OSRS Easy Fortis Colosseum Guide

17.09.2024 - 12:48:56
Game Guides , Runescape

OSRS Easy Fortis Colosseum Guide

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What Is The Fortis Colosseum?

This is possibly the toughest solo PvM challenge in the game right now. And yes, it beats even the iconic Inferno. Beating the Fortis Colosseum means having maxed-out combat stats and wearing the best gear possible as this is a battle of attrition and skill. While there are only 12 waves of enemies in the Fortis Colosseum, it's still more difficult than its counterparts.

Dying in the Fortis Colosseum is not a safe death. You also can't log out while you're attempting to finish the wave. Doing so will result in a death and you'll have to restart all over again. As such, it's very important that you have a solid internet connection.

If you're on an Hardcore Ironman account and you disconnect mid-run on the Fortis Colosseum, this will count as a death and your account will be converted into a regular one.

Where Is The Fortis Colosseum

You can find the Fortis Colosseum on the cliffs east of Civitas illa Fortis.

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Once you enter the Colosseum, you'll be in a lobby where you can speak to Minimus, the Colosseum Master. Talking to him will allow you to start the Fortis Colosseum minigame.

Is The Fortis Colosseum Worth Doing?

One of the first things to know when asking whether this is worth the trouble is the glory system.

The glory system basically serves as the ranking system for the minigame. You can unlock certain features for reaching a certain number of points. For instance, once you obtain 2,000 glory, you can start using the bank chest located in the south area of the arena's entrance.

You can earn glory by completing waves in the Fortis Colloseum. The points you earn depends on your performance which is affected by the time it took to complete the wave, the damage you took, and the handicaps you selected. Only your best score will be tallied for rewards.

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Here's a full list of what you can unlock.

TitleGlory requirementReward
Brawler2,000Bank access at the Colosseum.
Challenger5,000Fortis respawn point.
Gladiator8,000Improved price for stolen goods.
Hero12,000Colosseum Ring of dueling teleport.
Champion16,000Fortis herb patch protection.
Grand Champion20,000Fortis Salute emote.

Fortis Colosseum Rewards

Aside from the glory system unlocks, you can also get a rewards chest that spawns after finishing a wave. The chest will include standard rewards like clue scrolls, herbs, and etc. However, what you should be going after are its unique rewards such as:

  • Pieces of the new best in slot armour, Sunfire fanatic armour:
    • Sunfire fanatic helm
    • Sunfire fanatic cuirass
    • Sunfire fanatic chausses
  • Dizana's quiver (get as a guaranteed reward for beating all waves
  • Tonalztics of ralos
  • Echo crystal (works with guardian boots to create echo boots)
  • Smol heredit (obtained only by beating all waves)

If you get the Dizana's quiver and the Tonalztics of Ralos, you can use sunfire splinters to charge them. The Splinters can be used to create sunfire runes, and more.

How To Play Fortis Colosseum

The Fortis Colosseum is simply a combat scenario where you'll be facing waves and waves of enemies before eventually fighting a boss at the end. While there are a set wave of enemies to face, these can change depending on the handicaps that are added throughout the current run.

For instance, the Shockwave Colossi usually spawns alone. However, it will always come with another if the Dynamic Duo handicap is active. Without the handicap that spawns enemies active, this is the basic wave for the colosseum.

