The Raging Echo of Dagannoth Kings is Sarim's most mechanically demanding Echo encounter. Supreme, Prime, and Rex share a single health pool of 1,800 HP. Only one King is vulnerable at a time, and that target rotates every 250 damage dealt. Spinolyps lining the arena fire on each rotation, leaving persistent poison pools across the floor.
Private instance of region 11589.
All three share one HP pool.
Shared across the trio; enrage triggers at 350.
1-in-160 on trio completion.
Encounter mechanics
Shared HP pool
All damage dealt to any King reduces a single shared HP counter. The three NPCs display the same health value, and they all die simultaneously when that value hits zero — the third King's death triggers the kill-credit and bonus drop rolls for the entire trio.
This means attack switching is not optional. Attacking a protected King does nothing useful. The fight is structured around identifying which King is currently vulnerable and routing damage into it before the next rotation.
Prayer rotation
At the start of the encounter, Dagannoth Supreme is the only unprotected King. Prime and Rex display the overhead prayer icon indicating full damage immunity. After every 250 damage dealt to the shared pool, the rotation advances:
- Supreme vulnerable — Prime and Rex are protected.
- Rex vulnerable — Supreme and Prime are protected.
- Prime vulnerable — Supreme and Rex are protected.
- Cycle repeats from Supreme.
The rotation speed depends entirely on how quickly you deal damage. A player hitting consistently will rotate more often than a player with lower DPS. Each rotation also triggers the spinolyp hazard launch.
Spinolyp hazards
Twenty-five spinolyps stand around the arena perimeter. They cannot be damaged and act purely as hazard launchers. On every prayer rotation, the spinolyps fire: one spine is directed at your current position, the rest scatter to random open tiles. Each spine creates a poison pool on landing.
Poison pools persist for the duration of the encounter. Standing on a pool deals 6–7 damage and applies poison. Early rotations leave scattered pools; later in the fight the floor accumulates coverage. Moving after each rotation reduces the number of active pools under your feet, but the arena contracts as pools build up.
Enrage phase
When the shared HP pool reaches 350 or below, the encounter enters enrage. All three Kings lose their prayer protection simultaneously — every King becomes vulnerable at the same time. The prayer rotation stops.
Rex begins firing targeted poison spines at your position every four ticks from that point. The damage doesn't stop until the Kings are dead. At 350 HP remaining, the encounter is close to over, but the final window is the most dangerous part of the fight if your pool coverage is already high.
Drop table
The drop system has two stages: per-kill drops that trigger when each King dies, and a trio-completion bonus that triggers when all three are dead.
Per-kill drops
Each King that dies drops:
- 200,000 coins (guaranteed)
- One roll on that King's normal Dagannoth drop table
- 25% chance of a second normal-table roll
Supreme, Prime, and Rex each roll their own normal drop tables — the same tables as the standard non-Echo Dagannoth Kings. Each has its own unique drops (rings, axe, etc.) in addition to shared items.
Trio completion bonus
After all three Kings have been killed in one instance, the following rolls apply to the third King's drop pile:
- 1-in-25 chance of 750,000 bonus coins
- 1-in-160 chance of an Elemental Pact Sigil
- 1-in-768 chance of Devil's Element (global broadcast)
The kill count resets whenever you enter a new Echo instance. Leaving and re-entering does not carry over progress toward the trio bonus.
Unique rewards
Elemental Pact Sigil
A crafting component dropped only after completing the full trio in a single instance. Rate: 1-in-160 per completion. The sigil combines with other components to assemble Devil's Element, a piece of Demonic Pact equipment. See the item and account perks wiki page for build context.
Devil's Element
Finished Demonic Pact equipment, obtainable directly at 1-in-768 per trio completion. Drops are announced globally. Players who prefer to assemble it through components will farm the sigil at 1-in-160 and combine it outside the encounter.
Preparing for this encounter
- Know which King to attack. Start on Supreme. Once you've dealt 250 damage, the rotation will fire and the next King becomes vulnerable. Track this, not the King you're currently hitting.
- Move after each rotation. The spine fired at your tile creates a pool where you're standing. Step off it immediately after the rotation triggers.
- Save supplies for enrage. The final 350 HP happens under sustained targeted attacks. Going in with low food or prayer remaining makes the end of the fight harder than it needs to be.
- Complete the trio. The Elemental Pact Sigil only rolls after all three Kings are dead. Partial clears give you the per-kill drops but leave the main reward untouched.
Sources and related pages
- Echo bosses move into private encounters — development notes on the instance model.
- Echo bosses — overview of all five Echo encounters and shared mechanics.
- Item and account perks — build layers used to prepare for encounters.
- Update archive — later balance changes affecting this encounter.