Free-to-play combat pure guide
Combat pures are accounts designed to have an advantage in player versus player combat in their respective combat level brackets. They often focus on offensive skills in order to maximise the damage output while sacrificing defensive capabilities.
- 1 Combat skills
- 2 Equipment
- 3 Locations
- 4 Techniques
- 4.1 Stacking
- 4.2 Combo eating
- 4.3 Prayer flicking
- 4.4 Delaying
- 4.5 Backstepping
- 4.6 Sliding
- 4.7 Emotes
- 4.8 Fake eating
- 4.9 Fake switches
- 4.10 Spell downgrade
- 4.11 Manual casting
- 4.12 Dodging
- 4.13 Decorative gear
- 5 Slang dictionary
Combat skills[edit | edit source]
Combat pures in general tend to focus on offensive skills at the cost of others to gain an advantage in their particular combat level range. Free-to-play pures often limit their defence and prayer levels to maximise their damage output. Please refer to the combat level guide for more info on combat level calculation.
Many free-to-play pures choose to level Attack up to 40, as it unlocks rune weapons - the highest tier of weaponry available on free-to-play worlds. Even with just 40 attack level, rune weapons are accurate enough to consistently damage other players with a low Defence level, although the accuracy does drop drastically against armoured opponents with higher Defence levels.
As a rule of thumb, you can keep your Attack around 10 levels below your Strength until reaching 40 level, and then focus on Strength entirely. If you happen to achieve 99 Strength level in addition to 99 Magic or Ranged, you can get up to around 50 Attack level without raising your overall combat level.
Melee allows to deal the highest maximum hits among all combat styles, which makes it the most common combat style used to knock out opponents. Because of that strength is a very valuable and commonly trained skill. In case you follow one of the many builds involving melee combat, strength should be among the first skills that you max on your account.
Keep in mind that in free-to-play worlds there are no strength-based weapons similar to the obsidian maul, which makes free-to-play strength pures unviable. While somewhat relevant on the very first few combat levels with the event rpg, classic pures training attack in addition to strength can quickly achieve higher maximum hits thanks to the access to the better weapons.
The majority of free-to-play pures tend to keep their defence level at 1 to focus on the offensive skills and maximise damage output. Until higher combat levels, this usually means that combat pures with 1 defence level severely outdamage opponents with regular accounts that train combat skills evenly. Fights between 1 defence level pures tend to be very dynamic and somewhat less dependent on luck due to the extremely high accuracy of their attacks on both ends. 1 defence pures dominate low and medium level free-to-play player killing scene.
It should be noted that some player killers still choose to level their defence to unlock certain tiers of armour, with rune being the strongest and most common. Such accounts tend to start significantly weaker than 1 defence pures, but once they reach higher combat levels the offensive capabilities of both 1 and 40 defence pures can be very similar - and eventually nearly identical. Even maxed 1 defence pures might have problems with killing armoured 40 defence opponents with a similar combat level.
Magic[edit | edit source]
Magic increases magic attacks accuracy and magic defence. It also unlocks access to combat and utility spells.
Combat spells start with a very quick damage progression, severely outdamaging other combat styles. For example, Fire Strike is available at 13 level and can deal up to 8 damage with considerable accuracy. In contrast, players with comparable combat levels using ranged and melee attacks can deal up to 3 and 5 damage respectively with the best gear. However, magic attacks quickly become obsolete due to their relatively low speed and eventual damage cap. Magic max hit is achieved at 59 level thanks to the Fire Blast spell and is permanently capped at 16, as it does not scale along with the level progression. This is why magic in 1-vs-1 combat is mostly used only on low and early mid levels.
On higher combat levels, magic attacks lack the speed of ranged attacks for consistent combos and the maximum damage potential of melee for knockouts. Magic usually reaches much smaller damage-per-second value than ranged or melee combat styles, with the notable exception of fighting opponents with high defence levels wearing metal armours such as rune. Magic also gives access to the Bind, Snare and Tele Block spells, which are very helpful when killing players in the deep wilderness or the PvP worlds. While commonly used in duels on lower levels, combat spells eventually become viable only in multi-combat zones and in the deep wilderness.
Even if you do not plan on using combat spells, unlocking all utility spells or training magic solely for the magic defence is still a good idea. Magic levels can be gained "for free", without earning hitpoints experience or raising combat level, as long as its level is below or equal to ranged or a combination of attack and strength. It is the only skill that directly affects both defence and offence of magic attacks, as well as the only combat skill beside prayer that can be trained reliably without gaining hitpoints experience on free-to-play worlds.
Ranged affects accuracy and maximum damage of ranged attacks, and unlocks leather gear and ranged weapons.
Unlike in case of melee, ranged is not split into two separate skills - it increases both the accuracy and strength of ranged attacks. As pures tend to keep their attack level at 40, their ranged attacks are usually more accurate and consistent than melee hits. Shortbows used with the rapid combat style provide the fastest attack speed on free-to-play, making it pretty easy to stack damage. Ranged also unlocks some relatively high level armours that have the best-in-slot bonuses for 1 defence accounts. This makes ranged one of the most important skills for free-to-play combat pures, especially on higher levels.
As standard training methods of the majority of combat skills involve gaining hitpoints experience, making it hard to avoid levelling hitpoints, this is the only defensive skills that is commonly trained by combat pures regardless of their build. A notable exception includes magic pures which can reliably train magic without gaining hitpoints experience, although even then staying at 10 hitpoints level is not encouraged due to extreme fragility.
Combat level depends on the combination of defence and hitpoints levels. Both of these skills have an equal effect on the combat level. For example, players with 1 defence and 79 hitpoints or 40 defence and 40 hitpoints would end up with the same combat level given similar melee, ranged and magic skill levels. This possibly gives an advantage to players training their combat skills with methods that do not grant hitpoints experience.
Players with a low hitpoints level can outdamage their opponents with a similar combat level due to increased offensive skills. Arguably, hitpoints are not as vital in typical 1-vs-1 combat since players tend to keep their health below the maximum value either way to avoid healing too much ("safing"). However, free-to-play players have no reliable way of gaining melee or ranged combat experience without training hitpoints, with the exceptions being some quest rewards, training on a dummy and experience lamps. On the other hand, pay-to-play worlds do provide such training methods for every combat skill.
Prayer unlocks skill boosts, gives access to various utility prayers and raises maximum prayer points amount. It has a lesser impact on the combat level than either hitpoints or defence and most offensive skills.
Prayers are necessary to achieve the highest possible maximum hits on free-to-play. Since prayers boost combat skills by a percent rather than a fixed value, their efficiency raises along with the levels of the boosted skills.
Besides unlocking new boosts, gaining additional prayer levels does not increase efficiency of existing prayers. It only affects how long the prayers can be used before running out of prayer points. That is why many pures choose to stop training this skill after unlocking certain prayers.
