Free-to-play combat pure guide
Free-to-play combat pures are accounts designed to have an advantage in free-to-play 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 Builds
- 3 Training
- 4 Equipment
- 5 Techniques
- 6 PvP culture
- 7 See also
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 article for more info on combat level calculation.
Attack[edit | edit source]
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.
Keep in mind that melee is commonly used to knock out opponents, so maximising the damage by training strength instead of improving the accuracy by training attack might still be preferable. Early on, it might be beneficial to avoid training attack altogether, and focus on strength instead. This allows to unlock weapons that do not require attack to wield such as the rune warhammer, maximizing the maximum melee hit.
Attack milestones[edit | edit source]
Strength[edit | edit source]
Melee allows to deal the highest maximum hits among all combat styles, which makes it the most common combat style used for knockouts. Because of that, strength is a very valuable and commonly trained skill. Strength should be among the first skills that are maxed on most combat pure accounts.
Strength also unlocks access to warhammers, which do not require any attack levels to wield. Warhammers are slow and accurate 1-handed weapons with high strength bonuses, which makes them useful as knockout weapons. Melee-oriented accounts that rely on weapons with no attack requirements and train strength over attack are referred to as strength pures.
Strength milestones[edit | edit source]
|1||Event rpg, Swift blade, Ham joint|
Defence[edit | edit source]
The majority of free-to-play combat pures tend to keep their defence level at 1 to focus on the offensive skills and maximise damage output. Until high combat levels, 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 many 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 killing armoured 40 defence opponents with a similar combat level in 1-vs-1 fights.
30 defence level is necessary to achieve the highest equipment strength bonus on free-to-play due to the golden decorative boots. These boots are currently the only piece of equipment outside of the weapon and amulet slots that provides a strength bonus in free-to-play worlds. They are required to maximize damage with certain weapons such as the rune scimitar.
Defence milestones[edit | edit source]
Studded body (with 20 )
Ranged[edit | edit source]
Ranged affects accuracy and maximum damage of ranged attacks. It also 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.
Ranged milestones[edit | edit source]
|1||Shortbow and iron arrows
Hardleather body (with 10 )
|5||Oak shortbow and steel arrows|
|20||Willow shortbow and mithril arrows
Studded body (with 20 )
|30||Maple shortbow and adamant arrows|
|40||Green d'hide body (with 40 and Dragon Slayer I)|
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, if at all.
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 attacks usually have a 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 outside of typical hotspots. While commonly used in duels on lower levels, combat spells eventually become viable only in multicombat zones and in the deep wilderness.
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. Even when not using spells in combat, training magic is worth it solely for the improved magic defence and unlocking all utility spells. Magic levels can be gained without earning hitpoints experience or raising the overall combat level, as long as its level is below or equal to ranged or ⅔ of attack and strength.
Magic milestones[edit | edit source]
|55||High Level Alchemy|
Hitpoints[edit | edit source]
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 the vast majority of combat pures regardless of their build. A notable exception includes accounts such as specialized magic pures which can reliably train magic without gaining hitpoints experience, although they are extremely fragile.
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 gives an advantage to players training their combat skills with methods that do not grant hitpoints experience to purposefully lower their combat level.
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 (or 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[edit | edit source]
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 the 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 the prayer points. That is why many pures choose to stop training this skill after unlocking specific prayers necessary for their build.
Prayer milestones[edit | edit source]
|4||Burst of Strength|
|37||Protect from Magic|
|40||Protect from Missiles|
|43||Protect from Melee|
See the account builds section for commonly used prayer level tiers.
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.
Pure builds[edit | edit source]
The following table contains builds that do not rely on training defence.
|Ranged-melee hybrid||30 — 80||The most common build among free-to-play combat pures. Effective in both 1-vs-1 duels, as well as multicombat areas. 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. Due to its versatility and how common it is, this build might be a safe first choice for the beginners.|
|Melee pure||40 — 75||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.
