User:Kelafornia/Sandbox1

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This article is about the pay-to-play guide. For the free players' guide, see Free-to-play melee training.

This article provides information about effective ways to train Attack, Strength, Defence, and Hitpoints through melee combat.

General training notes[edit | edit source]

explain the basics briefly, mention obby for welfare setup

It is best to train Strength before Attack and Defence. Having a higher max hit has a much bigger impact on damage output than being more accurate. This also applies when choosing equipment, so it is best to use equipment that maximises

Defence can be trained much faster through chinning or using defensive casting with Ancient Magicks. As such, it is generally not recommended to train Defence through methods that are primarily used for training Attack and Strength, except at lower levels.

Equipment[edit | edit source]

Melee weapons that have an attack speed of 4 ticks (2.4 seconds) will almost always offer the highest damage output. While slower weapons usually do more damage per hit, they are typically worse for damage output (damage per second) due to their slower attack speed. Notable exceptions are the scythe of vitur and Dharok the Wretched's equipment, which usually surpass regular 4-tick weapons in some cases. Faster Melee weapons (such as the ham joint) do not have any combat bonuses, which makes them worse than regular 4-tick Melee weapons.

Players should use equipment that maximises the melee strength and accuracy bonuses for the best damage output. Strength bonus has the priority, as having a higher max hit has a much bigger impact on damage output than being more accurate. Many monsters also have relatively low Defence, which makes having extra accuracy less beneficial. Sometimes the accuracy bonuses may be more important than the strength bonus; for example, the amulet of fury is generally better than the amulet of strength due to its accuracy bonuses despite its slightly lower Strength bonus, but the amulet of strength can be better against monsters that have very low Defence (such as Ammonite Crabs) due to its higher Strength bonus.

The highest-level best-in-slot equipment can be very expensive, however. Some of the equipment can also require quest completion, such as neitiznot faceguard (The Fremennik Exiles), Culinaromancer's gloves (Recipe for Disaster), and ferocious gloves (Dragon Slayer II).

Wearing full obsidian armour with the berserker necklace and toktz-xil-ak offers an affordable setup with high damage output against low-defence monsters. This setup is viable for killing crabs and training at Nightmare Zone. Full obsidian armour, obsidian sword, and berserker necklace would cost a total of 2,938,249.

More information about equipment choices can be found below.

Important milestones[edit | edit source]

mayhaps

  • 60 attack
  • 60 Defence

Recommended quests[edit | edit source]

To start off, it is strongly recommended to complete quests that give a lot of melee experience. This allows players to wear much better equipment and have much higher damage output when they start training.

A lot of the quests are quick to complete and only have few requirements. Most of them include boss fights, which can be made trivial with protection prayers, and many of the bosses can be safespotted with Magic or Ranged. It is strongly recommended to complete Witch's House to get Hitpoints higher.

The recommended quests for early melee experience are listed in the table below. Completing all of them would give the player a total of 65,275 Attack, 27.537.5 Strength, and 15,300 Defence experience. This would get the player up to level 45 Attack, level 37 Strength, and level 31 Defence without doing any melee training.

Quest XP rewards Requirements Enemies to defeat Notes
Witch's House Hitpoints 6,325 None Witch's experiment (level 19, 30, 42 and 53) The last two forms of the Witch's experiment can be safespotted. Using Magic is recommended throughout the fight.
Waterfall Quest Attack 13,750 and Strength 13,750 None None Players need to withstand and evade attacks from level 86 Fire Giants and level 84 Moss Guardian. Having at least level 17 Hitpoints is recommended, so that the player cannot die in one hit from full Hitpoints.
Death Plateau Attack 3,000 None None Unlocks spiritual creatures as a Slayer task.
Fight Arena Attack 12,175 None Khazard scorpion (level 44), Khazard ogre (level 63), Bouncer (level 137) The bosses can be safespotted, and using Magic is recommended to defeat them.
Tree Gnome Village Attack 11,450 None Khazard Warlord (level 112) The Khazard Warlord can be safespotted, or flinched by using by walking in and out of his attack radius. Using Magic is recommended.
Vampyre Slayer Attack 3,000 None Count Draynor (level 34) Count Draynor is fairly easy to defeat with some combat stats.
The Grand Tree Attack 18,400 Agility 25 Black Demon (level 172) Completion of Tree Gnome Village is recommended for access to spirit trees. The Black Demon can be safespotted, and using Magic is recommended to defeat the monster.
Holy Grail Defence 15,300 Attack 20 , completion of Merlin's Crystal Black Knight Titan (level 120) The Black Knight Titan can be flinched by simply stepping out of his melee range.
Scorpion Catcher Strength 6,625 Prayer 31 , completion of Alfred Grimhand's Barcrawl None Requires being able to run past level 172 black demons and level 64 poison spiders.
Mountain Daughter Attack 1,000 Agility 20 The Kendal (level 70) The Kendal can be safespotted.
Horror from the Deep Strength 4,662.5 Agility 35 , completion of Alfred Grimhand's Barcrawl Dagannoth (level 100) and Dagannoth Mother (level 100) Having Prayer 40 is strongly recommended for Protect from Missiles against the Dagannoth Mother's Ranged attacks. This quest is a prerequisite for the final fights of Recipe for Disaster.
Tai Bwo Wannai Trio Attack 2,500 and Strength 2,500 Agility 15 , Cooking 30 , Fishing 5 , completion of Jungle Potion Monkey (level 3) Having access to fairy rings makes this quest faster.
XP rewards total Attack 65,275 , Strength 27.537.5 and Defence 15,300