Choosing the cap[edit | edit source]
The following table lists commonly used prayer levels.
|Level||Unlocks||Comment||Max damage[fn 1]|
|1||Thick Skin||Some players choose not to train prayer at all to keep their combat level as low as possible. This is especially practical at the lower combat levels, where prayers do not provide significant damage boosts yet. Not having to worry about prayer switches makes the combat a bit easier and allows to focus on movement, healing and gear management. Prayer restoration also takes some time on free-to-play worlds - as there are no items that can do so, players have to restore their prayer points by using an altar or abusing death mechanics. 1 prayer level might be the most comfortable for the beginners.||16||22||26||27|
|4||Burst of Strength||This might seem like an insignificant upgrade, but Burst of Strength can raise maximum melee hit by as much as 2 points when used by a player with 99 strength and a rune weapon. In some cases, getting 3 extra prayer levels might not even affect the combat level at all.||16||23||27||29|
|13||Superhuman Strength||Superhuman Strength is probably the most efficient prayer unlock in terms of usability and the ratio of the combat level increase to the max melee hit increase. Although still low, having 13 prayer points is much more comfortable than 4 and usually allows to last a complete fight without much player flicking. At 13 prayer level, you also have access to Clarity of Thought, Sharp Eye and Mystic Will.||16||25||29||30|
|31||Ultimate Strength||Ultimate Strength is necessary to achieve the melee max hit in free-to-play, making it one of the most common prayer levels of high level pures. It also unlocks Protect Item, which is useful in the deep wilderness, but frowned upon in regular arranged 1-vs-1 fights (unless agreed to). At 31 prayer level, you have access to Improved Reflexes, Hawk Eye and Mystic Lore. This level unlocks the 1st floor[UK]2nd floor[US] of the Edgeville Monastery, which has the closest altar to the Edgeville player killing spot.||17||25||30||31|
|44||Eagle Eye||Eagle Eye is necessary to achieve the highest possible ranged damage per hit in free-to-play. With 44 Prayer level, you have access to the majority of free-to-play prayers, including Protect Item, all combat protection prayers and almost every skill boost with a notable exception of Mystic Might. Such high prayer level might be a good choice for high level combat pures and deep wilderness player killers.||18||25||30||31|
- Highest possible damage dealt in a single hit with 99 strength level, strength potion, amulet of strength, aggressive combat style and the best available strength boost in case of melee, or 99 ranged level, adamant arrows and rapid combat style in case of ranged. Castlewars bracelet bonus is not included.
Some less common prayer levels include 25 (Protect Item), 34 (Incredible Reflexes), 43 (all protection prayers including Protect from Melee), 45 (all free-to-play prayers including Mystic Might) and 52 (members-only Smite).
If you mostly plan on killing players in typical arranged 1-vs-1 combat and you are unsure of the prayer level you should get, check how much the next strength boosting prayer would raise your melee max hit with a damage calculator. If it takes less combat levels to get that prayer level rather than to achieve similar maximum damage via training strength, consider levelling prayer. Eventually stop at 31 level. If you want to maximise your ranged damage or need access to the protection prayers, 44 level is also viable.
One of the things you should remember is that when prayer points run out, you are left with the extra combat levels without any combat advantages - and there are no prayer restoring items in free-to-play worlds.
Builds[edit | edit source]
This section lists the most common builds followed by free-to-play combat pures.
Most viable builds combine a reliable quick attack - such as the maple shortbow on rapid or the rune scimitar - with a powerful knockout attack like the rune 2h sword or a high level combat spell. They often focus on specific offensive combat skills to maximise the damage output with both the main and knockout attacks, with skills such as attack or prayer just high enough to unlock certain items or boosts. Defence is often not trained at all or trained high enough to unlock specific tiers of armour.
The following table contains builds that do not rely on training defence.
|Ranged-melee hybrid||Low to high||The most common build among free-to-play combat pures. Relies on stacking ranged attacks dealt via a shortbow on rapid with melee hits using weapons such as the rune 2h sword, battleaxe or scimitar. This hybrid build arguably requires the most skill to master, but it also allows for some very dynamic duels that are not completely dependent on luck. If you are unsure of the account build you want to follow, this might be a good first choice.|
|Melee pure||Low to high||The second most common build in free-to-play. Relies on damaging the opponents with a quick weapon such as a rune scimitar up to the point that they cannot heal themselves enough to survive the incoming knockout attack with a powerful but slow weapon such as the rune 2h sword or battleaxe. By keeping their ranged level at 40 (to unlock green dragonhide items) or below, their hitpoints level is usually lower than in case of typical ranged-melee hybrids. Since scimitars are slower than shortbows, melee fights are usually less dynamic and more reliant on luck. This makes it easier to master this combat style in general, although there are still some more advanced techniques to learn to perfect it.|
|Magic pure||Low to mid||A build that fully relies on magic to deal damage. These pures are usually effective only early on and in multi-combat areas, as combat spells damage does not scale with the magic level and there is no magic gear progression. Since magic can be trained without getting hitpoints experience, these combat pures tend to be even more fragile, but can deal considerable damage while preserving low combat levels. Magic attacks are also deadly against opponents in metal armours, which makes magic useful in the deep wilderness and PvP worlds. Magic pures are pretty cheap and quick to train, which makes them a good starting build to learn the basics of player killing.|
|Strength pure||Low||These pures tend to keep their attack level at 1 (iron), 5 (steel) or 10 (black), while consistently training their strength to improve the maximum melee damage. Free-to-play currently lacks strength-based weapons such as the obsidian maul, which makes this build effective only in low combat level brackets when they are still competitive with players training their attack. A pretty effective strategy early on is to use an event rpg to wear the opponents down with its quick attacks and knock them out with a magic combat spell.|
|Ranged-magic hybrid||Low to mid||A similar build to the ranged-melee hybrid, but with a different knockout attack. They use rapid shortbow attacks to wear the opponents down and magic combat spells to finish them off. Since they often choose not to train melee skills and magic can be trained without gaining any hitpoints experience, they might have a low hitpoints level, which makes them fragile but dangerous in their combat level bracket. This build is viable while magic damage is still competitive with melee in terms of maximum damage, but since these pures cannot stack damage as effectively, classic ranged-melee hybrids can perform more unpredictable combos that are harder to heal against.|
Since ranged lacks its own knockout weapons on free-to-play, pure ranged builds are very uncommon and ineffective in typical 1-vs-1 combat.
Builds with defence[edit | edit source]
While defence is the most commonly restricted skill in terms of accounts built for player versus player combat, it does have its merits. In particular, defensive capabilities are especially important in the deep wilderness where "no honour" fights with protection prayers or spells such as Snare and Tele Block are very common. While low defence pures dominate early combat level brackets, accounts with higher defence levels tend to be more common in the late combat level ranges.
|Rune pure||Mid to high||Rune pures are basically more defensive variants of the ranged-melee hybrid or the melee pure builds. 40 defence level might not seem like much, but it makes a huge difference in terms of their defensive capabilities thanks to the access to the rune armour, as well as the full green dragonhide set. These accounts are especially effective on higher combat levels, since early on they lack the strength for consistent knockouts.
In 1-vs-1 duels, they usually risk losing more expensive items than regular 1 defence pures, but they are also less likely to die and need less money for the supplies. This might be a good build for the beginners that want to compete in higher combat level brackets, as such accounts are much easier to train than typical combat pures, and there is much more room for error in fights with a higher defence level.
Other variants of this build include adamant (30 defence), mithril (20), black (10) and steel (5) pures. With cheaper and less effective equipment than rune, they are not quite as defensive as the rune pures, but they are all viable builds with noticeably better defensive capabilities than the 1 defence pures.
|Defence pure||Low to mid||These accounts are usually trained for days on low level NPCs such as the monks or seagulls, using weapons with no requirements like the event rpg. Some also choose to train prayer to gain access to the protection prayers and to raise their combat level, or magic to gain access to basic utility spells such as Varrock Teleport and to improve their magic defence. While they lack the offensive capabilities of pay-to-play defence pures such as access to poison or the dragonfire shield attack, they are still commonly used as scouts, mules and lures in the deep wilderness, or to harass players with low combat levels.|
|Tank||High||Tanks have a high defence level and just enough ranged or melee skill levels to deal consistent damage. Their goal is often not to actually win the fights, but rather to prevent other players from participating in fair combat by attacking them in single-way combat areas. This is done both as a form of harassment in typical 1-vs-1 combat areas, as well as a strategy to protect team members in the deep wilderness or otherwise dangerous areas. Challenging tanks to 1-vs-1 fights is often pointless, as they are very difficult to damage and will often heal instantly.
