Barrows: Rise of the Six
It’s Barrows, except… not so much, but better. More dynamic, more challenging, more speedy, all of the brothers at once, and more fun. With a tasty loot table and a variety of mechanics to deal with and keep track of, Rise of the Six (RotS) is among the top highlights of group PvM.
Getting there is literally the same as getting to regular Barrows. West of the entrance of it lies a well, leading to RotS. To make an instance, you will need a Barrows totem, a common drop from regular Barrows.
Personal requirements is level 90+ weaponry and level 80+ armor with overloads, Turmoil, and nihils. Having quick access to Barrows is also extremely helpful (and required in majority of teams), because it allows for quick banking and preparation.
Each brother has 50,000 LP with varying max hits. Ahrim and Karil can hit up to 1000 per tick and the Melee brothers can hit up to 2000, at a slower rate. They also possess the same abilities as they do in normal Barrows.
When you “kill” a brother, it will go inactive, causing a bar to appear and start filling up. It completely fills up within 30 seconds, and should it reach the end the brother comes back to life, regenerating to 25,000 LP. If another brother is killed before the bar fills up, the bar resets to zero to start filling up again. When a brother is killed, all of the other brothers active will regenerate 5,000 LP.
The fight divides four people up into two sides to fight three brothers at once, bringing a myriad of mechanics to deal with. The most efficient way to kill off the brothers is to focus on one brother at a time, then move onto the next. Some brothers are undoubtably more dangerous than others, so as a general rule of thumb this is my personal order from most dangerous brother to kill first and the least dangerous brother to kill last:
Karil -> Torag -> Guthan -> Dharok -> Verac -> Ahrim
As what brothers are on both sides change every day, you’ll need to adjust for when those days come. For example, a side can be for west: Dharok, Guthan, and Verac. East: Ahrim, Karil, and Torag. Kill orders would be Guthan -> Dharok -> Verac and Karil -> Torag -> Ahrim respectively.
Ahrim the Blighted
He attacks with blood spells, allowing for a small bit of healing per hit.
Attack Rotation: Shadow Gas -> Attacks -> Small Gas -> Attacks -> Fire Spin
Shadow Gas: Ahrim will teleport to one of the cliffs in the middle of the arena, next to the portal, and cause the other side to open up to 8 spots of poison gas. Standing on the purple gas will deal 500 damage to you every 1.2 seconds, and any brothers standing on pink gas will heal for 500 per 1.2 seconds. The side Ahrim is normally on cannot attack him while he’s on the pillar, but the opposite side can attack him perfectly fine.
Small Gas: Ahrim will cause one random spot on the ground on the main side to explode with shadow gas.
Fire Spin: Ahrim will teleport to the north side and start spinning in place, shooting out fire from his hands. He’s completely invulnerable to any damage, and if you come in contact with fire, you get hit upwards to 1500, sometimes with multiple damage per tick! If Karil had already started fire spinning, then Ahrim will take the south side.
Flip: Any active Melee brother (except for Dharok) can randomly grab Ahrim and flip him to the direction of the players. If Ahrim sails over a tile where you’re standing, you’ll be dealt 2000 damage. This can slow down the attack rotation of Ahrim, but it’s completely unpredictable.
Air: After going below 45,000 LP, Ahrim will soar to the sky for 2 minutes, gaining 50% damage resistance to Magic and complete immunity to Melee. In this state, Ahrim will NOT do any special attacks except for small gas, and his attack speed drastically decreases.
Dharok the Wretched
Dharok’s set effect of doing more damage the more beatdown he is carries over to here, and man oh man he can hurt. Near the end of his lifespan, he can hit above 3.5k through Prayer, so be very careful when tanking him!
Attack Rotation: Meteor Strike -> Attacks -> Spin -> Attacks -> Give Me Everything!
Meteor Strike: Dharok will run near a wall and run up along it, then leap off it to smash at your location during the time he runs towards for the wall. If you get it, it does 1000-2500 damage, but it’s completely avoidable. That said, if you’re using Snipe/Asphyxiate/Rapid Fire in the middle, just tank the hit. Dharok’s set effect does not boost the damage of this attack. This attack is not guaranteed to be used, but it seems to be more common if near a wall.
Spin: Dharok will start spinning rapidly at his current target, doing 1000-2500 damage per tick. During the spin, the brother will move at walking speed and becomes immune to Provoke. Run away to avoid. Dharok’s set effect does not boost the damage of this attack.
Give Me Everything!: Dharok will stand in place and shout “Give me everything!” as light-blue energy erupts from his axe. During this time, the 10k/12k damage cap is removed and his Defence drops. However, all damage dealt won’t reduce his LP. Instead, Dharok will redirect all damage taken and add it to his next attack and multiply it based on how much LP he has left (exact multipliers unknown). If unlucky, Dharok can one-shot a player from max health. The only way to avoid this damage is through Devotion + Protect from Melee, Resonance, Barricade, and Immortality, and the latter two should NEVER be used at RotS.
