This article is about normal fire giants. For fire giants in Daemonheim, see Fire giant (Daemonheim).
- This article has a strategy guide here.
|Release date||10 May 2002 (Update)|
|XP per kill||445.9 (and 147.1 experience)|
|Assigned by||Chaeldar, Sumona, Duradel or Lapalok, Kuradal|
|Always drops||Big bones|
|Examine text||A very large elemental adversary.|
Fire giants are the strongest giants in RuneScape and they are well known for their combat and Slayer experience and gold charm drop rate. Like all giants, they have high life points but low defence for their combat level. They attack with melee and ranged, and can deal as much as 670 life points of damage per hit. They are particularly weak to slashing weapons so a Chaotic longsword or abyssal whip can prove very effective in defeating them. They seem to have a good chance of dropping items from the rare item table, making camping them a good moneymaking method.
They only attack with ranged when the player either initiates combat or attempts to attack from outside the giants melee range. Because their melee attack seems to be much weaker than their ranged attack, it is recommended to let the Fire Giant attack you first, as then they will only use their melee attack.
The Waterfall Dungeon requires the player to complete a large portion of the Waterfall Quest to access the area. After the quest, Glarial's amulet and a rope will always be needed to enter the dungeon, reducing the player's inventory space. The dungeon contains two rooms with fire giant spawns, but it is fairly cramped.
Waterfall Dungeon resource dungeonEdit
The Baxtorian Falls resource dungeon, located within the Waterfall Dungeon, contains 13 fire giants and requires level 35 Dungeoneering to enter. As it is inside the Waterfall Dungeon, the player must have done the appropriate parts of Waterfall Quest, as well as have Glarial's amulet, and a rope. Because of the higher requirements, this dungeon tends to be less crowded than the outer area of the Waterfall Dungeon. Unlike the Chaos Tunnels, a cannon can be set up in this area, allowing a very fast kill rate. The resource dungeon is more spacious than the outer Waterfall Dungeon.
Fire giants can be found in three rooms inside the Chaos Tunnels. They are more convenient to get to than the giants in the waterfall.
While the tunnels do not have the effect of being in the Wilderness, all but the most remote entrance to the tunnels are located within the Wilderness, so players must choose to either risk player killers or take a very long walk. The non-wilderness route, safe from player killers, is located under the statue just south of the sawmill in Varrock, leading through the Dagon'hai area and most of the chaos tunnels. Completion of What Lies Below is required to use this route and completion of the Hunt for Surok subquest is useful, allowing all portals in the tunnels to be usable. The various recommended rooms located in the tunnels are as follows:
- The first room of fire giants is just west of the Giant rock crabs room. The rock crabs are accessible directly via the rift entrance northeast of Edgeville marked #2 on the Chaos Tunnels map. Using the west portal in this room will take the player to the fire giants area.
- The second room containing fire giants is just south of the room that contains Moss giants to the north-west rift entrance marked #4 on the Chaos Tunnels map. These fire giants are actually fairly remote, requiring a decent walk from any entrance which easily results in players getting lost. The shortest routes to this room actually go through the other rooms with other fire giants anyway, so this room is usually only used as an overflow room. Bank runs from here are cumbersome, so players slaying here will probably want to consider only picking up abbreviated drops.
- The third room of fire giants is east from the Dust devils on rift entrance marked #1 on the Chaos Tunnels map. These fire giants are also remote and barely used at times. Protect from melee or Deflect melee is highly advised as there are several Mummies that can hit very high on the way. The fire giants here are much more cramped then the other two rooms meaning it is possible to train here quickly without moving around. It is highly recommended to use Dust devil protection in case you accidentally attack one on the way. Otherwise use entrance marked #4, run south past the fire giants to the Zamorak group to the Giant rock crabs and use the southernmost portal in the crab room to end up in the fire giants. Bank runs are cumbersome unless you are on Ancient Magicks.
The Smoke Dungeon from Desert Treasure quest has a number of fire giants, and is usually empty of players. There are 4 fire giants located in the large central chamber, at the corners of the room. This Dungeon requires the player to wear either a face mask, Gas mask, Masked earmuffs, slayer helm, or full slayer helm. Without a mask item the player's health will drop very quickly due to smoke inhalation; an environmental hazard present within the dungeon which hits ~200 Lp, rapidly, however, you CANNOT DIE from the smoke. The giants are not confined, so players will need to do a little running around.
