Maximum magic hit

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This article is about maximum magic hit. For other uses, see Maximum hit.

Maximum magic hit is the maximum damage a player can deal in a magic combat. It is affected by player's Magic level, equipment and other special bonuses.

Calculating your maximum magic hit[edit | edit source]

Step one: Find the base max hit of the spell[edit | edit source]

Standard Spells[edit | edit source]
Spell Base Max hit
Wind Strike 2
Water Strike 4
Earth Strike 6
Fire Strike 8
Wind Bolt 9
Water Bolt 10
Earth Bolt 11
Fire Bolt 12
Wind Blast 13
Water Blast 14
Crumble Undead 15
Earth Blast 15
Fire Blast 16
Wind Wave 17
Water Wave 18
Earth Wave 19
Saradomin Strike 20
Claws of Guthix 20
Flames of Zamorak 20
Fire Wave 20
Wind Surge 21
Water Surge 22
Earth Surge 23
Fire Surge 24
Iban Blast 25
Ancient Magicks[edit | edit source]
Spell Base max hit
Smoke Rush 13
Shadow Rush 14
Blood Rush 15
Ice Rush 16
Smoke Burst 17
Shadow Burst 18
Blood Burst 21
Ice Burst 22
Smoke Blitz 23
Shadow Blitz 24
Blood Blitz 25
Ice Blitz 26
Smoke Barrage 27
Shadow Barrage 28
Blood Barrage 29
Ice Barrage 30

Exceptions:[edit | edit source]


Charge is a spell which temporarily increases the maximum damage of the three God spells by 10 (providing the player is wearing the corresponding god cape). The spell requires a Magic level of 80.

Magic Dart

Magic Dart is a spell that increases in damage the higher the player's Magic level is. At 50, the base maximum hit is 15 and at 99 it is 19 (20 if boosts are used). However, it can only be cast by a slayer's staff, its enchanted version or a (toxic) staff of the dead.

The damage is significantly increased if an enchanted Slayer's staff is used to cast the spell while on task. At 75 (the minimum to wield the enchanted staff), the base maximum hit is 25, and at 99 it is 29, up to 31 if an imbued heart boosts from 99 to 108.


Salamanders can be used to attack using Magic. The maximum hit increases with the player's Magic level. black salamanders, the strongest salamander, has a base maximum hit of 17 at 70, and at 99 it is 24, up to 27 if an imbued heart boosts from 99 to 108.

Powered Staves

Main article: Powered staff

Certain powered staves work differently to other staves. The damage is dependent on the player's Magic level, like Magic Dart.

For trident of the seas, at level 75 Magic, the base damage is 20, this increases up to 28 at level 99 (29 if boosted). Likewise, stat-reductions will lower the damage, but the minimum max hit will never fall below 20; even if the player's Magic level is reduced below 75.

The table below assumes you are only using the staff without any Magic damage bonuses.

Magic Level Trident of the seas.pngSeas max hit Trident of the swamp.pngSwamp max hit Sanguinesti staff.pngSanguinesti staff max hit
75-77 20 23 24
78-80 21 24 25
81-83 22 25 26
84-86 23 26 27
87-89 24 27 28
90-92 25 28 29
93-95 26 29 30
96-98 27 30 31
99-101 28 31 32
102-104 29 32 33
105-107 30 33 34
108+ 31 34 35

Step two: Calculate the magic damage bonus[edit | edit source]

Use the following table to add up the magic damage bonus.

Alternatively, you can check the Magic Damage under Other Bonuses in the Equipment Stats page. Note that the Smoke battlestaff adds an invisible 10% the magic damage bonus.