Additional quests[edit | edit source]

Once completed, the Recipe for Disaster quest gives access to the Culinaromancer's gloves. They provide significant offensive bonuses.

There are also other quests that give melee experience, but they have higher requirements.

Quest XP rewards Requirements Enemies to defeat Notes
Dragon Slayer I Strength 18,650 and Defence 18,650 Quest points 32 Elvarg (level 83) and various other monsters Unlocks all dragon tasks for Slayer. Elvarg This quest is a prerequisite for Heroes' Quest.
Heroes' Quest Attack 3,075 , Strength 3,075 , Defence 3,075 Quest points 55 , Cooking 53 , Fishing 53 , Herblore 25 , Mining 50 ; completion of Shield of Arrav, Lost City Merlin's Crystal, and Dragon Slayer I Ice Queen (level 111) and various other monsters This quest is a prerequisite for Legends' Quest, which needs to be started for the Sir Amik Varze subquest of Recipe for Disaster.
The Fremennik Trials Attack 2,812 , Strength 2,812 , Defence 2,812 Fletching 25 , Woodcutting 40 , Crafting 40 if crafting your own lyre Draugen (level 69) and Koschei the deathless Prerequisite for wearing Fremennik helmets.
The Fremennik Isles
Olaf's Quest Defence 12,000 Firemaking 40 , Woodcutting 50 , completion of The Fremennik Trials Ulfric (level 100) Unlocks brine rats as a Slayer task.
Underground Pass 3,000 Ranged 25
Nature Spirit Defence 2,000 Completion of Priest in Peril and The Restless Ghost 3 Ghasts (level 30) Prerequisite for the Lumbridge Guide subquest of Recipe for Disaster, and unlocking fairy rings.
Fairytale I - Growing Pains Attack 2,000 Completion of Lost City and Nature Spirit Tanglefoot (level 111) Prerequisite for unlocking fairy rings.

Recommended training methods[edit | edit source]

Before starting melee training, it is strongly recommended to complete quests that give Melee experience to skip the early levels. This allows players to wear much better equipment and have much higher damage output when they start training.

Barbarian Fishing[edit | edit source]

Barbarian Fishing grants small amounts of passive Strength and Agility experience. If the player plans to train Fishing through Barbarian Fishing at any point, it is best to do it before training melee stats, as having a higher Strength level has a much higher benefit on damage output at lower levels than higher.

Levelling Fishing from level 58 to 99 through Barbarian Fishing would get the player from level 30 Strength to 74.

Levels 1–60/99: Crabs[edit | edit source]

Killing crabs is an afkable and a fast way of training melee stats at lower levels. They become aggressive when walked by, and stay aggressive for 10 minutes. After 10 minutes, the player has to reset aggressiveness by running away far enough, usually a minimap's length. Players should choose a spot that makes two or three spawns aggressive at the same time, so there is no downtime between kills.

Players with very low Defence will need to bring some food to heal themselves. Once players have have at least around level 40 Defence, they should not need any food, assuming they are wearing some defensive equipment.

There are three types of crabs the player can train on, but they all deal minimal damage and have very low Defence.

Ammonite Crabs on Fossil Island are the best option for melee training. They have the highest Hitpoints out of all crabs, and they drop fossils. Players must have completed Bone Voyage to gain access to Fossil Island.