Due to the lack of knockout potential, this is not considered a viable build if you plan on actual player killing; it is only included for completeness as you are likely to run into such accounts at some point or might want to train one as an alt to protect yourself or your team members.
|Magic tank||Mid to high||While not highly successful in typical 1-vs-1 combat due to the lack of knockout potential, magic defence pures are very useful in the deep wilderness. Commonly used as scouts and lures by clans, their main goal is to cast Snare and Tele Block on players in dangerous multi-combat areas, while having enough defensive capabilities to withstand some attacks before the rest of the team comes to help. They can also do pretty significant damage with Fire Blast to players wearing metal armour.|
Training[edit | edit source]
The following training guides assume you follow a 1 defence build.
Melee[edit | edit source]
The most effective way to train melee skills is to use alts in the Clan Wars. Killing unarmoured 1 defence level players in Clan Wars free-for-all area is among the fastest ways to gain combat experience, although obviously there is no loot involved. Using wines is the cheapest way of healing the alternative characters by far, as empty jugs can be sold for roughly the same price as the wines themselves.
If you would rather train melee on NPCs, giant frogs, hill giants, minotaurs and flesh crawlers are all viable options. Seagulls are also excellent for the very first few levels until your max hit exceeds their entire health points.
Since you can improve your magic defence by training magic and wearing leather gear, dark wizards are also worth consideration. They should deal less damage than monsters using melee with comparable combat levels. Also, if you have a low combat level or fight them in the wilderness, wizards will be aggressive and attack player automatically, which can be a less click-intensive way to train.
Training melee skills can be slower and more dangerous than training ranged or magic, as safespots cannot be used and pures tend to have poor defences. If you get any experience lamps, consider using them on strength. This will speed up the training by a tiny bit and prevent you from getting hitpoints experience.
As far as the equipment goes, use a scimitar with of highest available tier, drink strength potions and wear an amulet of strength. While every few levels the amulet of power allows to achieve a similar maximum hit (in addition to the accuracy bonuses), amulet of strength will allow you to drink strength potions less often before degrading to a lower maximum hit. Due to its speed, the event rpg may also have a higher damage-per-second than low tier scimitars early on, depending on the opponent.
You can train all melee skills up to level 3 with 176 experience without getting hitpoints experience on the tutorial island, as long as you do not kill the rat immediately. Instead, damage several rats until reaching the maximum experience.
You can also get the very first few attack levels using the dummy and by completing the Vampyre Slayer quest, which will prevent your character from getting some hitpoints experience. Dragon Slayer grants a considerable amount of strength and defence experience as well, but it should not be completed by 1 defence pures for obvious reasons.
Ranged[edit | edit source]
Similarly to melee, using alts in Clan Wars is among the fastest ways to train ranged in free-to-play. Especially since arrows do not have to be picked up and will return to your inventory once you exit the free-for-all area. Wielding a 2h sword will grant a negative ranged defence bonus for your alternative accounts.
Some viable NPCs that can be killed while standing in safespots include minotaurs, hill giants, moss giants, ankous, lesser demons and ogresses. As a rule of thumb, lower level monsters will grant you more Ranged experience per hour due to their low defences, but higher level monsters can drop much more loot and require less attention. This is especially true in case of the ogresses, which are considered among the most profitable NPCs to kill in free-to-play worlds.
When training ranged, use the best available leather gear and amulet of power along with the best shortbow and arrows. Keep in mind that longbows have the same accuracy bonus and a longer max range, but are significantly slower and offer no additional damage bonuses, which makes them inferior for training. Also, rapid combat style allows to achieve a higher damage-per-second on most levels due to the attack speed increase. Accurate combat style might be preferred only on the very first few levels, where a 1 point max hit increase nearly doubles your damage output.
You can train ranged up to level 3 with 176 experience without getting hitpoints experience on the tutorial island, as long as you do not kill the rat immediately. Instead, damage several rats until reaching the maximum experience.
Magic[edit | edit source]
Magic should be trained via methods that prevent from getting hitpoints experience to minimise the combat level. These methods include splashing, curses, teleporting, enchanting jewellery and alchemy. Using High Level Alchemy is one of the most profitable magic training methods.
You can train magic with combat spells up to level 3 with 176 experience without getting hitpoints experience on the tutorial island. Get multiple sets of runes by using a drop trick and instead of attacking a chicken, go back to kill the rats to get level 3. Completing the Witch's Potion and Imp Catcher quests will also grant some magic experience.
Additional skills and abilities[edit | edit source]
- Getting 57 woodcutting allows to build the waka canoe, which can take you to the Ferox Enclave, as well as the middle of the wilderness from any canoe station. Since there are no wilderness teleports in free-to-play worlds other than minigame teleports to the Ferox Enclave with a 20-minute delay, canoes are among the fastest ways of getting to many deep wilderness locations.
- Unlocking and setting Edgeville respawn might be worthwhile if you are planning on killing players in the low level wilderness. On free-to-play non-PvP worlds Edgeville respawn is closer to a bank than Lumbridge and very close to the player killing hotspot north of Edgeville.
- Unlocking and setting Ferox Enclave respawn is helpful if you are planning on killing players in the mid and deep wilderness. On free-to-play non-PvP worlds Ferox Enclave respawn is the closest to a banker among all respawn points and provides quick access to roughly 15 level of the wilderness. However, keep in mind that it is a much less useful respawn on the PvP worlds, as both Lumbridge and Edgeville respawns have a bank chest nearby while Ferox Enclave remains unchanged.
- Obtaining a skull sceptre allows to teleport to Barbarian Village, which is among the fastest ways of getting to Edgeville in free-to-play.
- Obtaining the decorative armour from the Castle Wars minigame might be desirable for 5, 20 and 30 defence pures. These untradeable armours have bonuses equal to steel, mithril and adamant respectively, but they are not lost on death outside of the deep wilderness. Instead, they will be dropped on ground in the place of death and can be picked up only by the original owner, or can be repaired for a small fee.
- Getting 500 and 750 total levels in free-to-play skills unlocks additional free-to-play worlds that are usually less crowded. Some players leverage this to avoid player killers and access dangerous locations such as chaos temple, nature runes spawn south-east of demonic ruins or runite mine north of the lava maze. Getting a high total level can be necessary for finding and hunting these players.
Equipment[edit | edit source]
This section describes the non-decorative items without any defence requirements available to free-to-play players.
As a rule of thumb, combat pures with a low defence level should prefer offensive bonuses over defensive bonuses, as armour efficiency scales with the wearer's defence level. For example, wearing iron armour with 1 defence level lowers the accuracy of the opponents by a much lesser percent than wearing the same armour with 40 defence. This is especially relevant for magic equipment, since magic accuracy is very important for magic pures and this bonus is often lowered by leather and metal gear.
