OSRS Zulrah Guide (2026): All 4 Rotations, Gear and Drops
OSRS Zulrah guide: every phase of all 4 rotations, prayer and gear switches, budget-to-max setups, fire-spell rules, drop rates, GP per hour and CAs.

In this guide 14 sections
Quick summary
- You only need Regicide (far enough to reach Port Tyras) to fight Zulrah. The OSRS Wiki recommends 75+ Magic, 80+ Ranged, 70+ Hitpoints and 45+ Prayer.
- Zulrah has four fixed rotations. Phase 2 tells you which one you're in, except Rotations 1 and 2, which split at phase 4.
- Pray Missiles on green, Magic on blue, and step two tiles away from red. Use magic on green and red, and ranged on blue.
- Fire spells get a 50% weakness bonus, but powered staves (Trident, Sanguinesti, Shadow) don't. Some guides get this wrong.
- Each kill gives two rolls at 1/256 on the unique table, so roughly 1/512 for a specific fang, visage or onyx. The pet is 1/4,000 and Jar of Swamp is 1/3,000 (OSRS Wiki).
This OSRS Zulrah guide covers the boss as it plays in 2026, including the 2024 fire weakness and the 2025 change that lets halberds reach it. Rotations, rates and drops come from the OSRS Wiki's Zulrah page and its strategy page. It applies to Old School RuneScape only.
Zulrah requirements and how to get there
| Requirement | Detail |
|---|---|
| Quest | Regicide, to the point of reaching Port Tyras, plus offering yourself as the sacrifice to High Priestess Zul-Harcinqa. Regicide's 56 Agility requirement is the usual blocker; the OSRS Agility guide covers the fastest route |
| Magic | 75+ recommended (Trident of the seas) |
| Ranged | 80+ recommended |
| Hitpoints | 70+ |
| Prayer | 45+ for Eagle Eye, Mystic Might and the protection prayers |
| Construction | 82+ (boostable) for an Ornate rejuvenation pool in your POH, which cures venom and restores prayer and hitpoints |
The Wiki lists these as recommended skills, not hard requirements. The only hard gate is Regicide.
Travel options (OSRS Wiki):
- Zul-andra teleport scroll. The easiest option. Zulrah drops them, and every kill leaves a teleport you can use to go back to the village.
- Fairy ring BJS, then the stepping stones. This needs 76 Agility, which you can boost.
You board the sacrificial boat at the Zul-Andra dock. The only ways out of the shrine are killing Zulrah, teleporting, logging out or dying.
Zulrah forms and prayers
| Form | Zulrah attacks with | Your prayer | Attack it with | Key fact |
|---|---|---|---|---|
| Green (serpentine) | Ranged | Protect from Missiles | Magic | -45 magic defence, +50 ranged defence |
| Red (crimson/magma) | Tail slam on your tile | Any. Move two tiles away | Magic | 20–30 damage and a stun if it hits you |
| Blue (tanzanite) | Mostly Magic, some Ranged | Protect from Magic | Ranged | +300 magic defence, +0 ranged defence |
| Green "Jad" phase | Alternates Ranged and Magic | Switch after every attack | Magic or nothing | Starts with Ranged in Rotations 1 and 2, Magic in 3 and 4 |
Damage to Zulrah is capped at 50 per hit. Its ranged and magic attacks envenom you even when your prayer blocks them, unless they miss. Snakelings spawn from white orbs and hit hard, and venom clouds cover a 3x3 area. Zulrah's attacks can still land after it dies, so keep your prayer up until the loot appears.
How to identify the Zulrah rotation
Every rotation starts with Zulrah green in the middle, spraying four venom clouds and not attacking. Then:
- If phase 2 is blue (tanzanite) in the east, you're in Rotation 4.
- If phase 2 is green in the east, you're in Rotation 3.
- If phase 2 is red in the middle, you're in Rotation 1 or 2. Phase 3 is blue in the middle for both. At phase 4, green in the south means Rotation 1, and green in the west means Rotation 2.
The Wiki recommends learning one rotation at a time. You aren't in combat until phase 2, so you can hop worlds and try again if you don't get the one you're practicing. The Wiki calls Rotation 3 the best one to learn because Rotations 1 and 2 look the same for longer at the start.
All 4 Zulrah rotations, phase by phase
Positions use the OSRS Wiki's names, where south is the far end of the U-shaped island. "Attack with" is your weapon style. These tables follow the Wiki's Zulrah/Strategies page.