  • Wave 1: Fremennik Warband, Serpent shaman
    • Reinforcements: Jaguar warrior
  • Wave 2: Fremennik Warband, Serpent shaman, Javelin Colossus
    • Reinforcements: Jaguar warrior
  • Wave 3: Fremennik Warband, Serpent shaman, 2x Javelin Colossus
    • Reinforcements: Jaguar warrior
  • Wave 4: Fremennik Warband, Serpent shaman, Manticore
    • Reinforcements: Jaguar warrior, Serpent shaman
  • Wave 5: Fremennik Warband, Serpent shaman, Javelin Colossus, Manticore
    • Reinforcements: Jaguar warrior, Serpent shaman
  • Wave 6: Fremennik Warband, Serpent shaman, 2x Javelin Colossus, Manticore
    • Reinforcements: Jaguar warrior, Serpent shaman
  • Wave 7: Fremennik Warband, Javelin Colossus, Manticore, Shockwave Colossus
    • Reinforcements: Minotaur
  • Wave 8: Fremennik Warband, 2x Javelin Colossus, Manticore, Shockwave Colossus
    • Reinforcements: Minotaur
  • Wave 9: Fremennik Warband, Javelin Colossus, 2x Manticore
    • Reinforcements: Minotaur
  • Wave 10: Fremennik Warband, 2x Javelin Colossus, 2x Manticore
    • Reinforcements: Minotaur, Serpent shaman
  • Wave 11: Fremennik Warband, Javelin Colossus, 2x Manticore, Shockwave Colossus
    • Reinforcements: Minotaur, Serpent shaman
  • Wave 12: Sol Heredit
  • List of Fighters
LvlImageNameHPDefenseMagicAttack(s)Max HitNotes
104Fremennik warband archer5080110Ranged1Appears beside a Fremennik warband berserker and seer. They will sprint in your direction and only launch a melee attack once. Melee attacks will always result in a max hit.
104Fremennik warband seer5080110Magic12Appears beside a Fremennik warband berserker and archer. They will charge at you using their mage only once they are in close proximity. Ranged attacks will always result in a max hit.
104Fremennik warband berserker5080110Melee40Appears beside an archer and seer from the Fremennik warband. They will sprint in your direction and only use melee range once within range. Mage attacks against them will always max hit.
161Serpent shaman12590220Magic28A skilled magic wielder with excellent accuracy.
234Jaguar warrior125125100Melee47You receive three hits from each attack, and their accuracy are rolled separately.
278Javelin Colossus220190225Ranged48A javelin will be launched high into the air on every fifth attack aimed at your present location and doing heavy typeless damage. This attack will additionally leave behind molten sand if Reentry handicaps are active; the AoE and duration of this effect vary based on tier.
320Manticore250250300Ranged, Magic, Melee35Has a unique attack pattern that allows it to charge up for six ticks and launch three attacks in three ticks. It may use magic-ranged-melee or ranged-magic-melee attacks. One manticore must wait on the other since two cannot attack you simultaneously.
239Shockwave Colossus125150350Magic56If Dynamic Duo is on, it spawns in pairs.
318Minotaur225190250Melee74Restores monsters to full health in an area of six tiles. When the Red Flag is active, they will avoid obstructions and cannot be safely spotted.

Strategies For Each Enemy

Fremennik Warband

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These are the weakest of the enemies inside the colosseum. The warband spawns with one melee fighter, one archer, and a seer. The seer and archer are long-range fighters but oddly enough, they'll only begin attacking once you're in melee range. That said, you can take advantage of this by getting in a few extra shots from a distance before they get close.

While they all have nearly identical stats, the berserkers are more dangerous as they have a maximum hit of 40. As such, you should focus on killing them first. After the berserker, kill the seer and then the archer next.

The Quartet handicap makes a random Fremmy appear alongside the trio. In case this happens, the group will spawn in a diamond shape with the berserker being at the front.

Serpent Shaman

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They can deal strong magic attacks against you so protection spells are a good way to fight against them. There aren't any special mechanics against this enemy but they have a range of 10 tiles so make sure to get close to them as soon as possible.

Jaguar Warriors

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Also called clawers, these enemies are very quick when it comes to attacking you. In the right conditions, clawers can deal a maximum of 141 damage in a single attack. It's best to deal with these first in a wave as they deal the most damage. If one is getting close to you immediately put on protection from melee to avoid almost certain death.

Javelin Colossi

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With an attack of 40 and a range of 15 tiles, Colossi are easily the most dangerous enemies inside the Fortis Colosseum. The only weakness of this enemy is that they attack very slowly. At every fifth attack, they'll throw a javelin into the air which will land in your area. You have a few seconds to move out. If you're hit, it's a whopping 40 damage already.

Casting Protect from Missiles is a must for the Colossi so that you can greatly reduce the damage they take. Their range makes it impossible for them to safespot so the best way to deal with them is to be aggressive and charge at them with melee attacks.

Manticore

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The manticore's attacks are unique. It charges a three-hit attack at all times. The first two hits are either a combination of magic-ranged or ranged-magic. The third attack is always a melee attack. Each attack is launched one tick after the other. The good news is that their damage isn't as high as other enemies. If there are two manticores that are 15 tiles of one another and can see each other, they will copy each other's attack pattern.