Amulets[edit | edit source]
Outside of the actual weapons, amulets are some of the few free-to-play items that provide offensive bonuses - including melee strength. While arguably other defensive pieces of armour can be skipped due to negligible bonuses, amulets are crucial to maximise damage output.
|Holy symbol||+2||+2||+2||+2||+2||+8||0.01 kg||Grants the highest prayer bonus. Rarely used due to its defensive nature.|
|Amulet of accuracy||+4||+4||+4||+4||+4||0.01 kg||A worse alternative to the amulet of power with no defensive bonuses whatsoever. Has no hidden accuracy or damage bonuses.|
|Amulet of magic||+10||0.01 kg||Provides the highest magic accuracy boost. Amulet of power is often sufficient though, and its other bonuses are beneficial for hybrid builds.|
|Amulet of defence||+7||+7||+7||+7||+7||0.01 kg||Best defensive bonuses on paper, but amulet of power gives only marginally lower protection on top of offensive bonuses and a prayer bonus.|
|Amulet of strength||+10||0.01 kg||Probably the most commonly used by free-to-play pures, as this amulet is necessary to achieve the maximum melee hit. Arguably, every few levels it is inferior to the amulet of power, as they both allow to achieve the same maximum damage while amulet of strength lacks the additional defence and accuracy bonuses. However, wearing amulet of strength requires less frequent strength potion dosage, which is beneficial both during training and player-versus-player combat.|
|Amulet of power||+6||+6||+6||+6||+6||+6||+6||+6||+6||+6||+6||+1||0.01 kg||One of the best amulets available for free-to-play players. Somewhat underrated. Affects both accuracy and defence in addition to a small prayer bonus and raising melee attacks strength. While amulet of strength provides greater strength bonus, every few strength levels the maximum melee hit is equal regardless of which amulet is used. The best amulet available for archers and ranged-magic hybrids, and a solid choice for melee.|
Bodies[edit | edit source]
A pretty diverse slot, providing considerable options for all combat types.
|Monk's robe top||+6||1 kg||Offers the highest prayer bonus.|
|Zamorak monk top||+2||+3||+3||0.9 kg||A halfway between monk and wizard robes, the zamorak monk top provides both considerable prayer bonus, as well as some small magic bonuses. Preferable in the deep wilderness.|
|Black robe, Blue wizard robe||+3||+3||0.9 kg||Arguably the best free-to-play items in the slot for magic users due to the highest magic attack bonus. They both provide the same bonuses.|
|-15||+10||+15||+19||-3||+12||6.8 kg||A solid alternative to the iron platebody with a higher crush defence bonus. It does not have any ranged attack penalties, so it can be safely used by archers.
Note: Bronze chainbody shares the same negative effects while providing lower defensive bonuses.
|Iron platebody||-30||-10||+21||+20||+12||-6||+20||9 kg||Offers the highest bonuses against melee and ranged attacks, except for the crush damage type. Provides best-in-slot protection against most commonly used attack types: slash and ranged. Surpassed by the iron chainbody when it comes to crush defence and by the leather body in magic defence. Suffers from enormous magic attack and defence penalties and considerable ranged attack penalty.
Note: Bronze platebody shares the same negative effects while providing lower defensive bonuses.
|Leather body||-2||+2||+8||+9||+10||+4||+9||2 kg||This is the only body without any requirements that provides ranged attack bonus. It is worth noting that it has the highest magic defence bonus among body armours, making it especially useful at lower levels where magic dominates other combat styles.|
Boots[edit | edit source]
Free-to-play boots offer negligible defensive bonuses.
|Leather boots||+1||+1||0.35 kg||Marginal bonuses with no offensive penalties.|
|Fighting boots, Fancy boots||-3||-1||+1||+2||+3||0.01 kg||They offer slightly better bonuses than the leather boots, but suffer from ranged and magic attack penalties and have to be retrieved from the Stronghold of Security after death.|
Capes[edit | edit source]
Free-to-play capes offer negligible defensive bonuses.
|Cape||+1||+1||+2||0.45 kg||Marginal bonuses with no offensive penalties.
Note: all coloured capes and some decorative capes like cabbage cape share the same bonuses.
|Team cape||+1||+1||+2||0.45 kg||Marginal bonuses with no offensive penalties. Wearing the same team cape as another player prevents you from attacking them with a left click, which is desirable in team player killing and can be an annoyance in typical arranged 1-vs-1 combat.
Note: all team capes share the same bonuses.
Gloves[edit | edit source]
Dominated by leather gloves and vambraces, gloves offer some great options for ranged combat.
|Leather gloves||+1||+2||0.2 kg||Although their crush defence bonus is better than that of leather vambraces, the difference is minimal - and slash attack type is significantly more common due to scimitars and 2-handed swords.
Note: Canifis gloves (coloured gloves) offer the same bonuses, but are significantly more expensive and seem to weight slightly more (0.45 kg).
|Leather vambraces||+4||+2||+2||+1||0.2 kg||Considered the best free-to-play gloves without any level requirements. Since they have no attack penalties, mages can safely use these gloves and are encouraged to do so.|
|Green d'hide vambraces||-10||+8||+3||+2||+4||+2||0.25 kg||The best gloves available for both ranged and melee combat.
Note: 40 ranged level requirement.
Helmets[edit | edit source]
A pretty diverse slot, providing considerable options for all combat types.
|Wizard hat, Blue wizard hat||+2||+2||0.4 kg||The best - and the only - free-to-play hats with offensive magic bonuses.|
|Iron med helm||-3||-1||+4||+5||+3||-1||+4||1.8 kg||Rarely used because of the attack penalties and negligible defensive bonuses.
Note: Bronze med helm shares the same negative effects while providing lower defensive bonuses.
|Iron full helm||-6||-2||+6||+7||+5||-1||+6||2 kg||Commonly used by melee pures due to the highest overall melee and ranged defences. Can be substituted with a coif for the extra magic defence.
Note: Bronze full helm shares the same negative effects while providing lower defensive bonuses.
|Leather cowl||+1||+2||+3||+4||+2||+3||1 kg||Offers a small ranged accuracy bonus. The only non-magical helmet without a magic attack penalty.|
|Coif||-1||+2||+4||+6||+8||+4||+4||1 kg||Offers a small ranged accuracy bonus. Provides similar overall defensive bonuses to iron full helm without drastic accuracy penalties. Notably high magic and crush defences bonuses.
Note: 20 ranged level requirement.
Legs[edit | edit source]
A pretty diverse slot, providing considerable options for all combat types.
|Monk's robe||+5||0.9 kg||Provides the highest prayer bonus.|
|Zamorak monk bottom||+2||+3||+3||0.9 kg||The only item that provides a positive magic attack bonus in this slot, as well as a notable prayer bonus.|
|Iron platelegs||-21||-7||+11||+10||+10||-4||+10||9 kg||Commonly used by melee pures, this armour provides the best overall defensive bonuses in slot among items with no requirements. However, studded chaps provide better defensive bonuses against all combat styles while suffering from less attack penalties. There is no reason to use iron platelegs beyond 20 ranged level other than splashing.
Note: Bronze platelegs share the same negative effects while providing worse defensive bonuses.
|Iron plateskirt||-21||-7||+11||+10||+10||-4||+10||8 kg||Even though they have the same bonuses, iron plateskirt weights one kilo less than iron platelegs, making it slightly better. It still should be replaced with studded chaps as soon as 20 ranged level is achieved.
Note: Bronze plateskirt shares the same negative effects while providing worse defensive bonuses.
|Leather chaps||+4||+2||+2||+1||3 kg||Provides slight defensive bonuses and a small ranged accuracy bonus without any attack penalties.
Before the introduction of zamorak monk bottom to free-to-play worlds, this used to be the only non-decorative item in slot with defence bonuses that did not affect magic accuracy - making it a somewhat common choice among magic pures at the time.
|Studded chaps||-5||+6||+15||+16||+17||+6||+16||4 kg||Offers a considerable offensive ranged bonus at the cost of magic accuracy. Each of its defensive bonuses beats the iron platelegs, making it the best option for both the archers and warriors to wear on lower and early mid levels.