It is worth noting that maxed melee pures have a lower combat level than maxed ranged-melee hybrids, since they do not need to train ranged up to 99 or prayer to 44 level in order to maximize the damage. 40 attack, 99 strength, 99 hitpoints and 31 prayer levels put them at 73 combat level as opposed to 78 with 99 ranged and 44 prayer.
|Magic pure||5 — 60||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 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||10 — 65||These pures tend to keep their attack level very low at thresholds, while consistently training their strength to improve the maximum melee damage. Since warhammers can be unlocked by appropriate strength levels without the need to train attack, strength pures have access to decent knockout weapons that are still fairly accurate against other 1 defence pures. They often use a quick melee 3-tick weapon such as an event rpg to deal most of the damage and a warhammer for the knockout attacks. In particular, rune warhammer is currently the best strength-based weapon in the free-to-play worlds, offering a similar strength bonus to the rune battleaxe despite no attack requirement.
Although these pures can use bows such as the maple shortbow instead of the 3-tick melee weapons to wear the opponents down and set up combos, their ranged level must be considerably lower than their strength level in order to avoid raising the combat level. For example, only 67 ranged level can be achieved without the combat level becoming ranged-based with 1 attack and 99 strength levels.
With high hitpoints and relatively high damage output on low combat levels, this is a reasonable build for the beginners. Albeit less accurate than typical 1 defence pures, their knockout attacks are particularly powerful within the ultra low combat level brackets and rival the maximum hits of the combat spells.
|Ranged-magic hybrid||15 — 50||Since both ranged and magic have pretty significant damage output early on, this is a common build of low level pures used in the multicombat areas and clan wars.
When used in 1-vs-1 combat, this build resembles the ranged-melee hybrid, but with a different knockout attack. In 1-vs-1 combat, these pures also use rapid shortbow attacks to wear the opponents down and magic combat spells instead to finish them off. This build is viable while magic damage is still competitive with melee in terms of maximum damage. However, since these pures cannot stack damage as effectively, classic ranged-melee hybrids can perform more unpredictable combos that are harder to heal against in duels.
Ranged-magic hybrids often choose not to train melee skills, and gain magic experience without raising the hitpoints level. That is why they might have relatively low hitpoints levels, which makes them fragile but dangerous in their combat level bracket.
Other builds[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||50 — 90||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. It also allows to wear golden decorative boots, which are required to achieve the highest equipment strength bonus on free-to-play worlds. 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.
When training a rune pure, it is important to do the Dragon Slayer I quest before getting 40 defence level - preferably around 30 defence level. Otherwise the defence experience reward might raise the level over 40. Note that it is impossible to wear rune platebody and green d'hide body (or their cosmetic variants) without the quest.
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, lower tier pures 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.
|Adamant pure||45 — 85||Adamant pures are very similar to rune pures, but choose to stop training defence at level 30. Adamant pures deserve their own section, as 30 defence level is required to wear the golden decorative boots, which allow to maximize melee damage due to their unique strength bonus. This means that 30 is the lowest defence level that enables to achieve the highest damage values with each combat style and each weapon in the free-to-play worlds.
As can be expected, the defensive capabilities of adamant pures are still considerable, but not as good as in the case of rune pures. However, their lower combat levels often put them in the combat bracket of low defence pures, which might have a hard time consistently dealing damage through their armour.
|Strength tank||30 — 75||Strength tanks are a variant of strength pures. To limit their combat level, they do not train attack and focus on strength instead. This gives them access to knockout weapons such as the rune warhammer, which can achieve similar maximum melee hits to other rune weapons that require 40 attack to wield. They usually cap their defence at 30 or 40 level to gain access to the golden decorative boots and adamant or rune armour respectively. Notably, they stay in the combat level range of 1 defence pures while maintaining similar combo potential.|
|Defence pure||10 — 55||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||60 — 105||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 common build for typical 1-vs-1 combat. It does however find some use in multicombat areas and makes for an excellent support build for other pures.
|Magic tank||40 — 105||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. Used as scouts and lures by teams, their main goal is to cast Snare and Tele Block on opponents in dangerous areas, while having enough defensive capabilities to withstand some attacks. They can also do pretty significant damage with Fire Blast to players wearing metal armour.|
Prayer level cap[edit | edit source]
Once a prayer is unlocked, gaining additional prayer levels does not improve its effect - it only affects how long it can be turned on before running out of prayer points. Although a higher prayer level is more convenient and might be useful in the deep wilderness, many pures choose not to increase their combat level unnecessarily and stop training this skill as soon as certain boosts are unlocked.
