Dagannoth Supreme
Combat level 303 · 255 hitpoints
The ranged king, and the one you cannot fight on your own. His stab, slash and crush defences are 10 against a ranged defence of 550, so melee is the answer by a distance. He drops the Archers ring and the Seercull. See the Dagannoth Kings page for the tribrid trip that kills all three.
Requirements
- Horror from the Deep
- Waterbirth Island access
- 70+ Attack and Strength
Pointers
- This page is not a solo method and the model does not price it as one. The wiki gives Rex and Prime a dedicated section and an equipment tab each; Supreme gets neither, and it says his spawn location makes it more likely that a second or third king will notice you, so starting with Supreme is typically the most difficult option.
- So every trip here is charged damage from all three kings plus the Spinolyps, which is what the page describes rather than a worst case: on entering the lair you can be targeted by any amount of kings at the same time.
- The counterweight the page offers is that you will typically take very little damage even if all three kings attack you at once, and Supreme himself is the second weakest hitter (max hit 30).
- One overhead cannot cover three kings that each use a different style, so the realistic answer here is to kill Supreme fast, and the page suggests doing it after Prime so both are not on you at once.
- Supreme is very close to Prime and Rex, which is the same sentence that says melee is his answer, so the position that lets you hit him is the position the others reach.
- The kill is a small part of the cycle: a king respawns 150 ticks (90 seconds) after it dies, and a single-king trip spends most of that waiting.
What the sim brings here
Every worn slot and every inventory row below is the combat simulation's own output, at the style it ranks fastest for each account tier. Each line carries the channel that chose it: sim means the model solved it, and inherited means the value came through from the hand-authored loadout the solver starts from. Riding through a generator does not make a value derived, so those are marked rather than presented as the model's answer. A line marked unattributed carries a channel the model's own vocabulary no longer declares, so no word is put on it at all rather than one being read off the channel's spelling. Where the model has not answered a row, its own refusal is printed instead; where it has answered a row it doubts, the answer is printed with the doubt attached rather than withheld.
max tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: nothing sim
- Weapon: Dual macuahuitl sim
- Body: Torva platebody sim
- Shield: nothing sim
- Legs: Inquisitor's plateskirt sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the head, body slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 4 of 5 rows chosen by the sim, 1 carrying no channel at all.
- Super combat potion(4) sim
- Zamorak brew(4) x2 sim
- Saradomin brew(4) x3 sim
- Max cape ruled
- Waterbirth teleport (tablet) sim
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.31 kills in 2 minutes, limited by food.
mid tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Inquisitor's great helm sim
- Cape: Infernal cape sim
- Neck: Amulet of torture sim
- Ammo: nothing sim
- Weapon: Dual macuahuitl sim
- Body: Inquisitor's hauberk sim
- Shield: nothing sim
- Legs: Inquisitor's plateskirt sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the neck slot holds an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 5 of 6 rows chosen by the sim, 1 carrying no channel at all.
- Divine super combat potion(4) sim
- Zamorak brew(4) x7 sim
- Saradomin brew(4) x14 sim
- Cooked moonlight antelope sim
- Teleport to house (tablet) ruled
- Waterbirth teleport (tablet) sim
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.59 kills in 3 minutes, limited by food.
budget tier, melee (Melee is fastest)
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Inquisitor's great helm sim
- Cape: Obsidian cape (r) sim
- Neck: Amulet of strength sim
- Ammo: nothing sim
- Weapon: Dual macuahuitl sim
- Body: Inquisitor's hauberk sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Barrows gloves sim
- Feet: Avernic treads sim
- Ring: Ultor ring sim
The model doubts this gear (tied with an identical item, so enumeration order decided): the cape, neck slots each hold an item the model cannot tell apart from an alternative the search could equally have taken, re-scored identical in this row's own bag. Enumeration order decided it, so the sim had NO REASON; that is not the same as the pick being wrong. SOLVED_GEAR_TIES names them.
Inventory: 4 of 5 rows chosen by the sim, 1 carrying no channel at all.
- Super combat potion(4) x5 sim
- Zamorak brew(4) sim
- Saradomin brew(4) x6 sim
- Ring of dueling(8) ruled
- Waterbirth teleport (tablet) sim
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.16 kills in 2 minutes, limited by prayer.
What each of those badges means
- derived:ascent (sim): an accepted coordinate-ascent move: betterThan() preferred this candidate over the incumbent under the row objective and band. The weapon+ammo+shield pairing and the crystal set arrive here too, because both are offered to the same acceptance test.
- derived:cheapestEqual (sim): cheapestOfEquals(): at budget, an exactly-tied cheaper item replaced the one in this slot. It changes the price and, by construction, not the score.
- derived:composed (sim): balanceInventory() sized this row from the derived supply menu. The menu enumerates CONSUMABLES and narrows by style, tier and price; it is not the authored bag.
- derived:empty (sim): the finished loadout leaves this slot EMPTY, and that is an ANSWER rather than a gap: a two-handed weapon forfeits the shield and a weapon that stores its own ammunition frees the ammo slot. Recorded so a null slot is never read as unprovenanced.
- derived:obtainable (sim): canonicaliseObtainable(): the finished loadout named a variant the model cannot state a route to, and this pass swapped it for the obtainable equal.
- derived:travel (sim): travelPlan(): the way IN, ranked out of the derived transport graph against this account's own unlocks, rather than copied from whatever a human typed. The way OUT is a separate channel (`ruled:escape`) because it is a typed choice, not a ranking.
- ruled:escape (ruled): escapeLeg(): the way OUT, taken from the typed per-tier table ESCAPE_PLAN and judged against the account, with nothing substituted and no fallback ladder. The ACCOUNT CHECK is a derivation; the CHOICE of item is not, so this is not a `derived:` channel. ESCAPE_PLAN carries no attributedTo field (PROVENANCE_BACKLOG: silent-and-unattributed), so this channel does not claim one either.
Other pages for this encounter
- Dagannoth Kings (the whole encounter)
- Dagannoth Prime (just this one)
- Dagannoth Rex (just this one)