Yama
I. Information
II. Combat Info and Stats Mage: Mage: Mage: Mage: Mage: Mage: Note: Cast Dark Demonbane (Arceuus spellbook) unless using Tumeken's shadow. DPS: Restoration: Note: This can be used on the Judge of Yama as it guarantees a max hit. Mage: Mage:
Combat Level: 1238
Max Hit: 46 (Auto-attacks), 121 (Meteor Strike), 80 (Shadow Stomp)
Weakness: Demonbane, Slash
Attack Style(s): Melee (Slash), Ranged, Magic
Attack Speed: Phase 1 & 2: 8 ticks (4.8 seconds), Phase 3: 7 ticks (4.2 seconds)
III. Gear Hierarchy and Inventory Setups
Gear Hierarchy
Helm Slot:
Melee:
Torva full helm >
Oathplate helm >
Neitiznot faceguard >
Serpentine helm >
Helm of neitiznot
Ancestral hat >
Virtus mask >
Ahrim's hood or
Blue moon hood
Necklace Slot:
Melee:
Amulet of rancour >
Amulet of torture >
Amulet of blood fury >
Amulet of fury
Occult necklace >
Amulet of fury
Cape Slot:
Melee:
Completionist cape/Monkey >
Infernal cape >
Fire cape >
Mythical cape
Completionist cape/Monkey >
Imbued god cape
Chest Slot:
Melee:
Oathplate chest >
Torva platebody >
Bandos chestplate >
Blood moon chestplate >
Fighter torso
Ancestral robe top >
Virtus robe top >
Ahrim's robetop or
Blue moon chestplate
Leg Slot:
Melee:
Oathplate legs >
Torva platelegs >
Bandos tassets >
Blood moon tassets
Ancestral robe bottom >
Virtus robe bottom >
Ahrim's robeskirt or
Blue moon tassets
Weapon Slot:
Melee:
Scythe of vitur >
Emberlight >
Arclight >
Blade of saeldor >
Noxious halberd >
Abyssal tentacle
Tumeken's shadow >
Purging staff >
Kodai wand >
Toxic staff of the dead >
Staff of the dead
Special Attack Weapon(s):
Defense Reduction:
Elder maul >
Dragon warhammer
Soulflame horn - Use in duos or dolos to guarantee a successful next melee hit.
Burning claws >
Dragon claws
Saradomin godsword
Shield Slot:
Melee:
Avernic defender >
Dragon defender
Mage:
Elidinis' ward (f) >
Elidinis' ward >
Mage's book or Malediction ward
Ammo Slot:
Rada's blessing 4 or 3 >
God blessing
Glove Slot:
Melee:
Ferocious gloves >
Barrows gloves
Mage:
Tormented bracelet >
Barrows gloves
Boot Slot:
Melee:
Primordial boots >
Dragon boots >
Aranea boots
Eternal boots >
Aranea boots
Ring Slot:
Melee:
Ultor ring >
Bellator ring >
Berserker ring (i) >
Ring of suffering (i)
Magus ring >
Lightbearer
Needed: Example Setups: Max Duo Setup Example: Budget Duo Setup Example: Max Solo Setup Example: Budget Solo Setup: Inventory Setups
Inventories will vary depending on whether the fight is solo or duo, and the gear and supplies available to you.
Saturated heart if using Tumeken's shadow
Rune Pouch to hold runes for Dark Demonbane, Thralls, Death Charge, Mark of Darkness and Ward of Arceuus.
Defense reduction items
Additional gear & weapon switches for the Judge of Yama and Void flares
Divine or regular Super combat potions
Surge potions to provide additional special attack energy every 5 minutes
Sanfew serums/Super restores
Anti-poison/Anti-venom if not using Sanfew serums
Hard food
IV. Getting There
You can get to Yama via the Chasm of Fire teleport at the Teleport Wizard, then use the chain to navigate to the bottom floor. Alternatively, you can use a chasm teleport scroll.
V. Fight Overview Yama's basic attacks cover all three combat styles, all of which can hit up to 46 without prayer. Shadow Waves: Waves of shadowy flames will spawn from the south-east or south-west and move across the entire arena, which the player must "skip" over to avoid taking up to 20 damage and having their protection prayers disabled briefly, leaving them open to Yama's attacks. Fire Streaks: Fires are ignited at the east and west edges of the arena before moving across the entire arena at running speed. If stricken, the player will take damage and be seared to the ground, temporarily binding them in place and potentially unable to move towards a Glyph to negate Yama's special attacks. Void Flares: Yama will summon a fire and shadow void flare in the arena. These orbs must be destroyed before the yellow bar fills up (in roughly 10 seconds) or they will explode. The amount of damage dealt, along with health restored to Yama, scales on their remaining health at the time of explosion. Phase 1 Judge of Yama Upon reaching roughly 66.6% and 33.3% of his health (not a hard cap), the first and second phases of the fight ends and an intermission phase will occur. Yama will teleport the players to pathways on the outside of the arena. Players are fully immune to any incoming attacks during the teleport, and any void flares that were present when this occurs are immediately destroyed without penalty. The first player (instance creator) will always be placed west, while the second player will always be placed east. Phase 2 Judge of Yama Identical to the first Judge of Yama, reach and defeat it, then you'll be teleported back to the main arena for the final phase. Phase 3 Yama will still use his standard attack while the fireballs drop, so pray accordingly. Yama's first attack will depend on which glyphs were closest to the throne in the previous 2 phases and alternate every attack going forward.
General
VI. Contracts
Yama can be offered contracts to drastically alter the fight. Acquisition contracts can only be acquired from a dossier, which Yama drops. The combat contracts for the purifying sigil can be acquired from both this dossier and via killing Yama's demons in the Chasm of Fire. Similar in function to awakener's orbs, these contracts are tradeable and are consumed upon attempting the fight. Some contracts are returned on successful completion of the fight. Attacking any demon in the Chasm of Fire will cause a Green, Blue, Yellow, Red, or Purple sigil to appear over their head, indicating the preferred method Yama wants them to die. Satisfying this request, by using a specific weapon type for the killing blow, will double the drop chance of the contract associated with that weapon. Satisfying the yellow sigil via a special attack boosts the drop rate by 5x instead.