The following table lists commonly used prayer levels.
|Level||Unlocks||Comment||Max damage[max 1]||Max damage with 30 defence[max 2]|
|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||26||27||23||26||26||28|
|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||27||29||24||27||28||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. 13 prayer level also grants access to Clarity of Thought, Sharp Eye and Mystic Will.||16||25||28||29||30||25||28||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). 31 prayer level also grants 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||29||30||31||26||30||30||31|
|44||Eagle Eye||Eagle Eye is necessary to achieve the highest possible ranged damage per hit in free-to-play. 44 prayer level also grants 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||29||30||31||26||30||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 prayer boost in case of melee weapons, or 99 ranged level, adamant arrows and rapid combat style in case of ranged attacks. Castlewars bracelet bonus, castlewars brew boost and the decorative boots bonus are not included.
- Highest possible damage dealt in a single hit with 99 strength level, strength potion, amulet of strength, decorative boots, aggressive combat style and the best available strength prayer boost. Castlewars bracelet bonus and castlewars brew boost are not included.
Some less common prayer levels include:
- 25: Protect Item.
- 34: all offensive melee boosts including Incredible Reflexes.
- 43: all protection prayers including Protect from Melee.
- 45: all free-to-play prayers including Mystic Might.
- 52: members-only Smite.
When choosing the appropriate prayer level for 1-vs-1 combat, check how many strength levels it would take to achieve the same max hit improvement as the next prayer that boosts strength. If it takes less combat levels to increase the max hit via the unlocking the next prayer, consider doing that instead of training combat skills. Eventually stop at 31 level by unlocking Ultimate Strength. 44 level is also viable and should be considered by maxed pures and players that participate in combat in the deep wilderness, as it maximizes the ranged damage by unlocking Eagle Eye and grants access to the protection prayers.
While magic boosting prayers such as Mystic Might affect the magic defence and the accuracy of magic attacks, they have no effect on maximum damage of the free-to-play combat spells. As such, they are not crucial for magic-based builds.
One of the things that should be noted is that when prayer points run out, the player is left with the extra combat levels without any combat advantages, and there are no prayer restoring items in the free-to-play worlds.
Clanning[edit | edit source]
Clans often restrict the defence and the combat levels of their members. For example, some clans participate in ultra low level clan wars with a specific combat level restriction, others recruit only high level or maxed 1 defence pures, while different ones are focused on main accounts with maxed combat skills. In general, the goal is to make the account as strong as possible within the specific restrictions. This might lead to some accounts being not optimal for typical 1-vs-1 player-versus-player combat due to high levels of commonly restricted skills such as attack or prayer. Especially since many clans participate in both free-to-play and members-only PvP.
In general, it is best to investigate the combat level bracket of the clan before creating a specific account. For example, low level pures might rely solely on magic and ranged attacks, while the fighting style of high level pures might resemble typical 1 defence pures with range-to-melee combo with an addition of the utility spells such as Snare.
Comparison with pay-to-play builds[edit | edit source]
Pay-to-play combat pure builds tend to loose the restrictions on certain skills such as attack, prayer or defence to gain access to high level members-only equipment or prayers. As such, these pures are different from the typical free-to-play accounts and might be suboptimal in free-to-play 1-vs-1 combat.
Free-to-play combat pures usually cap the attack level at 40 to unlock the rune weapons. Since on this level there are no notable unlocks of members-only knockout or DPS melee weapons, it is rarely used by pay-to-play combat pures. Instead, member combat pures that choose to train attack usually have lower strength and higher attack levels on average, often starting with 50 attack for the granite maul, with 60 and 75 being also common among higher level accounts.