There are a number of fire giants in the Brimhaven Dungeon, which requires a toll of 875gp per trip (exempt from toll if a player has ever acquired the Karamja Gloves 3) and a hatchet to access, as some passages are blocked by roots. These giants are now a good option for both training and slayer, as the wild dogs are unaggressive to players who are over combat level 101. Using the Brimhaven Dungeon can be a convenient method of banking the drops of the fire giants: Teleport to Ardougne or Ardougne cape, House Teleport (Chipped) or boat from the ardougne docks, repeat.
Deep Wilderness DungeonEdit
The Deep Wilderness Dungeon, slightly southeast of the Wilderness agility course, contains 6 fire giants at the very end of the dungeon. It is very rare to find others training here, as fear of player-killers wards away most people. This dungeon is excellent if other locations are already filled as its close distance from a bank and overall isolated location. Remember that this location is extremely dangerous as you are still in high-level Wilderness and can be killed by players at any time.
Item Quantity Rarity GE Market Price Big bones 1 Always 433
- Represents 90% confidence range, based on a sample of 209,150 kills.
1 charm is dropped at a time.
- Please add to the log (only if 50 or more creatures killed).
Item Quantity Rarity GE Market Price Steel hatchet 1 Common 35 Fire battlestaff 1 Uncommon 8,936 Rune scimitar 1 Rare 15,154 Rune 2h sword 1 Very rare 37,898 Rune battleaxe 1 Very rare 24,512
Item Quantity Rarity GE Market Price Mithril sq shield 1 Common 693 Steel helm 1 Common 77 Rune sq shield 1 Very rare 22,880
Item Quantity Rarity GE Market Price Rune arrow 12–42 Uncommon 2,340–8,190
Item Quantity Rarity GE Market Price Fire rune 37,100,150,200 Common 370–2,000 Chaos rune 5 Uncommon 205 Blood rune 5 Uncommon 875 Law rune 2,4,45 Uncommon 358–8,055 Nature rune 15 Rare 1,665 Death rune 45 Very rare 4,185
Item Quantity Rarity GE Market Price Grimy guam 1 Common 489 Grimy marrentill 1 Common 46 Grimy tarromin 1 Common 228 Grimy avantoe 1 Common 4,039 Grimy harralander 1 Uncommon 568 Grimy ranarr 1 Uncommon 2,130 Grimy irit 1 Uncommon 1,816 Grimy cadantine 1 Uncommon 2,498 Grimy lantadyme 1 Rare 7,843 Grimy kwuarm 1 Rare 2,478 Grimy dwarf weed 1 Rare 8,203
Item Quantity Rarity GE Market Price Coins 15, 25, 60, 120, 300, 360 Common Not sold Shoulder bone 1 Common Not sold Fire giant bone 1 Common Not sold Anagogic ort 20 Common Not sold Lobster 1 Uncommon 87 Steel bar 1 Uncommon 758 Strength potion (2) 1 Uncommon 502 Long bone 1 Rare Not sold Curved bone 1 Rare Not sold Spin ticket 1 Rare Not sold Court Summons 1 Very rare Not sold Starved ancient effigy 1 Very rare Not sold
- ^ Only obtainable during Fur 'n' Seek
- ^ Only obtainable during Rag and Bone Man
- ^ Only when daily limit has not been reached
Rare drop tableEdit
|Show/hide rare drop table|
- Even though the TokKul-Zo is supposed to work against "TzHaar, Fire and Obsidian creatures", it has no effect on Fire Giants; as no charges are used. This may be due to the fact that the TokKul-Zo is designed for use against Lava creatures.
- These monsters create a very quiet rustling or hissing sound all the time, which gets louder as you get closer to the giant. According to the Audio Options interface, this is considered an ambient sound. It probably represents their internal fire, visible from above a giant's head.
- These monsters were popular for training ranged prior to the Evolution of Combat, but have since lost popularity due to their new ability to retaliate with ranged attacks of their own.
- Before the graphical updates, the Fire Giants' weapon was often thought to be a Dragon 2h sword. This was before Dragon 2hs were released in the game, so this similarity was noted by many players. One player even asked in the third Postbag from the Hedge:
|“||Hi, I would like to ask the fire giant a question. Why is it that you have the only dragon two handed sword in the game, and you don't even drop it? Yours truly, Jabbaz||”|
— Jabbaz 
The reply was:
|“||If you had the only dragon two-handed sword in the game, would you drop it?||”|
— Fire giant 
- ^ a b Jagex. Postbag 3 - "Barbarians, Tree Spirits, and an embarrassed Demon!", letter #Letter 3. Postbags from the Hedge.