Guthan the Infested
Guthan has his special effect of healing the amount of damage dealt randomly, effectively giving him more than 50k LP.
Attack Rotation: Meteor Strike -> Attacks -> Spin -> Attacks -> Spear
Meteor Strike: Guthan will run near a wall and run up along it, then leap off it to smash at your location during the time he runs towards for the wall. If you get it, it does 1000-2500 damage, but it’s completely avoidable. That said, if you’re using Snipe/Asphyxiate/Rapid Fire in the middle, just tank the hit. This attack is not guaranteed to be used, but it seems to be more common if near a wall.
Spin: Guthan will start spinning rapidly at his current target, doing 1000-2500 damage per tick. During the spin, the brother will move at walking speed and becomes immune to Provoke. Run away to avoid.
Spear: Guthan will throw his spear at the person he’s not attacking, bleeding for rapid 400-600 damage per tick. This cancels all Defence abilities and can only be removed by standing next to Guthan. He’ll pull his spear out of the person, dealing 1000 damage, but the bleed will stop.
Karil the Tainted
Frequently dubbed the master of instantkilling, he is the most single dangerous brother in the entire fight. Packing a small yet deadly arsenal of special attacks, Karil is one of the biggest reasons why most newcomers die in their first few trips to RotS.
Attack Rotation: Lightning -> Attacks -> Shadow Bombs -> Attacks -> Fire Spin
Lightning: Karil will teleport to one of the cliffs in the middle of the arena, next to the portal, and rain down lightning on the other side. This will do 2000-2500 damage every 1.2 seconds. This special is completely avoidable by running away to the side it’s not affected by, but if it hits, it hurts. Don’t take crazy risks here.
Shadow Bombs: Karil will start to teleport between both sides of the arena, dropping bombs with a 17×17 radius. Depending on how close you are to the bomb, you can be hit for a 4800 to a 8000. This attack is 100% preventable by running away from the bomb quick enough. This attack is telegraphed by Karil not attacking at all, standing there after teleporting in, then after a few seconds he will teleport out, leaving behind the bomb. If desired, you can click on the bomb to prevent it from exploding, but as a result you will be sent to the other side of the arena. Don’t do this unless you know what you’re doing.
Flip: An active Melee brother (except for Dharok) can randomly grab him and flip him to the direction of the players. If Karil sails over a tile where you’re standing, you’ll be dealt 2000 damage. This can slow down the attack rotation of Karil, but it’s completely unpredictable.
Fire Spin: Karil will teleport to the north side and start spinning in place, shooting out fire from his hands. He’s completely invulnerable to any damage, and if you come in contact with fire, you get hit upwards to 1500, sometimes with multiple damage per tick! If Ahrim had already started fire spinning, then Karil will take the south side.
Torag the Corrupted
The annoying pest of RotS, Torag has one of the more annoying specials in the fight and can also randomly reduce 5% adrenaline with an autoattack. Ugh.
Attack Rotation: Meteor Strike -> Attacks -> Spin -> Attacks -> Pound
Meteor Strike: Torag will run near a wall and run up along it, then leap off it to smash at your location during the time he runs towards for the wall. If you get it, it does 1000-2500 damage, but it’s completely avoidable. That said, if you’re using Snipe/Asphyxiate/Rapid Fire in the middle, just tank the hit. This attack is not guaranteed to be used, but it seems to be more common if near a wall.
Spin: Torag will start spinning rapidly at his current target, doing 1000-2500 damage per tick. During the spin, the brother will move at walking speed and becomes immune to Provoke. Run away to avoid.
Pound: Torag will slam his target into the ground, repeatedly doing 250 damage per 1.8 seconds and completely immobilizing the target. To be freed from the pound, your partner needs to be attack Torag for a bit until he stops pounding. The pound removes all Defence abilities and prevents use of almost all abilities, save for Anticipation, Freedom, and Preparation.
Verac the Defiled
The weakest of all brothers, he has mostly non-threatening special attacks and a fairly meh passive (higher accuracy).
Like Ahrim, he doesn’t have a defined attack rotation, but he’s capable of doing Meteor Strike like the other Melee brothers. He very rarely spins, though.
Meteor Strike: Verac will run near a wall and run up along it, then leap off it to smash at your location during the time he runs towards for the wall. If you get it, it does 1000-2500 damage, but it’s completely avoidable. That said, if you’re using Snipe/Asphyxiate/Rapid Fire in the middle, just tank the hit. This attack is not guaranteed to be used, but it seems to be more common if near a wall.
Soul Bind: Verac will negate your current Prayer bonus, causing your Prayer to drop quickly. A marker on the ground similar to Detonate’s marker, and stepping on it for a bit removes the debuff. In general, though, it’s best to just ignore it and keep attacking unless you’re close to it.
Aerial Tracking: Very rarely seen, Verac will start hovering above the air and move towards his target. Anyone caught in it will be smacked for 2000-3000 per tick. So in essence, it’s a stronger spin, but even rarer than an actual spin.
Due to the dynamic nature of RotS, there is no set ability rotation – only set guidelines to follow and exploit. That said, following these strategies should ensure fast, successful kills.