To mitigate the damage they deal, you need to pray before the projectiles are launched. Casting a protection while the projectile is in mid-air is useless. Keep this in mind:

  • Magic attacks are bright blue
  • Ranged attacks are green
  • Melee attacks are orange

Shockwave Colossi

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Like the javelin colossi, shockwave colossi are also dangerous. They have a long attack range as well but they hit much harder at a more accurate rate. Since they don't have any unique mechanics, you'll need to take them out in a similar fashion as the javelin colossi but it's best to take them out with urgency.

Minotaur

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Minotaurs will start appearing from wave 7 to 11. Despite their appearance, Minotaurs aren't exactly that dangerous. What makes them tough to deal with is that they can heal other enemies inside the Colosseum. Minotaurs can fully heal enemies that are within 6 tiles of them. Because of that, it's vital that you kill minotaurs first.

Sol Heredit

As if the previous waves weren't enough, you'll eventually have to fight Sol Heredit as the penultimate boss at the end of it all. The arena will be limited within the four pillars as people will begin barricading you and Sol Heredit around.

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As scary as he is, Sol Heredit does have a weakness and that's slash-based melee attacks. If you have the scythe of vitur, you can make short work of Sol Heredit. Since he's large and the scythe has decent range, you can easily damage Sol Heredit.

Don't bother using ranged or magic attacks as his defences against these are massive. You're better off risking yourself with an upfront battle rather than trying to take him out from afar. Besides, there isn't any room for decent ranged attacking because of the size of the colosseum.

For the handicaps, there are a few that will definitely make the fight harder so try to avoid them.

  • Reentry - With this active, don't scatter any molten sand at the center of the arena as this further limits your moving space.
  • Quarter - This isn't that big of a deal but it does spawn a random Fremmy at the start of the fight. Kill it immediately as they deal extra damage and can make your space more limited as well.
  • Bees - If this is active, you'll have to constantly face swarms of bees throughout the fight.
  • Solarflare - Adds orbs around the arena, making it harder to move around.
  • Totemic - One of the most annoying handicaps to have at the fight as it will heal Sol Heredit once he drops down to 50% of his health. If the totems appear, make sure to destroy them as quickly as possible.

The fight with him will happen in three phases. Each one starts with Sol Heredit saying something.

1st Phase

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Let's Start By Testing Your Footwork.

This is the first phase of the fight and as his line suggests, you'll greatly benefit from moving around constantly. During this fight, he'll use AoE attacks mostly that deal Typeless Melee damage. As that is the case, it's best to reserve your prayer points and not use any of them during this stage of the fight. He will use 4 types of attacks.

  • Trident stab #1: Move back one tile from his center or corner to dodge the 5x6 attack with two 4x1 lines toward you.
  • Trident stab #2: Step diagonally back one tile on either side to evade the 5x5 attack with three 4x1 lines toward you.
  • Shield slam #1: Step one tile away from his melee range to avoid the 15x15 AoE, with a safe line at 9x9.
  • Shield slam #2: Step two tiles back from his melee range to dodge the 15x15 AoE, with a safe line at 11x11.

Considering his attacks, it's highly recommended to stay at least 2 tiles away from him at all times. This gives you enough time to move in and out of his attack range. His attack pattern is predictable because of a certain mechanic. If he uses two attacks of the same style consecutively, the second one will be a different pattern.

2nd Phase

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Not bad. Let's Try Something Else...

Once his HP drops down to 1300, he'll say the line above. He'll keep his attacks from the previous phase but he'll add a few new ones as well.

  • Combo Attack: For this, Sol Heredit will charge up and strike you three times. As this deals a lot of damage, make sure to use Protect from Melee whenever he uses it. Make sure to only activate Protect from Melee once you see glowing particles around Sol Heredit's weapon.
  • Molten Sand: With this attack, 6 tiles on the arena will be marked with a pillar of light. Those areas will have molten sand that will deal damage when stepped on for the rest of the fight. More tiles will be affected as the fight progresses. There's really no way around this attack and it's best to just be prepared to heal at all times.
  • Light Beam: At one point in the fight, you'll see a crystal spawn outside of the map. It will close in and move at a randomized area. Once it stops, it will shoot a ball that deals damage. More of this will appear throughout the fight. Unlike molten sand, this won't last indefinitely so it's fairly easy to avoid.
  • Grapple Attack:Check your chat box occasionally as Sol Heredit will announce that he'll attack one of the 5 slots of armor that you have. You'll need to remove that armor immediately before he attacks or you'll take heavy damage. If you don't have anything on that particular area, you'll still need to click on it.
    • I'LL CRUSH YOUR BODY - Remove your platebody slot.
    • I'LL BREAK YOUR BACK - Remove your cape.
    • I'LL TWIST YOUR HANDS OFF - Remove your gloves.
    • I'LL BREAK YOUR LEGS - Remove your platelegs.
    • I'LL CUT YOUR FEET OFF - Remove your boots.

