, Use correct protection prayer, and move to safe spots based on her phase in the rotation

 

Tile marker Plugin

The tile marker plugin allows players to mark any tile they want. This is quite useful when facing Zulrah as it will enable players to mark tiles they are supposed to stand on to be safe from the venom clouds.

 

Zulrah’s Rotations

These rotations show Zulrah's form and location (phase) at every point during the fight. It also shows the best tile to stand on for every form, to prevent damage from the venom clouds. Zulrah’s second or fourth phase will show you her rotation for the entire fight.

 

Zulrah Helper on Runelite

zulrah helper

The Zulrah helper plugin is essential for fighting Zulrah. Instead of memorizing the rotations or keeping a browser window open during the fight, the plugin will show you Zulrah’s current and next phase with the safest position to stand, as shown in the images. You need to select Zulrah’s second or fourth phase for it to predict the rest accurately.

 

Rotation 1

  • Phase 1: Zulrah appears in the middle in its serpentine form, releasing 4 venom cloud barrages.
  • Phase 2: Middle position, magma form, attacking twice with Melee.
  • Phase 3: Middle position, tanzanite form, attacking 4 times with Magic and/or Ranged.
  • Phase 4: South position, serpentine form, attacking 5 times with Ranged, followed by 2 snakeling orbs and 2 more venom cloud barrages.
  • Phase 5: Middle position, magma form, attacking twice with Melee.
  • Phase 6: West position, tanzanite form, attacking 5 times with Magic and/or Ranged.
  • Phase 7: South position, serpentine form, releasing 3 venom cloud barrages, followed by 4 snakeling orbs.
  • Phase 8: South position, tanzanite form, attacking 5 times with Magic and Ranged, followed by an alternating series of 5 snakeling orbs and venom cloud barrages.
  • Phase 9 (Jad phase): West position, serpentine form, alternating Ranged and Magic attacks 10 times, starting with Ranged, then releasing 4 venom cloud barrages.
  • Phase 10: Middle position, magma form, attacking twice with Melee.
  • Phase 11: Middle position, serpentine form, attacking 5 times with Ranged, followed by 4 venom cloud barrages.

Rotation 2

  • Phase 1: Middle position, serpentine form, releasing 4 venom cloud barrages.
  • Phase 2: Middle position, magma form, attacking twice with Melee.
  • Phase 3: Middle position, tanzanite form, attacking 4 times with Magic and/or Ranged.
  • Phase 4: West position, serpentine form, releasing 3 venom cloud barrages, followed by 4 snakeling orbs.
  • Phase 5: South position, tanzanite form, attacking 5 times with Magic and/or Ranged, followed by 2 snakeling orbs, 2 venom cloud barrages, and 2 more snakeling orbs.
  • Phase 6: Middle position, magma form, attacking twice with Melee.
  • Phase 7: East position, serpentine form, attacking 5 times with Ranged.
  • Phase 8: South position, tanzanite form, attacking 5 times with Magic and/or Ranged, followed by an alternating series of 5 snakeling orbs and venom cloud barrages.
  • Phase 9 (Jad phase): West position, serpentine form, alternating Ranged and Magic attacks 10 times, starting with Ranged, then releasing 4 venom cloud barrages.
  • Phase 10: Middle position, magma form, attacking twice with Melee.
  • Phase 11: Middle position, serpentine form, attacking 5 times with Ranged, followed by 4 venom cloud barrages.

Rotation 3

  • Phase 1: Middle, serpentine form - releases 4 venom cloud barrages.
  • Phase 2: East, serpentine form - attacks with Ranged 5 times, followed by 3 snakeling orbs.
  • Phase 3: Middle, magma form - releases a mix of 6 venom clouds and snakeling orbs, then attacks twice with Melee.
  • Phase 4: West, tanzanite form - attacks with Magic and/or Ranged 5 times.
  • Phase 5: South, serpentine form - attacks with Ranged 5 times.
  • Phase 6: East, tanzanite form - attacks with Magic and/or Ranged 5 times.
  • Phase 7: Middle, serpentine form - releases 3 venom clouds, followed by 3 snakeling orbs.
  • Phase 8: West, serpentine form - attacks with Ranged 5 times.
  • Phase 9: Middle, tanzanite form - attacks with Magic and/or Ranged 5 times, followed by 2 venom clouds and 3 snakeling orbs.
  • Phase 10 (Jad phase): East, serpentine form - alternates between Magic and Ranged 10 times, starting with Magic.
  • Phase 11: Middle, tanzanite form - releases 4 snakeling orbs.
  • Phase 12: Middle, serpentine form - attacks with Ranged 5 times, followed by 4 venom clouds.