Rotation 1 ("Crimson A")
| Phase | Form and position | What Zulrah does | Your prayer | Attack with |
|---|---|---|---|---|
| 1 | Green, middle | 4 venom cloud barrages | Missiles | Magic |
| 2 | Red, middle | 2 tail slams | Any, move | Magic |
| 3 | Blue, middle | 4 magic or ranged attacks | Magic | Ranged |
| 4 | Green, south | 5 ranged, then snakelings and clouds | Missiles | Magic |
| 5 | Red, middle | 2 tail slams | Any, move | Magic |
| 6 | Blue, west | 5 magic or ranged attacks | Magic | Ranged |
| 7 | Green, south | 3 cloud barrages, 4 snakeling orbs | Missiles | Magic |
| 8 | Blue, south | 5 attacks, then snakelings and clouds | Magic | Ranged |
| 9 | Jad: green, west | 10 alternating attacks, ranged first | Switch | Magic, or focus on prayer |
| 10 | Red, middle | 2 tail slams | Any, move | Magic |
| 11 | Green, middle | 5 ranged, 4 cloud barrages | Missiles | Magic |
Rotation 2 ("Crimson B")
| Phase | Form and position | What Zulrah does | Your prayer | Attack with |
|---|---|---|---|---|
| 1 | Green, middle | 4 venom cloud barrages | Missiles | Magic |
| 2 | Red, middle | 2 tail slams | Any, move | Magic |
| 3 | Blue, middle | 4 attacks | Magic | Ranged |
| 4 | Green, west | 3 cloud barrages, 4 snakeling orbs | Missiles | Magic |
| 5 | Blue, south | 5 attacks, then snakelings and clouds | Magic | Ranged |
| 6 | Red, middle | 2 tail slams | Any, move | Magic |
| 7 | Green, east | 5 ranged | Missiles | Magic |
| 8 | Blue, south | 5 attacks, then snakelings and clouds | Magic | Ranged |
| 9 | Jad: green, west | 10 alternating attacks, ranged first | Switch | Magic, or focus on prayer |
| 10 | Red, middle | 2 tail slams | Any, move | Magic |
| 11 | Green, middle | 5 ranged, 4 cloud barrages | Missiles | Magic |
Rotation 3 ("Serp")
| Phase | Form and position | What Zulrah does | Your prayer | Attack with |
|---|---|---|---|---|
| 1 | Green, middle | 4 venom cloud barrages | Missiles | Magic |
| 2 | Green, east | 5 ranged, 3 snakeling orbs | Missiles | Magic |
| 3 | Red, middle | 6 clouds and snakelings, then 2 tail slams | Any, move | Magic |
| 4 | Blue, west | 5 attacks | Magic | Ranged |
| 5 | Green, south | 5 ranged | Missiles | Magic |
| 6 | Blue, east | 5 attacks | Magic | Ranged |
| 7 | Green, middle | 3 cloud barrages, 3 snakeling orbs | Missiles | Magic |
| 8 | Green, west | 5 ranged | Missiles | Magic |
| 9 | Blue, middle | 5 attacks, 2 clouds, 3 snakeling orbs | Magic | Ranged |
| 10 | Jad: green, east | 10 alternating attacks, magic first | Switch | Magic, or focus on prayer |
| 11 | Blue, middle | 4 snakeling orbs | Magic | Ranged |
| 12 | Green, middle | 5 ranged, 4 cloud barrages | Missiles | Magic |
Rotation 4 ("Tanz")
| Phase | Form and position | What Zulrah does | Your prayer | Attack with |
|---|---|---|---|---|
| 1 | Green, middle | 4 venom cloud barrages | Missiles | Magic |
| 2 | Blue, east | 4 snakeling orbs, then 6 attacks | Magic | Ranged |
| 3 | Green, south | 4 ranged, 2 cloud barrages | Missiles | Magic |
| 4 | Blue, west | 4 snakeling orbs, then 4 attacks | Magic | Ranged |
| 5 | Red, middle | 2 tail slams, 2 cloud barrages | Any, move | Magic |
| 6 | Green, east | 4 ranged | Missiles | Magic |
| 7 | Green, south | 6 snakeling orbs, 3 cloud barrages | Missiles | Magic |
| 8 | Blue, west | 5 attacks, 4 snakeling orbs | Magic | Ranged |
| 9 | Green, middle | 4 ranged | Missiles | Magic |
| 10 | Blue, middle | 4 attacks, 3 cloud barrages | Magic | Ranged |
| 11 | Jad: green, east | 8 alternating attacks, magic first | Switch | Magic, or focus on prayer |
| 12 | Blue, middle | 4 snakeling orbs | Magic | Ranged |
| 13 | Green, middle | 5 ranged, 4 cloud barrages | Missiles | Magic |
The Jad phase arrives at about two minutes. If the fight goes past three minutes, the Wiki says Zulrah's green form can start mixing ranged and magic unpredictably, so aim to kill it within the first rotation.