3rd Phase

Impressive. Let's See How You Handle This

You'll see more molten sands and a new Light Beam. His attacks will also be faster by 1 tick so be aware of that. He'll reach this phase once his HP drops to 1100.

4th Phase

You Can't Win

The same mechanics as above but his Combo Attack's final hit will be delayed by one hit. This might put you off of your timing so make sure to be aware of it.

5th Phase

Ralos Guides My Hand!

The same as the last two phases but the good news is that the last of the beams will appear at this point. He'll enter this phase once his HP reaches 400.

Final Phase

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Let's End This!

This phase is also called the Enrage Phase. He'll immediately drop 5 molten sands and then add 1 extra every 1.8 seconds. He won't stop until the arena is covered so make sure to end the fight as fast you can during this phase.

If you have the Volatility Handicap active for this fight, keep your distance from Sol Heredit once you beat him as he'll explode afterward. If you die at that moment, you'll lose your loot.

Handicaps

Aside from the difficulty of the enemies, what makes this challenging is the fact that there are handicaps as well. Minimus will offer you three handicaps before you begin the fight. You'll have access to a growing number of handicaps as you progress through the colosseum and each of the handicaps will grow increasingly difficult as well. There are a total of 3 tiers of difficulty for the handicaps.

NameTier 1Tier 2Tier 3ToggleReason
Bees!A swarm of enraged bees wafts across the arena. If you are beneath them, they will slowly approach and deal fast poison damage. The initial damage from the poison will be dealt gradually. Bees only have one hitpoint. They will quickly respawn if they are killed. Even when present, this opponent is optional in the wave and will disappear after it is cleared.Two bee swarms will start roaming the arena.More bee swarms will roam the arena.MaybeBees are useful for mastering pre-boss waves. But, in the boss fight, they will become a liability.
Blasphemy20% of the damage incurred is depleted by prayer.40% of the damage received drains prayer.The drain on prayer is 60% of the damage inflicted.YesHarmless if, with every wave, you take the fewest possible hits regardless of level.
DoomEach time you sustain damage, you accumulate a stack of Doom. Certain death after 20 stacks.NoVery risky handicap since doom never truly goes away after a wave.
The Doom ScorpionEvery time it spawns, the Doom Scorpion hits for two stacks of doom. Certain death after 20 stacks.The Doom Scorpion strikes for four stacks of doom, moves more quickly, and spawns more often. Certain death after 20 stacks.The Doom Scorpion strikes for eight stacks of doom, spawns repeatedly, and moves incredibly quickly. Certain death after 20 stacks.NoThe scorpion is untargetable and necessitates continuous mobility, making it unworthy of attention at any level.
Dynamic DuoPairs of Shockwave Colossi always spawn in pairs.MaybeYou may find it overwhelming when a second Shockwave Colossus is added to the waves they appear in.
FrailtyYour maximum HP can no longer be boosted and is reduced by 10%.Your maximum HP can no longer be boosted and is reduced by 20%.Your maximum HP can no longer be boosted and is reduced by 40%.YesTier 1 reduces health to 90 hitpoints, tier 2 to 80, and tier 3 to 60 at 99 hitpoints. Avoid if at all possible, however it is not so bad to stay at tier 1. Tier 3 should be avoided at all costs, while Tier 2 is dependent on the situation.
MyopiaWhen using autocast and ranged attacks, your range is shortened by two tiles.When using autocast and ranged attacks, your range is shortened by four tiles.When using autocast and ranged attacks, your range is shortened by six tiles.MaybeIf utilizing, up to tier 1; if not, it becomes impossible to hit monsters with a distance when necessary. This handicap does not impact melee weapons (except halberds) or manual spell casting.
ReentryWhere javelins land, a temporary puddle of molten sand is left behind.Where javelins land, a temporary pool of molten sand is left behind.Where javelins land, a temporary pool of molten sand is left behind.YesDue in part to the Javelin Colossi's enormous assault range, this very harmless handicap can be used, although caution must be used to prevent griefing pillar tiles.
Red FlagSafespotting minotaurs is no longer possible.MaybeIn order to get to the player, minotaurs will avoid obstacles and avoid being safespotted. They can be turned off, though, if the setup permits.
RelentlessOpponents always hit and deal an additional 1 damage.Opponents always hit and deal an additional 3 damage.Opponents always hit and deal an additional 6 damage.NoExtremely dangerous handicap that will probably result in the player's death because all incoming hits will land as successes and frequently do a lot of damage.
SolarflareEnergy orbits that cause damage move slowly across an area.Damaging energy orbits move swiftly across a region and cause greater harm.Damaging energy orbits move swiftly over a space, deal more damage, and disable prayer.YesIt presents relatively little hazard to you otherwise and can be bypassed by walking at tier 1 and running later in the game. The orbs will orbit around the pillars during waves 1 through 11. In the designated arena, they will encircle a predetermined pattern during wave 12.
QuartetWith each wave comes an additional, random Fremennik Warbander.YesAdds an enemy that is simple to defeat.
TotemicA healing totem will appear next to an adversary that has lost half of its health, and it will periodically launch snake-like projectiles at it. They will regain a certain amount of health as a result. The totem has one hitpoint and is attackable. The totem is destroyed if the enemy for whom it spawned is killed. The target will not be healed if the totem is destroyed before its projectile reaches it.MaybeYou should only toggle it while you have a venator bow because it spawns within bounce range; otherwise, it will give you issues.
VolatilityWhen an enemy dies, a 1x1 AoE surrounds the dead NPC; for example, a 1x1 NPC will explode in a 3x3 AoE, a 2x2 NPC will explode into a 4x4 AoE, etc. Up to 25 damage can be dealt if you get caught in the blast.When an enemy dies, they burst in a wide radius.Molten sand is left behind upon death, causing damaging energy in a large radius.YesUp to tier 2, since most opponents are out of melee range.

