Xarpus Best in Slot Gear & Strategy Guide
Best Gear vs Xarpus
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Best Ranged setup vs Xarpus
Suggested items
Best in slot gear for Xarpus (current meta)
This setup is computed live from the same wiki-sourced combat stats and monster data that power our OSRS DPS calculator — so it tracks the current meta instead of going stale. Pick your combat style above and it ranks every viable weapon and armour piece by damage per second against Xarpus, factoring in the boss's defences, size and any elemental weakness.
Not at maxed stats? Lower any level on the left and the recommendation re-ranks instantly — requirement-gated gear drops out automatically. For the full ranked list per slot, open the BiS calculator; to pit two specific items against each other, use Gear Compare.
Xarpus Strategy Guide
Xarpus Guide
Xarpus is the fifth encounter in the Theatre of Blood — not a standalone boss you teleport to, but a room you reach after clearing the earlier ToB challenges. He is the Yarasa King, the last of his kind, captured by Lord Lowerniel Vergidiyad Drakan to serve as a boss in the Theatre. Despite his bat-like appearance he does not count toward a bat Slayer task, and he awards no Slayer XP.
Xarpus comes in three difficulty modes. In normal mode he is combat level 960 with 5,000 Hitpoints; entry mode is combat level 331 with 3,400 Hitpoints, and hard mode is combat level 1,160 with 6,000 Hitpoints. His Hitpoints scale with team size. What makes Xarpus stand out among ToB rooms is that he is a puzzle as much as a damage check: he tries to heal himself before the fight even begins, poisons the floor you stand on, and in his final phase punishes you for attacking when he is watching. Read the phases, not just the health bar.
The encounter and where it sits
Xarpus is the penultimate room of the Theatre of Blood, fought after the Maiden, Bloat, Nylocas and Sotetseg rooms and before the final Verzik Vitur encounter. You do not access him directly — getting to his room means progressing through the raid, so “requirements” for Xarpus really means the requirements to run ToB at all and to survive the rooms before him. The only hard requirement to enter the Theatre of Blood is completing the Priest in Peril quest, which unlocks access to Morytania; everything else is gear, stats and team coordination rather than a quest gate.
The encounter is wholly mechanical. Xarpus has almost no offensive Defence-bypassing power early on; the danger is self-inflicted — standing in his poison, or attacking him at the wrong moment in the final phase. Treat the room as a discipline test: positioning and timing matter far more than raw Strength here.
Recommended style and gear
Xarpus has a flat 50% elemental weakness to wind spells (added 25 June 2025), but in practice he is most commonly killed with Ranged in a standard Theatre of Blood setup, because Ranged lets your team hold position and pick safe attack angles in the final phase. His Magic defence (220 in normal mode) is much higher than his Ranged defence (100), which is one reason teams lean on ranged or chinning damage rather than spellbook casting despite the wind weakness.
Bring the ToB-standard ranged gear for your account — high-tier ranged weapon, void or proper armour, and the best ammo you can run. Rather than memorise a fixed list, plug your stats into our Boss Gear Finder above to see what your account can actually equip for this room. A high Prayer level to run protection and offensive prayers throughout the raid is assumed.
Inventory and supplies
Because Xarpus is poison-heavy and his damage scales up in phase 3, the supplies that matter most are healing food, Saradomin brews/restores, and a clear head for movement. Note that Xarpus is fully poison and venom resistant (100% resistance to both), so you cannot poison or envenom him — bring damage, not poison weapons, for the kill itself.
- Plenty of food and brews — his poison floor chips you constantly if you misstep, and the phase-3 counter can hit very hard.
- Your best ranged or chinning loadout and ammo for the damage phase.
- The same restore/prayer-supply mix you carry for the rest of the raid — you are mid-ToB, not on a fresh inventory.
Phase 1 — Recovery (the exhumed)
Xarpus starts the fight severely weakened and does not attack. Instead he tries to harvest energy from exhumed remains in the ground to restore the remaining 25% of his missing health. Each exhumed he successfully absorbs not only heals him but also buffs his later damage — both the phase-2 poison and the phase-3 counter scale up based on how many exhumed he soaks.
You stop this by standing on top of the exhumed remains, which temporarily halts that absorption. Spreading the team across the exhumed to intercept as many as possible keeps Xarpus weaker and, critically, keeps his later attacks from being scaled into one-shot territory. This is the most important phase to play well — sloppy phase 1 makes the whole fight harder.
Phase 2 — Poison
After enough time has passed in phase 1, Xarpus begins attacking, starting from the health total he had at the start of phase 1. He launches poison at players, lightly damaging anyone in a 3x3 grid centred on the player he is focusing. That poison then occupies the tile for the rest of the fight.