Rotation 4

  • Phase 1: Middle, serpentine form - releases 4 venom clouds.
  • Phase 2: East, tanzanite form - releases 4 snakeling orbs, then attacks with Magic and/or Ranged 6 times.
  • Phase 3: South, serpentine form - attacks with Ranged 4 times, followed by 2 venom clouds.
  • Phase 4: West, tanzanite form - releases 4 snakeling orbs, then attacks with Magic and/or Ranged 4 times.
  • Phase 5: Middle, magma form - attacks twice with Melee, followed by 2 venom clouds.
  • Phase 6: Middle, serpentine form - attacks with Ranged 4 times.
  • Phase 7: South, serpentine form - releases 6 snakeling orbs, followed by 3 venom clouds.
  • Phase 8: West, tanzanite form - attacks with Magic and/or Ranged 5 times, followed by 4 snakeling orbs.
  • Phase 9: Middle, serpentine form - attacks with Ranged 4 times.
  • Phase 10: Middle, tanzanite form - attacks with Magic and/or Ranged 4 times, followed by 3 venom clouds.
  • Phase 11 (Jad phase): East, serpentine form - alternates between Magic and Ranged 8 times, starting with Magic.
  • Phase 12: Middle, tanzanite form - attacks with Magic and/or Ranged 4 times.
  • Phase 13: Middle, serpentine form - attacks with Ranged 5 times, followed by 4 venom clouds.

 

GP per hour from Zulrah

While using the recommended armour and stats above, experienced players can kill Zulrah 20 times per hour. This results in a profit of 2.4M GP after the cost of teleports, potions, runes, and food have been deducted. This profit almost doubles to about 5.1M when using maximum gear and stats.

 

Drops from Zulrah

100% drops
zulrah scales100-299 Zulrah’s scales 

Unique drops
tanzanite fangsTanzanite fang (2 x 1/1,024), Magic fang (2 x 1/1,024), Serpentine visage (2 x 1/1,024), and Uncut Onyx (2 x 1/1,024)

Mutagens
tanzanite mutagenTanzanite mutagen (2 × 1/13,106), magma mutagenMagma mutagen (2 × 1/13,106)

weaponWeapons and Armour
10 Battlestaff (noted) (2 × 1/24.8), Dragon med helm (2 × 1/124), Dragon halberd (1 × 1/124)

runesRunes
300 Death rune (2 × 1/20.67), 200 Law rune (2 × 1/20.67), 500 Chaos rune (2 × 1/20.67)

herbsHerbs
10 Snapdragon (noted) (2 × 1/124), 30 Dwarf weed (noted) (2 × 1/124), 25 Toadflax (noted) (2 × 1/124), 10 Lantadyme (noted) (2 × 1/124)

seedsSeeds
1 Palm tree seed (2 × 1/41.33), 1 Papaya tree seed (2 × 1/41.33), 1 Calquat tree seed (2 × 1/41.33), 1 Magic seed (2 × 1/62), 1 Toadflax seed (2 × 1/62), 1 Snapdragon seed (2 × 1/124), 1 Dwarf weed seed (2 × 1/124), 1 Torstol seed (2 × 1/124), 1 Spirit seed (2 × 1/248).

oresOres and Resources
2 Runite ore (2 × 1/22.58), 2 Pure essence (2 × 1/124), 1,000 Flax (2 × 1/124), 5 Yew logs (2 × 1/124), 20 Adamantite bar (2 × 1/124), 20 Coal (2 × 1/124), 2 Dragon bones (2 × 1/124), 10 Mahogany logs (2 × 1/124)

Other
4 Zul-andra teleport (2 × 1/16.38), 35 Manta ray (noted) (2 × 1/12.8), 10 Antidote++ (4) (noted) (2 × 1/16.38), 250 Dragonstone bolt tips (2 × 1/33), 20 Grapes (2 × 1/33), 2 Coconut (2 × 1/33), 20 Swamp tar (2 × 1/33), 50 Zulrah's scales (2 × 1/19.2)

Dragon helmRare Drop Table
Nothing (2 × 1/151.9), 3,000 Coins (2 × 1/168), 1 Loop half of key (2 × 1/175), 1 Tooth half of key (2 × 1/175), 1 Uncut sapphire (2 × 1/175), 1 Rune bar (2 × 1/70.54), 1 Nature rune (67) (2 × 1/71.29), 1 Rune 2h sword (2 × 1/147.17), 1 Rune battleaxe (2 × 1/147.17), 1 Uncut emerald (2 × 1/147.17), 1 Death rune (45) (2 × 1/147.17), 1 Blood rune (36) (2 × 1/147.17), 1 Rune arrow (42) (2 × 1/147.17), 1 Adamant javelin (15) (2 × 1/147.17), 1 Rune sq shield (2 × 1/147.17), 1 Dragonstone (2 × 1/147.17), 100 Silver ore (noted) (2 × 1/147.17), 1 Uncut ruby (2 × 1/147.17), 1 Rune kiteshield (2 × 1/147.17), 1 Dragon med helm (2 × 1/147.17), 1 Rune spear (2 × 1/147.17), 1 Shield left half (2 × 1/16,384), 1 Dragon spear (2 × 1/5,461), 1 Uncut diamond (2 × 1/5,461), 1 Rune javelin (2 × 1/2,574)

Tertiary drops
Brimstone keyBrimstone key (1/50), Clue scroll (elite) (1/75), Jar of swamp (1/3000), Pet Snakeling (1/4,000)





About Author

Petecleff13

Petecleff13 is a passionate writer who has authored hundreds of articles in many areas throughout the years. He has also played OSRS with several account builds for over 5 years. He uses his passion for playing OSRS and writing to provide informative guides for both novice and experienced OSRS players. He is originally from South Africa and joined LuckyCharmGold as an Author in 2020.

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