Note: 20 Ranged level requirement.
|Green d'hide chaps||-10||+8||+22||+16||+24||+8||+22||5.4 kg||This is arguably the best piece of armour available to free-to-play players with 1 defence level. While this item has the same slash defence bonus as studded chaps, the other defensive bonuses are the best in slot and comparable to the iron platebody. Offers relatively high ranged accuracy and magic defence bonuses.
Note: 40 ranged level requirement.
Shields[edit | edit source]
A defensive piece of gear, somewhat neglected due to common usage of 2-handed weapons and lack of sensible 1-handed ranged weapons.
|Iron sq shield||-6||-2||+8||+9||+7||+8||3.6 kg||Rarely used in practice, as it does not fill any particular niche. While it does not have a negative magic defence bonus like the iron kiteshield does, the anti-dragon shield provides positive magic defence bonus and similar overall defensive bonuses with no attack penalties.
Note: Bronze sq shield shares the same negative effects while providing lower defensive bonuses.
|Iron kiteshield||-8||-2||+8||+10||+9||-1||+9||5 kg||Provides the best overall melee and ranged defence bonuses.
Note: Bronze kiteshield shares the same negative effects while providing lower defensive bonuses.
|Wooden shield||+4||+5||+3||+1||+4||2 kg||With no attack penalties, this shield can be used by low level mages without access to the anti-dragon shield.|
|Anti-dragon shield||+7||+9||+8||+2||+8||5.4 kg||It provides defensive bonuses roughly equivalent to the iron sq shield and only slightly worse than the iron kiteshield. However, unlike the other two, it provides a positive magic defence bonus and has no attack penalties. The best in slot for mages and a helpful item for low level melee pures.
Note: Dragon slayer quest had to be started in order to use this shield.
Weapons[edit | edit source]
Note that if you cannot access the highest weapon tiers, the same commentary applies to their lower tier equivalents. For example, shortbows should be used over longbows, the 2h swords and battleaxes are viable knockout weapons, the scimitars usually offer the highest melee damage-per-second value followed by swords, and so on.
3-tick weapons[edit | edit source]
The fastest weapons in free-to-play that allow to attack every 3 ticks (or 1.8 seconds). These weapons work well as the main attack used to wear down the opponents before delivering the knockout attack.
|Maple shortbow||+29||1.3 kg||The only viable ranged weapon in the long run. Can be used along with the adamant arrows for a +31 ranged strength bonus. When using the rapid combat style, this bow becomes one of the fastest weapons on free-to-play, which is crucial for damage stacking and combos.
Note: while longbows can shoot further, they are slower and provide no extra accuracy or damage bonuses over shortbows whatsoever.
|Event rpg||1 kg||A 2-handed weapon with no bonuses that speeds up basic melee attack. Its relatively long attack animation causes a movement stall that can be very useful in combat when used correctly. Commonly used by low level players, as well as the strength and defence pures.|
|Ham joint||2 kg||A 1-handed weapon with no bonuses that speeds up basic melee attack. Although it might be too expensive for regular fights, the ability to use a shield arguably makes it better than the event rpg, especially for defence pures.|
|Swift blade||1.8 kg||A 1-handed weapon with no bonuses that speeds up melee attacks. In contrary to other free-to-play 3-tick melee weapons which are all crush-based, swift blade offers 3 basic stab type attacks, as well as a strength-based slash attack. Has custom animations with a slight stall. Although it might be too expensive for regular fights, the ability to use a shield arguably makes it better than the event rpg, especially for defence pures.|
4-tick weapons[edit | edit source]
These weapons allow to attack every 4 ticks (or 2.4 seconds), which matches the speed of regular unarmed melee attacks. Commonly used as the main attack.
|Rune scimitar||+7||+45||-2||+1||+44||1.8 kg||The iconic weapon considered to have the highest overall damage-per-second value among all melee weapons in free-to-play. Commonly used as the main weapon of melee pures, as well as a secondary knockout weapon of range-melee hybrids used for building momentum.|
|Rune sword||+38||+26||-2||+2||+1||+39||1.8 kg||A stab-based alternative to the rune scimitar. Offers similar attack speed, but with slightly lower damage and accuracy. On some strength levels rune sword max hit can be equal to that of the rune scimitar, which makes it a somewhat viable cheaper option with a more subtle attack animation. It is also the best melee weapon easily obtainable by free-to-play ironmen.|
Knockout weapons[edit | edit source]
Slow, but powerful weapons that are commonly used to deliver knockout attacks.
|Rune 2h sword||-4||+69||+50||-4||-1||+70||3.6 kg||The second weapon from the iconic free-to-play duo, rune 2h sword is a slow but powerful 2-handed piece of equipment that allows to deal the highest possible max melee hit of 31 at 7-tick (4.2 seconds) speed. Commonly used as a knockout weapon.|
|Rune battleaxe||-2||+48||+43||-1||+64||2.7 kg||One tick faster than the rune 2h sword, but a little weaker and much less accurate. Hits every 6 ticks (or 3.6 seconds). This is the strongest weapon that requires a single hand to wield. Might be preferred by melee pures that want to keep their shields on, or by players that want to shorten the delays between knockout hits.|
|Hill giant club||-4||+50||+65||-4||-1||+70||3.6 kg||A crush-based equivalent to the rune 2h sword with the same speed of 7 ticks (or 4.2 seconds). Since plate armours offer high slash and low crush defensive bonuses, this 2-handed weapon is preferable when fighting armoured players with a high defence level. However, it can be relatively costly, which makes it common only in the so-called risk fights.|
Other weapons[edit | edit source]
|Elemental staff||+3||-1||+9||+10||+2||+3||+1||+10||+6||2.2 kg||Staff of air, staff of water, staff of earth and staff of fire provide unlimited supplies of their respective runes, on top of the ability to autocast spells at 5-tick speed (3 seconds per cast). They also offer the highest magic accuracy boost and considerable defensive bonuses. Commonly used by magic pures.
Note: different staves offer slightly varying melee accuracy and strength bonuses. The listed statistics belong to the staff of fire.
|Phoenix crossbow||+6||3.6 kg||Along with the regular crossbow, it is one of the only one-handed ranged weapon available on free-to-play worlds. Allows to shoot bronze bolts with +10 ranged strength at 6-tick speed (3.6 seconds per attack), which goes down to 5 ticks on rapid (3 seconds). While this is a slow and relatively weak weapon, it is sometimes used by tanks - or players that choose to level defence over offensive skills - due to its long range and the ability to use a shield.
Note: regular crossbow provides the same bonuses, but weights slightly more (8 kg).
Summary[edit | edit source]
Magic pures should wear wizard robes with a zamorak monk bottom, amulet of magic, leather boots and leather vambraces. Zamorak monk top can also be considered in the deep Wilderness or if the prayer points consumption is an issue. Hybrids can also consider using an amulet of power with no armour or low tier ranged gear to keep the element of surprise.
Melee pures should wear the best available leather chaps and vambraces in addition to the iron armour and the amulet of strength or amulet of power. Low level melee pures can consider using full ranged gear and a wooden shield or an anti-dragon shield instead to protect against the commonly used magic attacks. Monk robes are also a good choice on higher levels to slow down the prayer points consumption.
Locations[edit | edit source]
This sections lists locations that are player versus player combat hotspots. Note that activity ratings may vary over time.
Active single-way combat areas - especially around towns - are typically used by player killers to find opponents for so-called "honourable" fights. In general, most experienced players adhere to the following rules in these areas:
- Protection prayers (or "overheads") are not used.
- Snare and Tele Block spells are not used.