Many pay-to-play pures choose to train prayer up to 52 level to unlock the Smite prayer, or even higher if they train defence to access equipment like the spirit shield or prayers such as Piety. In contrast, free-to-play pures often stop at 31 to maximize the melee max hit, or at 44 to unlock the protection prayers and maximize the ranged max hit. As a rule of thumb, there is no reason to train prayer past 45 on free-to-play accounts, since there are no further unlocks past Mystic Might and the prayer level does not affect the efficiency of the unlocked skill boosts or protection prayers.
Other than dedicated tanks or defence pures, free-to-play combat pures usually do not train the defence skill past 40 level, which unlocks the rune armour, rune god armours and green d'hide body. While pay-to-play builds with comparable defence levels do exist - such as the void pure at 42 or the berserker at 45 - there are viable builds with even higher defence levels that have access to high tier armours and prayers unavailable on free-to-play worlds.
Additionally, free-to-play combat pures have no consistent methods of training melee and ranged skills without gaining hitpoints experience such as cannoning. Combat pures trained on pay-to-play worlds, even with the sole purpose of participating in free-to-play PvP combat, tend to have lower hitpoints levels in general.
To sum up, free-to-play combat pure accounts tend to have lower attack and prayer levels, as well as higher hitpoints levels if they were trained using free-to-play methods. Free-to-play accounts also tend to cap defence at lower levels such as 30 or 40.
Training[edit | edit source]
Training pures[edit | edit source]
The following guides describe how to train an account with 1 defence level.
Melee training[edit | edit source]
The most effective way to train melee skills is to use alts. Killing unarmoured 1 defence level players in Clan Wars free-for-all area or Castle Wars is among the fastest ways to gain combat experience, although obviously there is no loot involved.
When training in Clan Wars, 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. Make sure to use strength potions at all times and use the best tier of scimitar available along with an amulet of strength or amulet of power.
Castle Wars require a bit more setup than Clan Wars. First of all, there is a 2 minute downtime between games. Additionally, in order to maximize damage, the alternative character must hold the flag while being attacked. The most common strategy is to capture the flag with the alt and bring it to the spawning area, where the alternative character can easily pick it up after respawning. Make sure to wear castlewars bracelet before the match to receive a 20% damage bonus against the flag bearer, and to use a castlewars brew (obtainable during the match) every minute in order to maximize the damage. The bracelet bonus combined with the brew boost allows to achieve the highest DPS on free-to-play worlds by far. Note that the alternative character can also wear the bracelet in order to raise the bandages healing by 50%. Ideally, the alt account should have at least 90 hitpoints and 1 defence to maximize the number of hitpoints healed with the bandages.
As for training by killing NPCs, giant frogs, hill giants, minotaurs and flesh crawlers are all viable options. Seagulls are also excellent for the very first few levels until the maximum hit with the training weapon exceeds their entire health points, while golems can be effectively killed with a barronite mace due to its damage increase effect.
Since magic defence can be improved 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, with a low combat level or when fighting 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. Consider using experience lamps on strength, as it will speed up the training by a tiny bit and prevent from getting additional 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 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.
All melee skills cannbe trained up to level 3 with 176 experience without getting hitpoints experience on the tutorial island, as long as the rat is not killed immediately. Instead, damage several rats until reaching the maximum experience.
The first 8 attack levels can be trained using the dummy without gaining any hitpoints experience. Completing the Vampyre Slayer quest also grants 4,825 attack experience, which raises the level up to 20 when claimed with no attack experience. Dragon Slayer I grants a considerable amount of strength experience as well, but it should not be completed by 1 defence pures due to its defence experience reward.
Ranged training[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 be returned to the inventory after exiting the free-for-all area. Wielding a 2h sword will grant a negative ranged defence bonus for the alternative accounts. Castle Wars are a viable alternative, with both castlewars bracelet and castlewars brew boosting the ranged damage considerably, but keep in mind that the arrows will be lost there unless picked up, which makes it a slightly more expensive option.