The Zulrah Jad phase
Switch your prayer right after each attack, following the start style for your rotation. Beginners can stop attacking and eating during this phase and just pray. Most early deaths happen here.
Example: You get green in the east at phase 2, so you're in Rotation 3. Your Jad phase will be in the east at phase 10 and start with magic, so turn on Protect from Magic before it surfaces.
Best Zulrah gear by budget
You'll wear magic gear and bring a ranged switch for blue phases. The Twisted bow and Bow of Faerdhinen are strong enough to use on every phase if you want fewer switches (OSRS Wiki).
Magic gear (worn)
| Slot | Max | Mid | Budget |
|---|---|---|---|
| Weapon | Tumeken's shadow / Eye of Ayak | Sanguinesti staff / Harmonised nightmare staff with fire spells | Trident of the swamp / Trident of the seas |
| Shield | Elidinis' ward (f) / Tome of fire (fire spells) | Arcane spirit shield | Malediction ward / Book of darkness |
| Head | Ancestral hat (Slayer helmet (i) on task) | Virtus mask | Serpentine helm / Ahrim's hood |
| Body | Ancestral robe top | Virtus robe top | Ahrim's robetop / Mystic |
| Legs | Ancestral robe bottom | Virtus robe bottom | Ahrim's robeskirt / Mystic |
| Neck | Occult necklace (not with fire spells) | Occult necklace | Amulet of fury |
| Cape | Imbued god cape | Imbued god cape | God cape |
| Gloves | Tormented bracelet | Barrows gloves | Barrows gloves |
| Boots | Eternal boots | Infinity boots | Wizard boots |
| Ring | Magus ring, switching to Ring of suffering for snakelings | Ring of suffering (ri) | Ring of recoil |
Ranged switch (inventory)
| Slot | Max | Mid | Budget |
|---|---|---|---|
| Weapon | Twisted bow | Bow of Faerdhinen with full crystal armour | Toxic blowpipe / Rune crossbow with ruby bolts (e) |
| Body | Masori body (f) | Crystal body | Blessed d'hide body |
| Legs | Masori chaps (f) | Crystal legs | Blessed d'hide chaps |
| Neck | Necklace of anguish | Necklace of anguish | Amulet of fury (keep worn) |
| Cape | Dizana's quiver | Ava's assembler | Ava's accumulator |
Use fire spells properly
Zulrah has a 50% elemental weakness to fire spells, so they're 50% more accurate and deal 50% more damage. Powered staves don't get this bonus. That means a Trident, Sanguinesti staff or Tumeken's shadow just uses its normal stats. The fire setup the Wiki and ironman.guide point to is a Harmonised nightmare staff or Twinflame staff casting fire spells, with a Tome of fire and an Elemental amulet or Amulet of fire.
Zulrah inventory setup
| Item | Budget trip | Mid or max trip |
|---|---|---|
| Ranged switch | Weapon, body, legs, cape (start with 2–3 pieces) | Full switch, 5–6 pieces |
| Anti-venom+ | 1 (skip with a Serpentine helm) | 1 extended anti-venom+ |
| Prayer potions | 2 | 1–2 |
| Combat boosts | Ranging potion, Magic potion | Divine ranging potion, Saturated heart |
| Zul-andra teleport | 1 | 1 |
| Bank teleport | Ring of dueling or Crafting cape | Same |
| Food | Fill with sharks or anglerfish plus karambwans | Fill |
The OSRS Wiki suggests beginners bring fewer switches until they know the phases. Fewer switches leave more room for food. The Prayer drain is light because you only pray one overhead at a time, but the OSRS Prayer guide is worth a look if you still lack the 45 Prayer the wiki recommends.
Zulrah drops and drop rates
| Drop | Rate | Note |
|---|---|---|
| Zulrah's scales | 100–299, always | Also a separate 500-scale drop at 5/249 per roll |
| Tanzanite fang | 1/1,024 per roll | Two rolls per kill |
| Magic fang | 1/1,024 per roll | |
| Serpentine visage | 1/1,024 per roll | |
| Uncut onyx | 1/1,024 per roll | Not exclusive to Zulrah |
| Tanzanite or magma mutagen | ~1/6,554 per kill for each | Cosmetic recolors |
| Jar of Swamp | 1/3,000 | |
| Pet snakeling | 1/4,000 | |
| Elite clue scroll | 1/75 | 1/71 with the elite Combat Achievement rewards |
The Wiki says the unique table is 1/256 per roll with two rolls per kill (from Mod Ash), so about 1/128 for any unique and about 1/512 for a specific one. The rest of the table includes noted runes, herbs, seeds, logs, ores and Zul-andra teleports.