- Both opponents are expected to skull up or risk similar amount of money in gear or coins.
- In general, fights are voluntary and players ask for permission before initiating duels.
- Interrupting fights between players and attacking players that are currently looting is frowned up.
- Players can run away from the fights when out of food, energy or other supplies.
- Players keep their hitpoints relatively low, so that the opponent could take them out with a well-timed combo. Healing too much is called safing and would lead to constant draws, as in free-to-play it is relatively easy to outheal the incoming damage in 1-vs-1 combat.
Note that this does not apply to single-way combat areas in the deep wilderness and less active areas of the PvP worlds, where "no honour" fights are common.
|Location||World||Activity||Points of interest||Comment|
|Edgeville||308||High||Wilderness access, Monastery||Edgeville is a small town just south of the wilderness. It has a bank, a respawn point and an altar in the nearby monastery. Low level Wilderness area north of Edgeville on world 308 remains one of the most active places to find other willing players for 1-vs-1 duels. There are no direct free-to-play teleports to Edgeville, but you can get pretty close with a canoe, skull sceptre or by death if you have the Edgeville respawn point active.
While less active on the PvP worlds, it is still possible to find some opponents around the Edgeville respawn area and yew trees. In contrary to the 308 world, on PvP worlds low level wilderness remains mostly unused and the fights take place around the bank.
|Varrock||PvP||High||Grand Exchange||Varrock is one of the biggest cities available to free-to-play players. Thanks to the nearby Grand Exchange, where players can easily buy supplies, and Varrock Teleport that allows to quickly travel to the city, Varrock remains a highly active place in terms of 1-vs-1 combat. In particular, areas around the Grand Exchange, west bank and the city centre are usually active. Note that the sewers under the city and the area near Barbarian Village are multicombat.|
|Lumbridge||PvP||High||Respawn point, altar||Lumbridge is the first city that all players see after completing the tutorial island. It has the default respawn point, a bank chest in a safe area and an altar to restore prayer points. The area in front of the castle is a pretty active place in terms of 1-vs-1 combat on the PvP world, but it tends to be used by lower level and less experienced players in comparison to Varrock - with the notable exception of the church, where duels of high level players take place next to the altar. Due to how close the respawn point is from the active combat area, ragging (harassment of players by constant attacking without any risked items) tends to be a problem.|
Since some players choose to train in PvP worlds in order to avoid crowds, other notable areas where you can find people include typical training spots with monsters such as the hill giants, flesh crawlers or ogresses. Some players can also be found throughout the wilderness, although most hotspots are in multicombat areas.
Multicombat areas allow groups of player killers to attack a single opponent at the same time. This is leveraged by clans to wage wars in truly many-versus-many combat, as well as by teams of player killers to score kills faster in many-versus-one combat. None of the (unofficial) rules of honourable single-way combat areas apply here, and typically players use whatever technique they can to score the kills, participating in the so-called "no honour" fights. Bind and Snare usage is common and very dangerous, as it prevents the players from escaping the multicombat boundaries.
|Location||World||Activity||Points of interest||Comment|
|Falador||PvP||High||Falador is one of the biggest cities available to free-to-play players. Most of the city is a multicombat area, which combined with access to 2 banks and Falador Teleport for quick access leads to common activity on the PvP worlds. However, due to the ease of getting into the city, ragging tends to be a problem. To escape the multicombat area, teleport out (preferably to Lumbridge) or enter a safe zone such as one of the banks.|
|Lava isle||Varies||Medium||Nature runes spawn||So-called nature runes spawn is an area in the deep wilderness south-east of the Demonic Ruins. There are 2 nature runes respawns on a small lava island - the runes can be telegrabbed for profit. This area attracts player killers and telegrabbers alike. Especially active on world 308, it is one of the spots around which clan fights take place. To escape the multicombat area, run east.|
|Demonic Ruins||Varies||Low||Greater demons, Prayer restoration||Demonic ruins is an area in the deep wilderness. Entering this place triggers passive prayer restoration. Due to the prayer restoration and close vicinity to the nature rune spawns on the south-east, this is used as regrouping spot by many clans. Some players also choose to train there on greater demons. To escape the multicombat area, run east.|
|Bandit Camp||Varies||Low||Bandit Duty Free||Bandit camp is an area in the mid wilderness. Its general store buys items at their high alchemy value, which makes it profitable to sell selected items there rather than on the Grand Exchange. The shop itself is not very deep into the wilderness. However, since the entire camp is a multicombat area, it makes it much easier to kill players that try to profit here by selling items. This is one of the places where player killers can expect actual valuable loot, not just the thrill of the kill. To escape the multicombat area, run south when close to the main entrance or run east to the secondary entrance if you are deeper into the camp. Ferox Enclave is pretty close on the east of the camp, but keep in mind that you will not be able to enter it if teleblocked.|
|Varrock||308||Low||The Wilderness area just north of Varrock used to be the most active multicombat area, especially in RuneScape 2. With the introduction of PvP worlds and due to restrictions on low level free-to-play accounts such as lack of the ability to join clan chats, this place lost its popularity. However, it can still be used to find some fights during peak hours. In particular, multi-combat areas north of Varrock are where wars between low level clans often take place, since low level players cannot enter the PvP worlds without a sufficient total level anymore.
To escape the multicombat area, teleport out or run south to leave the Wilderness.
Mixed areas[edit | edit source]
|Location||World||Activity||Points of interest||Comment|
|Ferox Enclave||308||High||Mid level Wilderness access, bank, Pool of Refreshment||Ferox Enclave is a settlement in the wilderness. It provides access to PvP minigames, a bank chest, a respawn point and two restoration options in form of free-for-all Clan Wars portal and the Pool of Refreshment - both of which restore hitpoints, prayer points, run energy and any skill changes. It is notable for being the only location with a bank within the free-to-play wilderness boundaries. It can be accessed via a waka canoe with 57 woodcutting, with the minigame teleport or by dying with the respawn point unlocked.
Being in the wilderness, the enclave provides quick access to a few notable locations:
With access to the best free-to-play restoration methods and a respawn point, Ferox Enclave has the potential to be the main hub for 1-vs-1 combat. Hovewer, since the access to the city can be restricted with a Tele Block spell, this location is more dangerous than either low level wilderness north of Edgeville or typical 1-vs-1 PvP world areas, as it encourages no-honour techniques. Ragging, rushing and player jacking tend to be a problem, as the PJ timer (the time before you can change the opponent) is not increased like in case of the PvP worlds. Clans and teams of players might use this to their advantage by interrupting fights and killing players with drained supplies. This makes it a somewhat niche area for typical 1-vs-1 duels, although still active at peak times. In particular, mid and high level players such as maxed pures and mains often fight there.