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 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 the damage output.
Ranged can be trained up to level 3 with 176 experience without getting hitpoints experience on the tutorial island, as long as the rat is not killed immediately. Instead, damage several rats until reaching the maximum experience.
Magic training[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.
Magic can be trained with combat spells up to level 3 with 176 experience without getting any hitpoints experience on the tutorial island. Multiple sets of runes can be obtained by using a drop trick and instead of attacking a chicken, the player must go back to kill the rats to get level 3.
Training accounts with defence[edit | edit source]
The most effective combat training methods are the same for both low defence pures and other accounts. Regardless of the defence level, using alternative accounts in Clan Wars or Castle Wars is still among the best way to train melee and ranged skills. NPCs mentioned in the respective guides from the previous sections are also viable.
The biggest advantage of more defensive accounts is that they can be trained without much effort on aggressive monsters such as flesh crawlers or spiders in the Stronghold of Security thanks to their defensive capabilities. When standing around aggressive NPCs with auto retaliate turned on, all that has to be done is drinking a potion, eating some food or reseting aggressiveness every now and then, making the training much more convenient when compared to the intensive methods involving alts.
It is important to do quests with combat experience rewards before training the skills to the desired levels. In particular, the Dragon Slayer I quest grants a considerable amount of strength and defence experience, which can easily take the account over 40 defence level if it was trained too high before the quest. Since the quest is required to wear rune platebody and green d'hide body, it is important to claim the reward with no higher than 33 defence level when aiming for a 40 defence build. The same applies to Vampyre Slayer and attack, although in this case the experience reward is smaller.
Quests[edit | edit source]
Combat pures can do majority of the free-to-play quests with a few notable exceptions. Account builds with at least 40 defence level must finish the Dragon Slayer I quest to wear the rune platebody and green d'hide body, but other than that there are no quests that are strictly necessary to do. Free-to-play quests with combat experience rewards are notable for not granting any hitpoints experience, which allows to minimize the combat level. The following table lists quests with combat skills experience rewards and useful unlocks.
|The Corsair Curse||Grants access to the Yusuf's bank in the Corsair Cove.|
|Dragon Slayer I|| 18,650
|32 quest points||Unlocks the rune platebody and green d'hide body. Starting the quest also unlocks the anti-dragon shield. Omitted by low defence pures, since the experience reward puts the player at 33 defence level when completed at level 1. Should be completed by combat pures that aim at 40 defence level or higher. In order to avoid going over 40 defence level, rune pures should finish this quest with no higher than 33 defence level.|
|Imp Catcher||875||The awarded amulet of accuracy is inferior to the amulet of power.|
|Prince Ali Rescue||Grants free passage through the Lumbridge - Al Kharid toll gate.|
|The Restless Ghost||1,125||Grants almost 10 prayer level when finished with no prayer experience.|
|Vampyre Slayer||4,825||When finished with no attack experience, raises the attack level to 20. The quest boss can be killed with combat spells like the Fire Strike on a low level account.|
|X Marks the Spot||300 in any skill||The rewards include an antique lamp that adds 300 experience in any chosen skill.|
Additional skills, abilities and unlocks[edit | edit source]
- Getting 57 woodcutting allows to build the waka canoe, which can take the player 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 when 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 can be helpful when planning on killing players in the mid and deep wilderness. On regular free-to-play non-PvP worlds Ferox Enclave respawn is the closest to a banker among all respawn points and provides a 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 a barronite mace within the Ruins of Camdozaal gives access to a crush-based alternative to the rune scimitar with slightly lower offensive bonuses and a notable prayer bonus. This weapon might be more accurate against opponents in plate armour.
- 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 retrievable from the gravestone without a fee, or will appear in the inventory in a broken variant and will be repairable for a small fee. Additionally, decorative boots provide the highest defensive bonuses in free-to-play and the gold decorative boots have a strength bonus of +1, which can increase the maximum damage of some weapons such as the rune scimitar. Players with at least 30 defence level should prioritize obtaining the boots first.