Equipment Damage
in Stats
Ahrim's staff.png Ahrim's equipment 30% Attack 70
Magic 70
Defence 70
No Only has a 25% chance to occur. Both the set and amulet must be worn to get the damage boost. Does not include staff's 5% damage bonus. Can autocast Ancient Magicks.
Amulet of the damned.png Amulet of the damned
Tormented bracelet.png Tormented bracelet 5% Hitpoints 75 Yes None.
Staff of the dead.png Staff of the dead 15% Attack 75
Magic 75
Yes Can cast Slayer Dart and auto-cast Flames of Zamorak.
Has a 12.5% chance of negating runes being used for that spell.
Toxic version can inflict venom.
The staff of light and Staff of balance have the same abilities as the staff of the dead, but has the ability to cast Saradomin Strike and Claws of Guthix respectively, in place of Flames of Zamorak.
Toxic staff of the dead.png Toxic staff of the dead 15%
Staff of light.png Staff of light 15%
Staff of balance.png Staff of balance 15%
Ancestral hat.png Ancestral hat 2% Magic 75
Defence 65
Yes None.
Ancestral robe top.png Ancestral robe top 2%
Ancestral robe bottom.png Ancestral robe bottom 2%
Occult necklace.png Occult necklace 10% Magic 70 Yes None.
Smoke battlestaff.png Smoke battlestaff 10% Attack 30
Magic 30
No Only affects spells in the standard spellbook.
Kodai wand.png Kodai wand 15% Magic 75 Yes Also has a 15% chance of negating runes being used for that spell and provides unlimited water runes. Can autocast Ancient Magicks.
Ahrim's staff.png Ahrim's staff 5% Attack 70
Magic 70
Yes None.
Void mage helm.png Elite Void Knight
2.5% Attack 42
Strength 42
Defence 42
Magic 42
Hitpoints 42
Ranged 42
Prayer 22
No Requires completion of Hard Western Provinces Diary
Also increases magic accuracy by 45%.
Imbued saradomin cape.png Imbued god capes 2% Magic 75 Yes Requires completion of The Mage Arena II.
Nightmare staff.png Nightmare staff 15% Hitpoints 50
Magic 65
Yes These staves, except the Harmonised nightmare staff, can autocast Ancient Magicks. The Harmonised nightmare staff can cast standard spells one tick faster. The volatile and eldritch nightmare staves have special attacks.
Eldritch nightmare staff.png Eldritch nightmare staff 15% Hitpoints 50
Magic 75
Harmonised nightmare staff.png Harmonised nightmare staff 15%
Volatile nightmare staff.png Volatile nightmare staff 15%

Step three: Identify the bonus damage[edit | edit source]

The following special bonuses apply:

Special Bonuses
Black mask(i)/Slayer helm(i) (slayer tasks) 1.15
Tome of Fire (Fire spells) 1.5
Castle wars bracelet (flag bearer) 1.2
Salve amulet(i) (undead) 1.15
Salve amulet(ei) (undead) 1.2

Step four: Calculate the maximum magic hit[edit | edit source]

Calculate the maximum magic hit by following the steps below, using the numbers found from the previous steps.[1]

  1. Spell Base damage +3 if casting bolt spells with chaos gauntlets
  2. Answer * (1 + magic damage bonus)
  3. Round the answer down to the nearest integer
  4. Answer * salve amulet bonus (Salve bonus does not stack with slayer bonus, skip to step 7 if using salve amulet)
  5. Round the answer down to the nearest integer
  6. Answer * slayer bonus
  7. Round the answer down to the nearest integer
  8. Answer * Tome of fire bonus
  9. Round the answer down to the nearest integer
  10. Answer * castle wars bonus
  11. Round the answer down to the nearest integer
  12. That is the max hit

Maximum Magic hit possible[edit | edit source]

Fire Surge has the highest base max hit out of all the combat spells, and can be paired with the Tome of Fire.

On a slayer task, Fire Surge has a maximum hit of 54.

In Castle Wars, Fire surge has a max hit of 56.

With the Volatile Nightmare Staff special attack, the max hit of Fire Surge is 89 on task.

The maximum total theoretical damage from one spell is 368, achieved by hitting nine targets with Ice Barrage for 48 damage to the flag bearer and surrounding players for 40 damage each during a Castle Wars game. The chance if that happening, ignoring splashing, is one in 314572800000.

References[edit | edit source]

  1. Bitterkoekje. "Combat Formulas." 10 March 2015. Old School RuneScape Forums.