Side with Karil
Killing Karil first is self-explanatory – just wail away on him until he dies. Use your adrenaline potion as soon as possible to get to as much thresholds as you can. With chinchompas and other AoE, once you kill Karil the other brothers should also be lowered by quite a bit, so just thresholds should be enough to wipe out the rest of their LP.
If Karil specs before dying, get on the second brother and whittle him down before getting back on Karil and finishing him off, then proceed like normal.
Don’t bother using Death’s Swiftness/Sunshine, as they will die far before you can make the full use out of them.
Side with no Karil
Repeat the same as the side with Karil, but with much less annoyances as your brothers won’t teleport around like crazy.
Brother Mechanic Checklist
As each side has different brothers every day, what mechanics to look out for will be different each time. Here’s a checklist of what to look out for:
– If Karil is on your side, watch out for fire spins in the north side and bombs. If Karil is NOT on your side, watch out for bombs and lightning.
– If Torag is on your side, watch out for pounds on either you or your opponent and spins.
– If Dharok is on your side, watch out for Give Me Everything, his spins, and his extremely damaging autoattacks.
– If Guthan is on your side, watch out for his spear on the non-target and spins.
The Shadow Realm
At the beginning of the fight, a random brother will do an animation similar to Rejuvenate and shout “You dare to disturb the shadow!” When that brother is damaged beyond a random LP threshold, a timer will activate with a random countdown. When it hits zero, the shadow realm opens up, making all autoattacks 100% accurate (with the exception of Ahrim) and increasing all the damage almost everything, except for Karil’s bombs. All special attacks are doubled in damage, so things like Guthan’s spear and Melee spins can kill you extremely quickly. Dharok in particular can be a complete savage, so be extremely careful with him.
There are also some potentially devastating effects of the shadow realm activating. For one, Death’s Swiftness and Sunshine will both be completely neutered. Their effects will completely die out, so if you just used it before shadow realm, tough luck. Gotta survive without it. Secondly, it will cause a bit of lag, and if a Melee brother is going to spin at you it can mean instant death. Fortunately, Berserk and Metamorphosis continue through, so if you’re using them you’re completely fine.
At one point, one of your teammates will inevitably fall on his/her forehead due to something like Shadow Realm, spins, or bombs. RotS is designed to be done with 4 people, so as soon as one person dies, the kill will be much harder. On a side with Torag, a single hammer spec will completely ruin the other side.
There are two courses of action to finish the kill: soloing a side or hopping sides and trioing the opposite side.
Soloing is straight forward. Just whack at them and finish the kill as you normally would. This is best done with Melee/Magic as Ranged doesn’t have as much AoE abilities to lower all brothers at once. General strategy is to use your ult to kill the first two brothers (if applicable) and using Onslaught for the last brother to solo. The pros of this is obvious: straight-forward, quick, and convenient. Cons are also obvious: specs are more dangerous, and if soloing a side with Torag, it’s extremely risky to solo.
Hopping sides and trioing is more fool-proof, but has cons of its own. Basically, you need to wait for Karil to start bombing and no brothers can be dead at the time. When Karil starts bombing, the side that is soloing should hop over to the other and start lowering brothers. Do not kill any brothers at this time, as the brothers cannot hop over if there are other brothers already dead. Once all brothers hop over, start killing them off one by one. The kill order is:
Karil -> Torag -> Guthan -> Dharok -> Ahrim -> Verac
Pros is that you can ensure the kill will be easier done, but cons is that it will take much, much longer as you have to wait for Karil’s bombs, brothers to hop over, then actually killing the brothers… it’s more worth to just solo, but keep in mind that’s only for people who are confident in their abilities.
If you want to pull a daredevil, you can solo the entire kill from beginning to end. You need three people willing to help get past the barriers, and none of them can enter the arena at all.
In terms of style to bring, you need Ranged as a switch for Ahrim, but the choice between Melee and Magic as a main style is up to you. Melee is more DPS and provides the vampyrism scrimshaw which helps conserving adrenaline/stat buffs, but Magic is more flexible with its distance.
Soloing RotS is very technical. Kill order is very flexible compared to killing it in a team. Generally you want to kill Torag first, then kill Karil. However, it is impossible to consistently do 50k damage every 30 seconds, so you’ll need to lower all of the brothers down a bit then start killing them off.
The best rotations to solo RotS are those with Ahrim and Karil at the same side, but when Torag isn’t with them. As such, Ahrim/Karil with Verac/Guthan/Dharok is best.
When the kill starts, walk Karil and get him below 5k LP, but do not kill him. After that, ult immediately and kill Torag while lowering other brothers at the same time due to your AoE abilities. Once Torag is dead, work on killing one or two other Melee brothers, then kill Karil by walking him. By this point, you may have gotten a second Berserk/Sunshine ready, so use it and kill the final Melee brothers. After that, eat to full and kill Ahrim using Onslaught while switching to your Ranged gear. Congratulations, you have successfully soloed a 4-man boss!