- 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]
Weapons[edit | edit source]
Free-to-play worlds offer a variety of metal melee weapons, wooden bows and magic staves. 40 attack and 30 ranged levels are necessary to unlock the best available weapons including rune weapons and maple bows respectively.
In 1-vs-1 combat, free-to-play combat pures typically use at least 2 weapons: a fast weapon that deals consistent DPS and a knockout weapon with a high maximum hit. Maple shortbow with adamant arrows and rune scimitar are the most commonly used DPS weapons, while rune 2h sword, rune battleaxe and rune warhammer are the typically used as switches for knockouts. Rune battleaxe and rune warhammer are both 1-handed and slightly faster, while the rune 2h sword offers the highest strength bonus.
Warhammers are the only weapons in the free-to-play worlds that require strength to wield instead of attack. For example, rune warhammer requires 40 strength level to wield and has comparable bonuses to those of the rune battleaxe. This allows to create specialized strength pures that focus on training strength while limiting the attack level. Warhammers are also useful for low level pures without access to other high tier weapons. For example, with 30 attack and 40 strength a rune warhammer should be used over an adamant 2h sword due to its superior bonuses.
Hill giant club is a crush-based alternative to the rune 2h sword with a similar accuracy bonus and equal strength bonus. Although more accurate against players in plate armour, it is rarely used in typical fights due to its high price, unless both players agree to a risk fight.
Basic elemental staves offer high magic accuracy and defence bonuses, on top of the ability to autocast spells and providing unlimited runes of the associated element. They are commonly used by magic pures, as well as tanks that want to improve their magic defence.
3-tick melee weapons such as the event rpg, ham joint and swift blade are used by strength pures and low level accounts, as well as by other combat pures for combos in PvP combat. In particular, event rpg has a custom long attack animation that can be leveraged for stalls and unusual combos.
Supplies[edit | edit source]
Swordfish allows to heal 14 hitpoints in a single bite, while an anchovy pizza heals a total of 18 hitpoints in 2 bites, with 9 hitpoints per bite. A combination of these two items are commonly used to heal hitpoints in combat, with swordfish being more common in 1-vs-1 combat due to shorter delays between hits after eating a single piece of food, and anchovy pizza being more common for multicombat areas and the deep wilderness due to higher overall number of hitpoints healed.
Additionally, pizzas are used for so-called combo eating. After eating the first piece of a pizza, another piece of food can be eaten immediately. Instead of eating the entire pizza, a swordfish can be eaten after the first pizza half to heal a total of 23 hitpoints in a short period of time. This technique is commonly used on higher combat levels, where a single attack can severely outdamage regular food.
Other less common types of food include lobster, tuna, meat pizza and plain pizza. These items are often used by low level players to avoid "safing" due to their lower overall hitpoints levels and maximum hits within low combat level brackets.
Strength potions are commonly used in combat to raise the damage output with melee weapons. This potion is necessary to achieve the highest free-to-play maximum melee hits outside of the Castle Wars minigame.
Energy potions restore 10% of the run energy per dosage, restoring a total of 40% per inventory slot. While not strictly necessary in typical 1-vs-1 combat, these potions are very useful in the deep wilderness.
Amulets[edit | edit source]
Outside of actual weapons, amulets are one of few other items that provide strength bonuses in free-to-play worlds. As such, they are necessary to achieve the highest maximum melee hits and often more important than other pieces of armour.
Amulet of strength offers the highest strength bonus of +10 among all available amulets. This is the most commonly used amulet in 1-vs-1 combat.
Amulet of power provides a notable strength bonus of +6, as well as some accuracy, defence and prayer bonues. This is the best amulet for ranged combat. Every few strength levels, it allows to achieve the same maximum hit with each melee weapon as the amulet of strength, although it requires more frequent strength potion dosage to maintain it. Commonly used in the deep wilderness by hybrids.
