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Special Attacks: Magic-based melee attack; rapid attack speed
Special Defences: None
Special Equipment Needed: Insulated boots
Respawn Speed: 20 seconds
This monster is unaggressive until clicked
This monster does not retreat
This monster can be fought by members only
Examine Text: A ball of electrical energy. / An angry electrical shock!
Primary Location and Number of Spawns: Killerwatt Plane (~25)
Alternate Locations and Numbers of Spawns: None
Recommended Combat Style: Melee
This monster cannot be cannoned (I don't think)
Additional Information: None available
Killerwatt - Slayer Information
Slayer Level
37
Slayer Assignment
Killerwatts
Requirements for Assignment
Complete Ernest the Chicken
Slayer Masters and Number Assigned
Vannaka(60-120)
Assignment Frequency
unknown
Alternatives
None
Killerwatt - Access and Combat Recommendations
Access Directions
WARNING: Killerwatts are located in their own stormy plane, which Jagex made realistic through the use of storm clouds, lightning bolts and flashes of light. The light flashes have the potential to cause seizures in some epileptics. You do get a warning before you go for the first time, and the flashes are not present if you play on low detail. Anyone who has epilepsy should use caution and consult with their physician before fighting killerwatts. I recommend playing on low detail for these regardless, since the light flashes are annoying.
To get to the killerwatts' plane, go to Draynor manor; the easiest way is to use a glory amulet to teleport to Draynor Village, bank there, then run north. Enter the manor, go up the main stairs, then up the circular staircase to the southwest on the second floor (first floor in the UK). Go through the door to Professor Oddenstein's work area, and go through the portal.
Killerwatts have a wide range and move around a lot, so you'll have to move yourself as they tend to "clump up" in particular areas.
Equipment
These monsters hit hard, even on high-level players. They use a melee and a ranged attack and the melee attack appears to be magic-based, so use Karil's armor or the best dragonhide you can wear. Karil's will provide more protection, but you'll incur the cost of repairing the armor.
You must wear a pair of insulated boots (available at any Slayer master) in order to fight killerwatts.
Another option is to wear prayer gear to protect against one of their attack forms, though I don't usually bother.
Supplies
Since these monsters deal considerable damage and have good drops (including lots of herbs), I recommend relatively short trips, so you can store drops and refresh your supplies. As a high-level player I do 30-minute trips, but lower-level players may be better off with 20-minute or even 15-minute trips. You can bring with or wear an amulet of glory to quickly get back to Draynor bank.
Super sets are a must here, as you want to minimize how long it takes you to kill these monsters, which also reduces the amount of damage they do. You obviously also need food, and it should be of decent quality. I bring a few low-end food pieces to use up to make space for drops, and then use strawberry baskets, since they pack a lot of healing and are cheap. For mid-level players, I'd recommend also bringing a few pieces of better food, such as monkfish. (I used to use pineapple pizzas when they were cheap, but they aren't any more.)
You don't need alching runes as these monsters drop both fires and natures in good amounts.
These monsters drop herbs and ashes, so if you bring water vials you can easily get free XP by making Serum 207 potions on the spot.
Familiar
Killerwatts drop enough herbs that I recommend using a macaw. Even though they are not particularly close to a bank, getting better herbs is a better way to go. And the killerwatts don't drop as many as some other monsters (like chaos druids).
Combat Notes
Killerwatts have very interesting behavior, different from any other monster in the game. They start out as floating, pulsating balls of energy; they are unaggressive in this state. When you click one it drops to the "ground", sprouts feet and becomes aggressive. Even though it has a ranged attack, it will not attack from a distance at first, rather trying to close to melee range. If you begin combat and then run, however, the killerwatt will pelt you with ranged attacks (which hit pretty hard). Another oddity is that sometimes you have to click them more than once to get into combat.
Another weird aspect of these monsters is that they are the only one I've found where the player can switch combat in the middle of a monster. If you're fighting a killerwatt and then click on another, you can attack the second one without finishing the first. This isn't really useful, but it's interesting. :)
If you're going to use prayer, I recommend Protection from Melee wearing Veracs or other armor with Ranged defence. The melee attack seems to hit harder than the ranged attack in normal combat.
Drop Notes
These are one of the most underrated monsters when it comes to drops. They provide decent numbers of herbs, and lots of nature and fire runes. You'll also get many high-value items such as battlestaves and fire orbs, and even some cannonballs on occasion. To top it off, they are moderate charm droppers, though most of what you get are golds.
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