Additionally, Ferox Enclave is a common regrouping and banking spot for players and teams that hunt in the deep wilderness, as well as clans that participate in arranged wars. It also allows to access safe player-versus-player minigames such as Clan Wars, Castle Wars and Last Man Standing.
|Chaos Temple (hut)||Varies||Medium||Altar, wine of zamorak spawn||Chaos temple is an area in the deep wilderness. It has an altar that can be used to restore prayer points and a respawning wine of zamorak that can be telegrabbed for profit. The temple itself and a small area around it are multicombat, but the surrounding areas to the north, east and south only allow for single-way combat. It is notable for being one of the spots where player killers can successfully score kills both alone and in a clan, as escaping multicombat area is relatively simple. Especially active on world 308, this is a place where clan fights often take place. To escape the multicombat area, run a few tiles east, south or north of the temple. When chased, keep in mind that The Forgotten Cemetery has aggressive monsters such as ankous that can attack your opponents and ease your escape.|
|Lava Maze Runite Mine||Varies||Medium||Runite rocks||Lava Maze is an area in the deep wilderness. There is a small mine north of Lava Maze with the only runite rocks on the free-to-play map. The area around the rocks only allows for single-way combat, but the zones on both the east and the west of the rocks are multicombat. This makes it relatively difficult to escape this place. Despite this - since runite ores can be a great source of income - runite mine constantly attracts both miners and player killers. To escape the area, run west. When chased, Frozen Waste Plateau and The Forgotten Cemetery both have aggressive monsters that can attack your opponents. Besides, there are aggressive spiders to the west that can be lured into single-way combat area close to the mine and boxed to stall the opponents.|
PvP worlds employ some additional mechanics:
- The time after which the players can be attacked by a different opponent is increased. This makes it harder to interrupt fights or rush players after they score a kill.
- Outside of the safe areas, players can attack opponents that have at most 15 less or more combat levels. In the wilderness, this is further increased by the wilderness depth level.
- Bank chests and safe areas are placed around player respawn points. Most importantly, there are bank chests in front of the Lumbridge castle and in the Edgeville crypt.
Techniques[edit | edit source]
There are some tricks and techniques that you can master and apply to improve your chances at winning. This section aims to give an overview of these methods.
Stacking[edit | edit source]
By using well timed subsequent attacks, you can stack multiple hitsplats on the opponent within a short period of time, possibly dealing more damage than they can heal. There are multiple variants of damage stacks that can be performed with free-to-play attacks.
Range to melee[edit | edit source]
The most common stacking combo. Stand around 2 or 3 tiles away from your opponent in either direction, shoot an arrow with a shortbow set to rapid, switch to a melee weapon and follow with a melee attack. Keep in mind that to immediately deal damage with a melee weapon after switch without having to run closer, you have to stand up to 2 tiles away from your target in either direction. This can be improved up to 4 tiles with sliding (see below).
Ideally, you want to apply both hits in the same game tick, without giving your opponent a chance to react.
Magic to melee[edit | edit source]
Although pretty easy to perform on a non-moving target, it is not very practical or unpredictable. To stack magic and melee hitsplats, you need to stand around 7 or 8 tiles away from the opponent in either direction, cast a spell and immediately click on them to attack with a melee weapon. It is difficult (but possible) to apply both hits in the same game tick. This technique can be an interesting fight opener, especially on lower levels against unsuspecting opponents with low health.
Melee to melee[edit | edit source]
When using an event rpg or another 3-tick melee weapon as the first attack, it is possible (but difficult) to perform a stack with two melee hits when sliding. Range-to-melee combo is often more effective and easier to perform though.
Range to range[edit | edit source]
It is possible to stack two shortbow hits by firing the first arrow around 2 to 3 tiles away from the opponent, running next to them, and immediately attacking with the second shot. However, this technique is not as effectively as in case of range to melee, since ranged attacks have much less KO potential due to lower maximum damage.
Combo eating[edit | edit source]
Usually eating prevents you from performing actions such as attacking or healing, but some foods with multiple bites do not prevent you from eating another consumable immediately after. This is especially relevant on higher levels, where a single high tier fish is no longer always sufficient to outheal incoming damage. A common food combo consists of an anchovy pizza followed by a swordfish, healing a total of 23 damage. The trick is to start with a pizza half and then immediately follow with the swordfish, which allows to use both consumables in a very short period of time. This is especially important when reaching low Hitpoints after taking a hit from a quick weapon such as a rune scimitar or maple shortbow, as the opponent can easily follow up with a knockout attack. Note that the attack delay after combo eating will be longer than in case of a single piece of food.
Potions[edit | edit source]
If you need to drink a potion and eat some food, always start with the food, and then follow with a potion dose. Drinking a potion first will prevent you from eating immediately after.
To limit prayer points consumption, you can turn the prayers right before the hit and turn them off after instead of keeping them on for the whole fight. This takes some practice to get correctly, especially when done alongside healing or weapon switching. However, this can allow players with a low prayer level to leverage skill boosts and other combat prayers for a significantly longer time.
Delaying[edit | edit source]
Delaying is the act of switching to your knock out weapon at the last possible game tick to make the attack less predictable. For example, if you switch to a 2h sword immediately after your previous attack, the opponent will see the incoming knockout attack and will attempt to heal. However, if you manage to time your switch just right, the opponent will only see the attack animation, which does not give them any extra time to act.
Used in both melee-only as well as range-to-melee combat, this is a basic technique that should be mastered if you are using a melee knock out weapon.
Backstepping[edit | edit source]
This is a variation on the delaying technique. After a rapid shortbow shot, you can run around 4 tiles before delivering the subsequent melee attack immediately. Similarly, you can run up to 6 tiles after a scimitar hit. Before delivering a knockout blow, you can run few tiles back (hence the backstepping) and come back to hit the opponent. Make sure that the last movement is up to 2 tiles away from the opponent in either direction to immediately hit after a switch.
Sliding[edit | edit source]
By sending multiple subsequent movement inputs, you can make your character appear to move faster by the so-called sliding. If you have ever seen a player "sliding" backwards or diagonally and shooting an arrow at an opponent, you have witnessed sliding. To perform it on purpose, you need to command your character 3 or 4 times to move to tiles nearby in a straight line in a short period of time, before eventually clicking on the opponent to attack. This is one of the most difficult techniques to master.
Beside making you harder to target and more tedious to fight against, sliding improves the distance from which melee weapons can be damage the opponents immediately from 2 tiles to up to 3 or even 4 tiles. This allows you to perform unexpected, powerful damage stacks from unusually far distances.
Emotes[edit | edit source]
Items with associated emotes, such as the Diango's claws or Marionette, can be used after or before an attack to hide its animation or to delay the movement. Spam-clicking on the target allows to break the delay of the animation.
Fake eating[edit | edit source]
If both you and your opponent have low hitpoints, and your opponent expects both of you to eat some food to heal, you can drink a potion instead. Potions make you perform the food eating animations, but you suffer no penalty and can attack immediately. Followed by a weapon switch, this allows you to catch the opponent off guard without the ability to retaliate due to his eating delay. Keep in mind that you won't be able to eat food immediately after drinking a potion.
This technique is very effective when combined with well timed delaying. Especially useful in melee-only fights.
Fake switches[edit | edit source]
These techniques involve switching to a different weapon without actually attacking with it. As opponent expects a different kind of attack, these techniques might make the opponent heal unnecessarily or not heal enough for the incoming hit.
This is commonly performed by switching to a knockout weapon (e.g. a rune 2h sword), and then switching back to a faster weapon (e.g. a maple shortbow) to deal consistent damage. Especially combined with proper movement, this might force the opponent to heal, making them unable to attack. This allows to gain momentum in the fight.
Variants of this technique might also include temporarily switching from a shortbow to a weaker melee weapon (e.g. a rune scimitar), and then to a knockout weapon (e.g. a rune 2h sword) to deliver the actual attack. This might have the opposite effect - the opponent might not heal enough or decide not to heal at all, expecting to take a hit from the weaker weapon, which allows to perform unexpected combos.
Spell downgrade[edit | edit source]
Combat spells are pretty dangerous early on, heavily outdamaging other combat styles. This is why players fighting magic pures on low levels are likely to feel threatened and heal above their spells maximum damage. Combined with the rather slow speed of spell casting, this makes it difficult to fight solely with magic in 1-vs-1 combat.