Armour[edit | edit source]
Metal armours ranging from bronze to rune offer protection against melee and ranged styles, while having ranged and magic accuracy penalties, as well as a magic attacks vulnerability. They require up to 40 defence to wear and are typically associated with melee combat.
Leather armour, including regular, studded and green dragonhide leather armours, offer decent defensive bonuses from all combat styles, including a notable magic defence bonus. They also offer ranged accuracy bonuses at the cost of magic accuracy penalties. Some torso armours including hardleather body, studded body and green d'hide body have a defence requirement, but most items require only the appropriate ranged level up to 40.
Magic equipment is limited to wizard robes and zamorak monk robes. They offer small magic accuracy and magic defence bonuses, with additional prayer bonuses in case of the zamorak monk robes. They have no requirements to wear.
Monk's robes provide the highest prayer bonuses.
Armour without defence requirements[edit | edit source]
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 a higher defence level. 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. Similarly, prayer bonus should be prioritized over defensive bonuses if any prayers are used in combat.
1 defence pure have access to iron armour, leather armour, wizard robes, zamorak monk robes and monk's robes, as well as studded armour and green d'hide armour except for the torso pieces. Only the latter have a requirement of 20 or 40 ranged level respecitvely, other items can be worn immediately.
The optimal gear will differ depending on the situation. For example, during melee training on NPCs crush defences should be optimized with items like coif or iron chainbody, while in multicombat areas pures might use wizard robes over leather armour to maximize accuracy with spells like Snare or Tele Block. See the equipment guide for a detailed comparison of all relevant free-to-play items, or follow the guides of individual account builds or player-versus-player activities for more details.
Armour with defence requirements[edit | edit source]
Players with over 40 defence often use a combination the rune armour and the green d'hide armour pieces, which grant them considerable defensive bonuses. Note that to wear the complete sets including the rune platebody and the green d'hide body, the Dragon Slayer I quest must be finished.
Gold decorative boots offer the highest melee defence bonuses among all available free-to-play boots, as well as a unique +1 strength bonus that allows to raise the max hit of certain melee weapons. In particular, it is necessary to achieve the highest maximum melee hit with a rune scimitar outside of the Castle Wars minigame. It also raises the max hits of both the rune scimitar and rune 2h sword when used with 1 prayer. This untradeable item requires 400 castle wars tickets and 30 defence level.
Rune armour offers the highest defensive bonuses against melee and ranged attacks at the cost of ranged and magic accuracy, as well as the magic defence. Each individual piece requires 40 defence level to wear, while rune platebody additionally requires the completion of the Dragon Slayer I quest.
Green d'hide armour pieces add a significant boost to ranged accuracy and magic defence, as well as decent overall melee and ranged defensive bonuses. However, they do lower the magic attack accuracy. They require 40 ranged level to wear, and the green d'hide body additionally requires 40 defence level and the completion of the Dragon Slayer I quest.
Other items[edit | edit source]
Skull sceptre allows to teleport to the Barbarian Village. Unlike the chronicle, it works up to the 20 level of the wilderness. Its pieces can be obtained from various monsters within the Stronghold of Security.
Ornate armour is a cosmetic armour with bonuses equivalent to iron and leather equipment. Since the individual pieces are not lost under the 20 level of the wilderness and can be reclaimed from the gravestone, this armour might be more convenient to use for activities such as 1-vs-1 combat.
Techniques[edit | edit source]
Since there are no special attacks within the free-to-play worlds, players rely on well timed combat style switching to maximize the damage in a short period of time. A common technique is to use a quick weapon such as a maple shortbow or a rune scimitar to wear the opponents down, and a slow but powerful weapon such as a rune 2h sword or a rune battleaxe to deliver the knockout hit.
When timed correctly, switching the setup after a rapid shortbow shot into a melee weapon allows to stack two hitsplats on the opponent, dealing a considerable amount of damage at once. A combo performed by a player with maxed ranged and strength skills can deal as much as 49 damage in a single tick, with 18 being the maximum ranged hit of a maple shortbow with adamant arrows and 31 being the maximum melee hit of a rune 2h sword.
