Necromancer Guide

Bosses guide · Updated September 2025

The Necromancer is the custom magic boss at 2271, 5519 - a Kronos port that plays like a condensed raid fight: prayer checks, summon phases, stat drains, and meteor barrages that force constant movement.

It is one of the harder single-boss mechanics on the server: every attack roll picks from a three-option table that punishes predictable play.

The attack table

Each attack the Necromancer rolls 1-8: Corrupted Surge on 1-4 (a magic hit that ignores your prayer if you are not protecting magic, or hits quarter damage if you are), Corruption on 5-6 (drains 5% of your prayer), and Dark Flames on 7-8 (burns 75% of your base defence level - a nasty stat drain).

Surges also fire an invisible Ice Blitz that freezes you in place for 30 seconds - the freeze sets up the meteor phases.

Necrominions and meteors

The Necrominion summons launch 7-8 tiles away on a cooldown - adds that run at you while the boss keeps casting. Kill them quickly; they stack with the meteor phases into real pressure.

Below 75%, 50%, and 25% HP the Necromancer rains a meteor barrage - one per two ticks, each dealing 99% of your max HP if you are standing on the landing tile. The counter is absolute: move the moment a meteor telegraphs, because the freeze from Corrupted Surge can pin you in place.

How to approach it

  • Protect-from-magic mandatory - the surge is the primary damage.
  • Stamina or teleport methods - the freeze punishes standing still.
  • Kill Necrominions on spawn - they compound.
  • Expect the meteor check at each health threshold.

The drops

The Necromancer's table is resolved below from live drop data - every tradeable linked to the GE.

Gear and survival notes

Protect-from-magic is mandatory - Corrupted Surge is his primary damage output and it only quarter-damages through the overhead. Stamina or a teleport-out method is the second requirement: the Ice Blitz freeze is what kills people during meteor phases.

Stat-restores matter more here than most bosses - the Dark Flames defence drain compounds over a long kill, so bring a super restore or two to keep your defence honest.

  • Magic overhead from the first attack roll.
  • One-click teleport or stamina for the freeze.
  • Super restores for the defence drain.
  • Clear necrominions on spawn - they compound with the meteors.

Reading the meteor phases

The meteor barrage triggers at 75%, 50%, and 25% health - each threshold rains one meteor per two ticks for the phase duration. Every meteor is a 99%-of-max-HP kill shot if it lands on you, which makes the thresholds the real exam.

The Ice Blitz freeze is the trap: it locks you in place right as a meteor phase can start. Save your teleport or stamina for the freeze, not for escaping damage.

The threshold checklist

The fight is a memory test more than a reflex test: the phases arrive on health thresholds, so track the HP bar and pre-position before each one rather than reacting after the meteors start.

  • At 75% HP - first meteor phase: reposition constantly.
  • At 50% HP - second phase: meteors plus minions.
  • At 25% HP - final phase: do not stop moving.
  • Ice Blitz freeze can chain into any meteor - keep a counter ready.

Notable drops

Tradeable drops link to their live Grand Exchange page.

ItemQuantityRarity
Bones1Always
Supreme Hatchling15-30Always
Blood rune5-15Rare
Nature rune5-25Rare
Zamorak monk top1Rare
Air rune50-100Uncommon
Chaos rune10-30Uncommon
Earth rune50-100Uncommon
Law rune10-30Uncommon
Fire rune50-100Common
Mind rune50-100Common
Mind rune20-50Common
Staff1Common
Staff of fire1Common
Zamorak monk bottom1Common

Track these items

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