Sand Crabs in Hosidius have no requirements, but they have lower Hitpoints and do not drop any fossils. They are often much more crowded as well. However, players who have completed The Depths of Despair may kill them in the Crabclaw Caves near the Woodcutting Guild, which is usually less crowded. Crabclaw Isle 10,000 coins to enter Crabclaw Isle,

Rock Crabs near Rellekka are another op. North of Rellekka, Waterbirth Island

Levels 60–99: Nightmare Zone (AFK)[edit | edit source]

Using normal customisable rumble with absorptions in the Nightmare Zone allows for 20 minutes of AFK melee training. After 20 minutes, the player will stop attacking and must manually start attacking again to reset the timer.

Experience rates scale depending on the levels. Players can gain up to 85,000–90,000 experience per hour, and sustain for 3–6 hours per session depending on equipment and stats.

Levels 70–99: Nightmare Zone (Dharok's)[edit | edit source]

Dharok the Wretched's equipment with absorptions offers the fastest Attack and Strength experience for players who do not have access to Energy Transfer accounts. It requires paying more attention and more expensive equipment than using the AFK Nightmare Zone setup. It is recommended to only use this setup with level 92 Hitpoints because of the set effect increasing damage when missing more Hitpoints.

Experience rates scale depending on the levels. At level 99, players can gain up to 180,000 experience per hour using dragon claws for special attacks during Power Surge, or up to 155,000 with a granite maul with an ornate handle.

Levels 80–99: Slayer[edit | edit source]

Main article: Slayer training

Slayer training grants the player passive melee experience. Melee tasks offer good experience rates due to the damage and accuracy bonuses of the slayer helm.

Slayer training also has the potential of being a good moneymaker at higher levels. Certain bosses, such as Cerberus and Vorkath can be killed on task with Melee and they are highly profitable. This combined with slayer giving access to many high-profit monsters and bosses means that most high-level players seeking to make profit or max their account should train slayer instead of fighting the monsters on this list, which will mostly be high-experience but low-profit monsters.

Barrage tasks are the most efficient way to train Defence and Magic.

However, efficient Slayer training has a lot of quest and diary requirements. Additionally, it is recommended to have fairly high combat stats for better damage output and to be able to wear the best equipment possible. Having at least 100 combat is recommended to be able to use Duradel.

Overall, efficient Slayer training gives relatively low amount of experience in Attack and Strength, as most of the Slayer experience is gained by barraging. Profitable Melee tasks do not give good experience rates in Slayer.

Levels 75–99: Killing Greater Nechryael with Energy Transfer accounts[edit | edit source]

Killing Greater Nechryael in the Catacombs of Kourend with Energy Transfer accounts offers the fastest experience for Attack and Strength. This requires using 1 or 2 accounts that cast Energy Transfer on the player to restore special attack energy. This way, the player can repeatedly use multi-target special attacks of the Dinh's bulwark (also known as "nechwarking") or the crystal halberd (also known as "nech hallying") for extremely high damage output. While waiting for the special attack to be recharged, players should use arclight or the best melee weapon available.

For this method, the player must have level 80 Slayer to be able to attack Greater Nechryael. The accounts casting Energy Transfer need to have completed Lunar Diplomacy and have level 91 Magic to cast the spell, as well as have the ornate rejuvenation pool in the player-owned house, and have a Kourend portal.

The Greater Nechryael reside in a multicombat area, and they also spawn death spawns which increases the amount of targets that can be attacked.

The Dinh's bulwark is used to train Attack, and the crystal halberd for training Strength.

Experience rates scale depending on the level. At level 99, using the Dinh's bulwark offers up to 330,000 Attack experience per hour. Using the crystal halberd offers up 360,000 Strength experience per hour.

Fastest Defence training methods[edit | edit source]

These training methods only apply for training Defence.

Chinning maniacal monkeys[edit | edit source]

For more information, see Maniacal monkey/Strategies.

The fastest way to train Defence is to throw chinchompas (commonly known as "chinning") at maniacal monkeys using the 'Long fuse' option. Maniacal monkeys are located in Kruk's Dungeon on Ape Atoll, which requires having started chapter II of the quest Monkey Madness II to access.

Experience rates scale depending on the Ranged level. At level 99, it is possible to gain up to around 350,000–360,000 experience per hour when using black chinchompas.

Barraging or bursting maniacal monkeys[edit | edit source]

no idea about the rates

Barrage Slayer[edit | edit source]

Training Slayer grants the player passive Defence experience from barraging.