While on free-to-play worlds there are no "combo foods" that can be eaten immediately despite delays, it is possible to perform combo eating with pizzas. In particular, anchovy pizza is often paired with a swordfish to heal a total of 23 hitpoints. The trick is to start with eating half of a complete pizza, and then following with a high healing food such as a swordfish. The overall attack delay after combo eating will be longer than after eating a single piece of food, so this technique should not be overused in typical 1-vs-1 combat.
After drinking a potion, players are unable to eat food immediately after. When planning to eat some food and drink a potion, always start with the food and follow with the potion instead.
Free-to-play players often rely on movement to lower the incoming damage, as well as to perform unexpected combos. For example, advanced techniques such as sliding allow to immediately attack the opponent with a melee weapon from as much as 4 tiles away.
In typical 1-vs-1 combat, players should aim not to heal too much to make the knockouts possible for both sides. 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 a high damage combo. Players that heal too much are often called "safers".
PvP culture[edit | edit source]
Unofficial rules[edit | edit source]
During arranged 1-vs-1 fights in single-way combat areas, most experienced players adhere to the following rules:
- 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 upon.
- Players can run away from the fights when out of food, energy, prayer points or other supplies.
- Players keep their hitpoints relatively low, so that the opponent could take them out with a well timed combo.
Other locations such as most of the deep wilderness has no such limitations, and players are expected to participate in no honour combat, where anything goes. For example, spells such as Snare and Tele Block are commonly used, and techniques such as farcasting are employed to wear the opponents down without any chance of retaliation.
Disruptive behaviours[edit | edit source]
- Healing too much in 1-vs-1 combat is called safing. Keeping the hitpoints too high forces a draw, as none of the players are able to score a kill. When being called a "safer" repeatedly by multiple players, consider healing less often or downgrading to a lower tier of food.
- Attacking unwilling players in 1-vs-1 combat areas without a possibility of a fair fight is called ragging. Player commonly referred to as raggers are often using defensive gear such as rune armour along with a high defence level, or use the Protect Item prayer along with a single weapon such as the rune scimitar. In particular, using a single protected item with no supplies and consistently attacking players after respawn is called 1-itemming.
- Perming is a form of harassment that involves constant attacking of a player by raggers.
- Attacking unsuspected players in order to immediately knock them out is called rushing. Since typical attacks in free-to-play worlds are not powerful enough to take out entire hitpoints of fully healed players, rushing is often performed on players that are currently looting or fighting with someone else.
- Player jacking is interrupting a fight between two players within a single-way combat area. In typical 1-vs-1 combat, it is often paired with rushing. However, within the deep wilderness it might be performed by teams to protect their teammates and maximize the damage output on a single opponent. Note that to the increased PJ timer, PvP worlds prevent from this behaviour by locking players in combat for a longer period of time.
Common locations[edit | edit source]
Low level wilderness north of Edgeville on the 308 world, as well as the areas in front of the Lumbridge castle and around the Grand Exchange on the PvP worlds are the most popular locations for arranged 1-vs-1 combat.
Ferox Enclave, as well as locations with mixed single-way combat and multicombat areas such as the Chaos Temple or runite mine north of the Lava Maze, are some of the locations where so-called no honour combat is common. These locations are often used by solo player killers and small teams.
Multicombat areas such as the nature runes spawn south of the Demonic Ruins or Falador on the PvP worlds are commonly used by teams of players and PK clans. Arranged wars between clans might also take place in other multicombat areas on specific worlds chosen by the clan leaders or within the Clan Wars minigame.
- Players can engage in combat in the majority of areas except for safe zones around banks.
- 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.
- Each player has a separate K/D ratio within the PvP worlds.
Slang[edit | edit source]
See also[edit | edit source]
- Free-to-play account builds
- Free-to-play PvP equipment
- Free-to-play PvP techniques
- Free-to-play PvP culture
|Free-to-play combat pures|
|Pay-to-play combat pures|