Downgrading to a weaker spell of a similar element is a good way of making the opponent more comfortable with having low hitpoints, before delivering the final unexpected blow with the better spell. It can also be a way of preserving more expensive runes. For example, if your best available spell is the Earth Bolt, try using the Earth Strike to wear the opponents down. With almost half the maximum damage, opponents will be less likely to heal as much, and might not even expect or notice the eventual bolt due to similar animations. This makes mages less predictable and their opponents more eager to risk.
Manual casting[edit | edit source]
When casting combat spells manually, the initial attack suffers from a shorter delay in comparison to autocasting. This is especially revelant when trying to attack a player after movement, e.g. during chasing an opponent in the wilderness.
Dodging[edit | edit source]
Movement can be used as a defensive technique, especially during fights involving ranged combat. Since melee attacks are typically used to perform combos, you can run away from the melee range as the opponent is switching weapons to distrupt their attack and gain some extra time to heal. You can even prevent them from attacking with melee completely, forcing them to switch back to ranged. Constant moving during the fight also makes it more difficult to click on you accurately, which can in turn make performing well-timed combos much harder.
Decorative gear[edit | edit source]
This is somewhat anecdotal, but many players are more eager to fight and more likely to risk if you wear decorative gear, such as the clue rewards. You can use cheap decorative gear and only look like you wear expensive items, and you are still more likely to get some attention. You might notice that even unskulled players with expensive items such as gilded equipment are getting repeatedly attacked in player-versus-player areas, sometimes by opponents barely in their level range. Risking items such as the trimmed plateskirts can be a surprisingly cheap way of distracting your opponents.
Slang dictionary[edit | edit source]
Practices[edit | edit source]
- safing, safer, to safe - in free-to-play 1-vs-1 combat, you can mostly outheal your opponent by constantly eating high tier food. This is why the majority of players choose to keep their hitpoints in a comfortable range where they cannot be killed by a regular attack, but can still die to a well-timed or lucky combo. A safer is a player who safes - eats too often and too much, not giving either player an opportunity for a win. If you are called a safer repeatedly by multiple players, you might want to consider eating less food or - if low level - switch to a worse tier of food.
- risking, to risk - the opposite of safing: keeping your hitpoints low enough to be easily taken down by a regular attack. Some players choose to risk to deliver unexpected combos or knock out hits.
- chance, chanced - if a hit or a combo had the damage potential to kill a player, but it fell short, it is calling chancing a player.
- risk fight - a fight where both players agree to carry expensive items or money in their inventories. Whoever wins, gets the risked items. In this context, risk can also be the total value of the items that you would lose after death. Risk fighting is a popular way of making money, as killing regular players "with no risk" is usually not very profitable, especially compared to some available money making methods.
- ragging, ragger, to rag - purposely preventing players from playing by constantly attacking them when they enter unsafe areas is called ragging. There are usually two main forms of ragging: using a reliable weapon such as the rune scimitar along with the Protect Item prayer to prevent from losing any items upon death, or using a high defence level tank account along with high tier armour and food, which realistically gives the opponents no chance to kill the ragger within his respective level range. Note that this is considered harassment and can be reported.
- 1-itemming - a form of ragging involving using a single item to deal consistent damage (usually a rune scimitar) and the Protect Item prayer.
- perm, permed - some individuals and clans use their ragger accounts to constantly harass other players, effectively preventing them from having genuine fights. Permed players are targets of this harassment, as they are "permanently banned" from PvP combat.
- rushing, to rush - attacking players without consent, usually starting the fight with a high damage combo. Since on higher levels players are usually unable to kill the others with a single combo unless they were already damaged, on F2P rushing is often performed on players that have just finished a fight to take advantage of their low hitpoints (pjing).
- pj, to pj, pjing - "pile jumping" or "player jacking". Attacking a player that has just finished a fight or interrupting a fight e.g. when one of the players takes time to heal. Considered a bad practice.
- to pile, piling - multiple players attacking a single opponent; stacking multiple hits.
- dd, death dot - multiple players standing on the same square, making them appear as a single player on the minimap. A common tactic in multi-combat areas.
- nh - "no honour". Describes a combat style where any technique goes - for example, players can rush, safe or use overhead prayers, as long as it gets them the kill. Common in the deep wilderness and in areas far from the usual hotspots in the PvP worlds.
- no arm - "no armour". Used when asking someone with a high defence level to take his armour off to make the fight more balanced or riskier.
- overheads - protection prayers. These prayers are usually used only in the deep wilderness areas, not in regular arranged 1-vs-1 combat.
- tb - Tele Block spell. Can be used as a suggestion to cast the spell on an opponent.
- pot, pot up - usually refers to the strength potion. Potting up is simply drinking a dose of the potion.
- epot - energy potion.
- lure, luring - tricking a player to enter an unsafe area. There are multiple types of lures, some of which can include dropping items in unsafe areas or provoking a player to attack and running away to a more dangerous area. A lure can also be a player that performs luring e.g. by wearing expensive items and dragging an unsuspecting player to multi-combat area, where he is attacked by an entire team of player kilers.
- mule - an alt account typically used to store supplies and loot in the wilderness, or to perform scouting and luring.
- dm, deathmatch - a fight where none of the players leave or teleport after they run out of food.
- farcast, farcasting - using an attack outside of the range of the opponent to avoid getting damaged. Usually paired with a binding spell to freeze the opponent.
- caller - a person within a team that announces the target and worlds during fights. Within small casual teams, a caller might simply perform world scouting and inform the team via the clan chat, while during organized wars callers typically shout very specific commands for their clan via a voice chat.
Communication[edit | edit source]
- pk, pker, pking - "player killer", "player killing".
- pvp - "player versus player".
- gl - "good luck". Used to ask for duels. By responding with gl, you're agreeing to a fight. Not every player will give you a warning though. Asking for fights is a good practice in low level wilderness and in PvP world hotspots such as Varrock, Edgeville and Lumbridge, but very rarely done in the deep wilderness.
- rm - "rematch". Used to ask for another fight.
- mb - "my bad". Often written after unintentionally healing too much, e.g. when expecting a rushing opponent to deal significant damage, but turning out to miss instead.
- dw, ag, idm - "don't worry", "all good", "I don't mind". Sometimes used in response to "mb" to say that the heal was justified.
- gg - "good game".
- gf - "good fight".
- ko - "knockout".
- l2pk - "learn to PK".
- loot, looting - used to communicate that a player is currently picking up items and cannot fight.
- rng - "random number generator". Refers to the luck factor in PvP.
- rg - "regroup".
- fall in - follow the leader of the group.
- bs - vulgar, used after unlikely kills that heavily relied on luck.
Locations[edit | edit source]
- multi - multicombat areas.
- single, singles - single-way combat areas. The opposite of multi.
- maze - Lava Maze.
- rr, runite - "runite rocks". Runite mine north of the Lava Maze.
- gd, demons, ruins - greater demons at the Demonic Ruins.
- nats, natures - nature rune spawns south-east of Demonic Ruins.
- bandits, camp - Bandit Camp. In particular, this can refer to the hotspot in the general store of the camp, which buys items for increased prices.
- fort - Dark Warriors' Fortress.
- altar - deep wilderness chaos temple or (less often) Zamorak temple ruins.
- edge - Edgeville. Can refer to low level wilderness area north of Edgeville.
- varrock - can refer to low level wilderness multicombat area north of Varrock.
- fally - Falador. Can refer to the multi-combat area of Falador in the PvP worlds.
- ferox, enclave, encl - Ferox Enclave.
- tower - a tower south-east of the Ferox Enclave within the multi-combat area. Since it has multiple floors, it can allow solo players or small teams to escape their opponents.