Setup

Ideally, you should equip the best gear that you have while having maxed-out stats. Setups can vary from melee to ranged to build but considering that most of the enemies are weaker with melee builds, it's best to choose this combat type instead. The best way around this is to bring a ranged or magic build for the first 11 waves and then bring a melee setup for Sol Heredit. Here's what we recommend for both.

Recommended Magic/Ranged Setup For Fortis

Since you can use all 3 styles of combat for this challenge, here are our guides for how to get each combat style to level 99 in the most efficient manner:

Colosseum Waves 1-11

Head:

  • Justiciar faceguard
  • Crystal helm (Only with Bow of Faerdhinen)
  • Verac's helm

Neck:

  • Occult necklace + Necklace of anguish
  • Amulet of fury / Amulet of blood fury

Back:

  • Max cape
  • Ranging cape(t)
  • Ava's assembler

Body:

  • Masori body (f) + Virtus robe top
  • Crystal body + Ancestral robe top
  • Armadyl chestplate + Ahrim's robe top
  • Karil's leathertop + 3rd age robe top

Legs:

  • Masori chaps (f) + Virtus robe bottom
  • Crystal legs + Ancestral robe bottom
  • Armadyl chainskirt + Ahrim's robeskirt
  • Karil's leatherskirt

Weapon:

  • Kodai wand (or Eldritch nightmare staff) + Twisted bow
  • Nightmare staff + Bow of faerdhinen
  • Blood ancient sceptre / Ice ancient sceptre + Armadyl crossbow
  • Ancient sceptre (or Master wand) + Dragon hunter crossbow / Dragon crossbow

Shield:

  • Elysian spirit shield
  • Crystal shield
  • Elidinis' ward (f)
  • Dragonfire shield

Ammo/Spell:

  • Dragon arrows + Dragon dart / Amethyst dart
  • Ruby dragon bolts (e) / Diamond dragon bolts (e) (if using crossbow)

Hands:

  • Zaryte vambraces
  • Barrows gloves

Boots:

  • Devout boots
  • Pegasian boots
  • Guardian boots

Ring:

  • Lightbearer
  • Ring of suffering (i)
  • Ring of the gods (i)

Special Attack:

  • Eldritch nightmare staff
  • Toxic blowpipe
  • Saradomin godsword

Recommended Melee Setup For Sol Heredit

The setup remains relatively the same except for the weapon and the special attack. Having the Scythe of Vitur is definitely as must as it helps you deal maximum damage to Sol Heredit. Additionally, the Bandos godsword and dragon warhammer make him easier to hit.

