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OSRS Boss Gear & Inventories

Every boss, three styles, three gear tiers • priced live from the OSRS Wiki GE API • loading prices…

King Black Dragon

Combat level 276 · 240 hitpoints

The original dragon boss. The lair itself is not in the Wilderness, so players cannot attack each other inside it and teleports work normally, but the walk to the lever crosses deep Wilderness and on that walk PKers are a real threat. A private instance costs 50,000 coins. Mechanically simple: dragonfire plus three coloured breaths, all handled by antifire.

Requirements

  • Level 42 Wilderness walk to the lever; the lair itself is not the Wilderness
  • Antifire protection mandatory

Pointers

  • Extended super antifire + anti-dragon shield or DFS. Without antifire his breath hits 65.
  • Protect from Magic is the standard overhead. His magic attack is the most consistent.
  • He also has poison/freeze/shock breaths; antifire covers all of them.
  • The walk in is level 42 Wilderness, where no ordinary teleport works and only your three most valuable items are kept if you die. Bring nothing you'd cry over on that stretch; a death to the dragon itself goes to a gravestone instead.
  • Kill him for the Draconic visage / Dragon pickaxe chance, not the base drops.

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, ranged (Ranged is fastest)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Masori mask (f) sim
  • Cape: Blessed dizana's quiver sim
  • Neck: Necklace of rupture sim
  • Ammo: Seeking dragon arrow sim
  • Weapon: Twisted bow sim
  • Body: Masori body (f) sim
  • Shield: nothing sim
  • Legs: Masori chaps (f) sim
  • Hands: Zaryte vambraces sim
  • Feet: Avernic treads sim
  • Ring: Venator ring sim

Inventory: 3 of 4 rows chosen by the sim, 1 carrying no channel at all.

  • Ranging potion(4) x2 sim
  • Extended super antifire(4) x3 sim
  • Prayer potion(4) x19 sim
  • Max cape ruled

Spellbook: Lunar. Grants Vengeance.

Trip: about 126.32 kills in 51 minutes, limited by prayer.

mid tier, ranged (Ranged is fastest)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Void ranger helm sim
  • Cape: Blessed dizana's quiver sim
  • Neck: Necklace of anguish sim
  • Ammo: Diamond dragon bolts (e) sim
  • Weapon: Dragon hunter crossbow sim
  • Body: Elite void top sim
  • Shield: Twisted buckler sim
  • Legs: Elite void robe sim
  • Hands: Void knight gloves sim
  • Feet: Avernic treads (max) sim
  • Ring: Venator ring sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the neck, weapon 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: 3 of 4 rows chosen by the sim, 1 carrying no channel at all.

  • Ranging potion(4) x2 sim
  • Extended super antifire(4) x2 sim
  • Prayer potion(4) x20 sim
  • Teleport to house (tablet) ruled

Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.

Trip: about 81.17 kills in 47 minutes, limited by prayer.

budget tier, ranged (Ranged is fastest)

Worn gear: 11 of 11 slots chosen by the sim.

  • Head: Void ranger helm sim
  • Cape: Ardougne cloak 3 sim
  • Neck: Necklace of anguish sim
  • Ammo: Diamond dragon bolts (e) sim
  • Weapon: Dragon hunter crossbow sim
  • Body: Elite void top sim
  • Shield: Twisted buckler sim
  • Legs: Elite void robe sim
  • Hands: Void knight gloves sim
  • Feet: Avernic treads sim
  • Ring: Venator ring sim

The model doubts this gear (tied with an identical item, so enumeration order decided): the neck, weapon 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: 3 of 4 rows chosen by the sim, 1 carrying no channel at all.

  • Ranging potion(4) x2 sim
  • Extended super antifire(4) x3 sim
  • Prayer potion(4) x19 sim
  • Ring of dueling(8) ruled

Spellbook: Lunar. Grants Vengeance. Gave up Resurrect Greater Ghost.

Trip: about 81.67 kills in 51 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: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:required (sim): requiredUtilities(): the fight was priced with and without the item and carrying it lowers damage taken. No per-boss table.
  • derived:seedWeapon (sim): the weapon the ascent BEGAN from, taken off the dps-ranked weapon shortlist, or the forced weapon of a multi-start seed. Never off a start loadout.
  • derived:voidSeed (sim): the Void set offered assembled, because an all-or-nothing set effect pays nothing until four slots are right and every single step toward it is a strict loss. The pieces come from VOID_SET in combat.js, the same names its own predicate tests.
  • 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.

King Black Dragon strategies on the OSRS Wiki