Standing on or crossing a poisoned tile deals 4–8 base damage each tick, scaled up by how many exhumed Xarpus absorbed in phase 1. Standing directly under Xarpus deals light damage every tick as well. Skipping (running) over a poisoned tile delivers a delayed hit rather than letting you escape it. His underlying attack is typeless ranged poison on a 4-tick attack speed with a max hit of 11 in normal mode (6 in entry, 11 in hard). The play here is simple to say and hard to do: keep moving onto clean tiles, never park in poison, and don’t hug the boss.
Phase 3 — Counter (don't attack while watched)
Once Xarpus is healed and then lowered below 25% of his health, he screeches and stops launching poison around the arena. Instead he stares intently at one quadrant of the room at a time. This is the signature mechanic: if you attack him from the quadrant he is looking at, he retaliates with a poison attack of 50–75 base damage per hit — then scaled up by a percentage equal to 40% of how much his stats were boosted by the exhumed in phase 1. A well-fed phase 1 can turn this counter into a near-instant death.
The rule is therefore: only attack Xarpus while he is looking away from your quadrant. Watch his gaze, hold your attacks when he turns to face you, and resume when he looks elsewhere. In hard mode he immediately turns to look at whichever direction last hit him, so coordinated teams attack from different quadrants to force his rotation and override his natural reaction time — but this also means everyone must track the gaze tightly.
Kill rotation
Put together, a clean Xarpus looks like this:
- Phase 1: Spread out and stand on exhumed to block as many absorptions as possible. Minimise his heal and his damage scaling.
- Phase 2: When he starts attacking, DPS him down while constantly stepping onto fresh, un-poisoned tiles. Avoid standing under him and never linger in the spreading poison.
- Phase 3: Below 25% he screeches and begins staring. Attack only when he looks away from you; freeze your attacks the instant he faces your quadrant. Finish him off in the windows he isn’t watching you.
In hard mode, the fight opens with Xarpus splattering poison over the two outermost layers of the arena (sparing six entrance tiles), which clusters the exhumed closer together and actually makes them easier to intercept — and his Defence drops from 250 to 200 as a trade-off for that opening splatter.
Notable drops
Xarpus himself drops only The wild hunt, a book that is always given and is no longer dropped once you have read it — it is lore, not loot. The actual valuable rewards from clearing the Theatre of Blood are rolled from the raid’s reward chest after the final encounter, not from Xarpus directly, so they are not listed on his own page. Use the drop table above for the verified, sourced loot rather than any figure quoted from memory.
Common mistakes
- Ignoring phase 1. Letting Xarpus absorb exhumed both heals him and scales up his phase-2 poison and phase-3 counter. A lazy phase 1 is why a later hit suddenly deletes someone.
- Standing in poison or under the boss. Poisoned tiles persist for the whole fight at 4–8 (scaled) damage per tick, and standing under Xarpus chips you every tick too.
- Running over poison to “dodge” it. Skipping a poisoned tile still lands a delayed hit — route around it, don’t sprint through.
- Attacking into his gaze in phase 3. Hitting him from the quadrant he is watching invites a 50–75 (scaled) counter that can one-shot. Hold attacks until he looks away.
- Bringing poison/venom weapons for the kill. He is 100% resistant to both — that damage is wasted.
Xarpus Guide — FAQ
Is Xarpus a Slayer task?
No. Despite being a bat-like Yarasa, Xarpus does not count for a bat Slayer task and awards no Slayer XP. He is purely a Theatre of Blood encounter.
What is Xarpus weak to?
Since 25 June 2025 he has a 50% elemental weakness to wind spells. His Ranged defence (100 in normal mode) is much lower than his Magic defence (220), which is why most teams kill him with Ranged from safe angles rather than mage. He is fully resistant to poison and venom, so those cannot be used against him.
Why is Xarpus healing at the start?
Phase 1 is his Recovery phase — he is severely weakened and tries to harvest the exhumed remains in the ground to restore the remaining 25% of his missing health. Stand on top of the exhumed to temporarily halt it; the fewer he absorbs, the weaker his later poison and counter attacks are.
Why did Xarpus suddenly hit me for huge damage in the last phase?
Below 25% health he enters his Counter phase and stares at one quadrant at a time. If you attack him from the quadrant he is watching, he retaliates with a 50–75 base-damage poison hit, further scaled up by 40% of the stat boost he gained from absorbing exhumed in phase 1. Only attack while he is looking away from you.
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