Head:

  • Torva full helm
  • Justiciar faceguard
  • Crystal helm (Only with Bow of Faerdhinen)
  • Neitiznot faceguard

Neck:

  • Occult necklace + Necklace of anguish
  • Amulet of fury / Amulet of blood fury
  • Amulet of torture

Back:

  • Infernal cape
  • Max cape
  • Ranging cape(t)
  • Ava's assembler

Body:

  • Torva platebody
  • Masori body (f) + Virtus robe top
  • Crystal body + Ancestral robe top
  • Armadyl chestplate + Ahrim's robetop
  • Karil's leathertop + 3rd age robe top

Legs:

  • Torva platelegs
  • Masori chaps (f) + Virtus robe bottom
  • Crystal legs + Ancestral robe bottom
  • Armadyl chainskirt + Ahrim's robeskirt
  • Karil's leatherskirt

Weapon:

  • Scythe of Vitur

Shield:

  • Elysian spirit shield
  • Crystal shield
  • Elidinis' ward (f)
  • Dragonfire shield

Ammo/Spell:

  • Dragon arrows + Dragon dart / Amethyst dart
  • Ruby dragon bolts (e) / Diamond dragon bolts (e) (if using crossbow)

Hands:

  • Zaryte vambraces
  • Barrows gloves

Boots:

  • Devout boots
  • Pegasian boots
  • Guardian boots

Ring:

  • Lightbearer
  • Ring of suffering (i)
  • Ring of the gods (i)

Special Attack:

  • Dragon warhammer
  • Bandos godsword

Alternative Setup

Head:

  • Neitiznot faceguard
  • Blood moon helm

Neck:

  • Amulet of torture
  • Amulet of fury

Back:

  • Infernal cape
  • Fire cape + Ava's assembler

Body:

  • Bandos chestplate
  • Fighter torso

Legs:

  • Bandos tassets
  • Justiciar legguards/Obsidian platelegs

Weapon:

  • Scythe of vitur + Kodai wand
  • Blade of saeldor + Blood ancient sceptre / Ice ancient sceptre + Toxic blowpipe
  • Abyssal tentacle + Blood ancient sceptre / Ice ancient sceptre + Armadyl crossbow
  • Abyssal whip + Ancient sceptre + Dragon hunter crossbow / Dragon crossbow

Shield:

  • Crystal shield
  • Elidinis' ward (f)
  • Dragonfire shield

Ammo/Spell:

  • Atlatl dart
  • Ruby dragon bolts (e) / Diamond dragon bolts (e) (if using crossbow)

Hands:

  • Barrows gloves

Boots:

  • Dragon boots

Ring:

  • Berserker ring (i)

Special Attack:

  • Toxic blowpipe
  • Crystal halberd

Inventory

  • 1-2 Super Combat Potions
  • Eclipse atlatl
  • Falador shield 4 (helps you recover prayer points just in case you need it
  • Mage Armour
  • Rune pouch (make sure to bring soul, blood, and death runes)
  • Saradomin brews and super restoresSaradomin godsword (for special attack; optional)
  • Stamina potion

Overall, the setup for the Fortis Colosseum is very reminiscent of what you'll need to have within the Inferno PVE. The only difference is that you'll have to make it a more melee-focused setup once you get to Sol Heredit in the end.

Budget status isn't impossible but they're pretty hard to pull off. If you think you've mastered the movement of the enemies, you can skip many of the high-end armor and just focus on getting perfect weapons and special attacks for the Fortis Colosseum instead.

Effective Tips For Fortis Colosseum

  1. Handicaps Matter

With the mechanics of the handicap system, it's very important that you know how to know which ones to choose when doing a run. While all handicaps are pretty much detrimental to your run, there are a few that will make colosseum runs "better." Here are some that you should focus on getting:

  • Reentry
  • Quartet
  • Dynamic Duo
  • Solarflare
  • Volatility
  • Blasphemy
  • Myopia
  • Doom

On that note, avoid getting these ones as well.

  • Doom
  • The Doom Scorpion
  • Myopia
  • Totemic
  • Bees
  • Blasphemy
  • Frailty

You can't avoid getting handicaps within the colosseum so you may as well know which ones to get for a better shot at success. If you're getting one of the bad handicaps from the get-go, just reset the run.