Zulrah GP per hour
The OSRS Wiki's money-making pages list about 1.58M per hour for a standard setup (80+ Ranged, 85+ Magic, 45+ Prayer) and about 2.78M per hour at maximum efficiency (95 Ranged and Magic, 77 Prayer). Both depend on kill speed and current Grand Exchange prices, and most of the value is scales and the four uniques. The OSRS Vorkath guide covers the other common mid-game money boss, and the OSRS money-making guide puts both in context.
Common Zulrah myths, corrected
| Claim you might see | What the OSRS Wiki says |
|---|---|
| "Tumeken's shadow benefits from the fire weakness" | Powered staves don't benefit. Only standard spellbook fire spells do |
| A rotation list where phase 2 is the same for Rotations 1 and 2 but phase 3 differs | Rotations 1 and 2 both go green, red, blue. They split at phase 4 (south or west) |
| "Red form uses melee you can pray against" | It's a typeless tail slam on your tile. Move two tiles away |
| "Blue only uses magic" | Blue uses both, mostly magic. Pray Magic anyway |
What happens if you die at Zulrah
The Priestess Zul-Gwenwynig at the Zul-Andra dock holds your lost items. Reclaiming them is free for your first 50 kills and costs 100,000 coins per death after that (Ultimate Ironmen reclaim for free). If you die unsafely somewhere else before collecting them, they're gone for good (OSRS Wiki). The elite Western Provinces Diary gives you one free daily resurrection in the fight. Killing Zulrah is also a task for the hard Western Provinces Diary, which you need for Elite Void.
Zulrah Combat Achievements
Zulrah has 9 Combat Achievement tasks worth 40 points (OSRS Wiki): one Hard task (Zulrah Adept, your first kill), four Elite tasks including Zulrah Veteran and Zulrah Speed-Trialist, three Master tasks including Zulrah Master and Perfect Zulrah, and one Grandmaster task, Zulrah Speed-Runner. The kill-count tasks come with normal farming. Leave Perfect Zulrah and the speed tasks until the rotations are automatic.
Slayer: Zulrah is a boss task from Konar, Nieve and Duradel. It gives 500 Slayer XP per kill and needs no Slayer level; the OSRS Slayer guide covers how to unlock boss tasks.
Plan your path as a returning, ironman or boosted account
- Returning players: The 50% fire weakness was added after Zulrah's launch, and newer gear like the Eye of Ayak now appears in the Wiki's best setups. Recheck your old Trident and blowpipe plan.
- Ironmen: Start from the budget tier, and wear a Serpentine helm once you have a visage so you can skip anti-venom while you learn.
- Boosted or new mains: Get Regicide done, then learn Rotation 3 by hopping worlds before you try all four. If you have never done a prayer-switching fight, the Fire Cape guide is good practice for the Jad phase. Once Zulrah is routine, the OSRS Maggot King guide covers a newer boss that tests the same switching habits.
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Frequently asked questions
What are the requirements for Zulrah in OSRS? You need to complete Regicide to the point of reaching Port Tyras. The OSRS Wiki also recommends 75+ Magic, 80+ Ranged, 70+ Hitpoints and 45+ Prayer.
How do you tell which Zulrah rotation you're on? Look at phase 2. Blue in the east is Rotation 4, green in the east is Rotation 3, and red in the middle is Rotation 1 or 2. For those two, green in the south at phase 4 means Rotation 1, and green in the west means Rotation 2.
What prayer do you use for each Zulrah form? Use Protect from Missiles on green and Protect from Magic on blue. On red, move two tiles away from your current tile. During the green Jad phase, switch between Missiles and Magic after every attack.
Is Zulrah weak to fire spells? Yes, Zulrah has a 50% weakness to fire spells (added in May 2024). Powered staves like the Trident, Sanguinesti staff and Tumeken's shadow don't get the bonus; you need standard spellbook fire spells, ideally from a Harmonised nightmare staff or Twinflame staff with a Tome of fire.
Is Zulrah worth it for money? For mid-game accounts, usually. The OSRS Wiki lists about 1.58M per hour with a standard setup and about 2.78M at maximum efficiency, with the uniques making up much of the value.
Can you use melee on Zulrah? Only with a halberd, since a May 2025 update. The OSRS Wiki says the Noxious halberd is strong enough for every phase, and the Crystal halberd's special attack is useful for last hits.
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