  1. One Enemy At A Time Strategy

Believe it or not, it's actually possible to take on the creatures from waves 1-11 one at a time. The process is fairly complicated but to make it easier, you'll need to mark a few spots on the map. Copy the ground markers below by clicking the world icon on your mini-map, then select import ground markers:

{"regionId":7216,"regionX":18,"regionY":40,"z":0,"color":"#FFFFFF00"}

{"regionId":7216,"regionX":19,"regionY":40,"z":0,"color":"#FFFFFF00"}

{"regionId":7216,"regionX":27,"regionY":49,"z":0,"color":"#FFFFFF00"}

{"regionId":7216,"regionX":27,"regionY":48,"z":0,"color":"#FFFFFF00"}

{"regionId":7216,"regionX":46,"regionY":40,"z":0,"color":"#FFFFFF00"}

{"regionId":7216,"regionX":21,"regionY":36,"z":0,"color":"#FFFFFF00","label":"start"}

{"regionId":7216,"regionX":42,"regionY":42,"z":0,"color":"#FFFFFF00"}

{"regionId":7216,"regionX":17,"regionY":40,"z":0,"color":"#FFFFFF00","label":"safe"}

{"regionId":7216,"regionX":47,"regionY":40,"z":0,"color":"#FFFFFF00","label":"safe"}

{"regionId":7216,"regionX":27,"regionY":50,"z":0,"color":"#FFFFFF00","label":"safe"},{"regionId":7216,"regionX":23,"regionY":42,"z":0,"color":"#FFFFFF00","label":"1"}

{"regionId":7216,"regionX":19,"regionY":42,"z":0,"color":"#FFFFFF00","label":"2"}

{"regionId":7216,"regionX":17,"regionY":42,"z":0,"color":"#FFFFFF00","label":"3"}

{"regionId":7216,"regionX":27,"regionY":40,"z":0,"color":"#FFFFFF00"}

Head to the no. 1 tile five ticks after starting the event and picking your handicaps. It's important that you get this timing right because you want to avoid any of the enemies attacking you before getting to tile 1. As the wave progresses, you'll move through the numbered tiles accordingly while taking out the enemies one by one. In the case of the warband, make sure to kill the Fremmenick archers first. You'll have to use Ice Barrage to freeze the warband in place so that you can take them out one-by-one.

The setup will be the same from waves 1-11. Basically, focus on the warband first and take them out one by one. You can then use the pillar in front of tile 1 to take out the enemy that the warband spawns with.

The rest of the marked tiles will be used to fix bad spawns or for when you make a mistake with the timing. Ideally, you can use these extra markers to move around the map to make sure that you're still capable of killing the enemies one by one.

  1. Know Where Reinforcements Spawn

Aside from the standard enemies that appear at the start of the round, you'll have to eventually face off against reinforcements. They will spawn around 40 seconds into the wave. If you are on the northern half of the arena, they'll spawn from the south gate, and vice versa.

Knowing this is important as you can use the distance to your advantage. Whether you're switching gears or healing to recover, you can use that distance to make sure that you're in a safe position against the enemy.

  1. Lure Out The Tough Enemies

You'll have to learn how to lure enemies, especially for when tough enemies like manticores and colossi start to appear. The key is to make sure that you take out the Fremmys first. Even if they don't deal that much damage, they can make the fights against the tough mobs a lot harder. Make sure to use the pillars to your advantage. Use it as a cover and as a means to get the tougher monsters to come close.

This is especially the best tactic to use against hard hitters like the Colossi. Knowing where to hide in the colosseum is going to be beneficial for your entire run.

  1. Enemy Priority

While the Fremmys aren't that big of a deal, it's always going to be in your best interest to take them out first. They take up a lot of space in the arena and it's very easy for them to corner you and make it harder to take out the tougher enemies. Using Ice Barrage is the best way to stop them in their tracks.

Once the Fremmys are dealt with, you can then shift your focus towards enemies like the colossi and the minotaurs. We highly suggest focusing on the minotaurs first because the healing they give to other enemies in the colosseum can really put you out of your rhythm.

Take On The Fortis Colosseum Head On

There's no doubt that the Fortis Colosseum is the toughest PvM challenge in OSRS to date. Whether you're on an Ironman account or a regular run, it's definitely going to push you to your limits. Hopefully, this guide has made it a lot easier for you to beat all 11 waves and Sol Heredit to boot.

Here is a video that breaks down what to do against each wave and enemy!

If you are looking to complete inferno as well here is our guide on it!

If you don't want to work for any of this and just want the items here are our services for both of these challenges:

Enjoy!

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