Other methods[edit | edit source]

Levels 60–75: Killing elder chaos druids[edit | edit source]

Another option for lower levels is to kill elder chaos druids

Levels 60–99: Killing maniacal monkeys[edit | edit source]

dbone neck

Profitable methods[edit | edit source]

Certain profitable monsters can be killed for decent melee experience rates. However, it is not recommended to train melee for profit at lower levels. It is usually better to train with crabs, Slayer, or the Nightmare Zone and do something else to make money for overall more efficient play.

Players who seek to make money from their training are advised to look into other alternatives.

Low-level players looking to make money for early gear should check out the Money-making guide.

Here are some easy options for training melee if you do want to kill monsters for profit and still get decent experience rates.

Monster Requirements Recommendations Notes
Green dragon Decent Combat level Completion of the elite tasks in the Wilderness Diary for noted dragon bones Green dragons are relatively easy to kill. *Every kill is guaranteed to drop a Green dragonhide and Dragon bones which make up most of the profit
  • Also drops Ensouled dragon head and Nature runes
  • Aggressive
  • Green dragons are only easily reached in medium-level Wilderness, where players may be attacked by other players or may accidentally attack another player, Skulling themselves.
  • Dragonfire protection, such as from an anti-dragon shield, is required to fight them.
  • No good rare drops
  • They can deal heavy damage, so a lot of food is required
  • Often crowded with both other Green dragon farmers and player-killers
Gargoyle Slayer 75 Fairly high Combat level , Gargoyle Smasher perk Gargoyles provide decent and very consistent profit. With the Gargoyle Smasher perk, they require relatively low amount of effort to kill with high combat stats. Most of their drops are noted or alchable, meaning the player can stay indefinitely without needing to bank. Players with high defence can easily sustain their health with Guthan's equipment or using Saradomin godsword special attacks. Gargoyles can be crowded, however.
Cerberus Slayer 91 , hellhound task High Combat level Killing Cerberus is often highly profitable, and it also offers relatively high melee experience rates. Cerberus is the only monster to drop primordial, pegasian, and eternal crystals, and the primordial crystal makes bulk of the profit gained. However, Cerberus can only be killed on task, and the profit is very inconsistent due to the rarity of the unique drops.
Vorkath Completion of Dragon Slayer II High Combat level , dragon hunter lance Vorkath can be killed for high and consistent profit at higher levels. Also provides decent melee xp.

Equipment choice[edit | edit source]

Items will be listed in order of how much they increase general melee damage per second. In nearly all cases, optimising for offensive stats is more effective than optimising for defensive or balanced stats, especially when fighting the low-offence, high hp monsters on this list. In addition, optimising for strength is usually better than optimising for accuracy except against high-defence monsters.

Head-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Neitiznot faceguard.png Neitiznot faceguard 0 0 0 0 0 +36 +34 +38 +3 +34 +6 0 0% +3
Serpentine helm.png Serpentine helm 0 0 0 -5 -5 +52 +55 +58 0 +50 +5 0 0% 0
Helm of neitiznot.png Helm of neitiznot 0 0 0 0 0 +31 +29 +34 +3 +30 +3 0 0% +3
Berserker helm.png Berserker helm 0 0 0 -5 -5 +31 +29 +33 0 +30 +3 0 0% 0
Obsidian helmet.png Obsidian helmet 0 0 0 0 0 +25 +23 +26 0 +24 +3 0 0% 0

Three of these items provide the same strength bonus of +3, so choose between them based on their other stats such as their defence or availability. Note that these strength-boosting helmets are almost always better than helmets that only provide accuracy, such as the warrior helm, for general training. Also note that when training Slayer, a Slayer helm (or black mask) will always provide the greatest damage increase over any of these.

Cape-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Infernal cape.png Infernal cape +4 +4 +4 +1 +1 +12 +12 +12 +12 +12 +8 0 0% +2
Fire cape.png Fire cape +1 +1 +1 +1 +1 +11 +11 +11 +11 +11 +4 0 0% +2
Mythical cape.png Mythical cape 0 0 +6 0 0 +8 +8 +8 +8 +8 +1 0 0% +1

If the player does not have access to any of these, an obsidian cape or a Cape of Accomplishment can be used instead due to their moderate defence bonuses, however they will not increase damage. The Ardougne cloak also provides stab accuracy bonus and moderate prayer bonus.

Neck-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Amulet of torture.png Amulet of torture +15 +15 +15 0 0 0 0 0 0 0 +10 0 0% +2
Amulet of fury.png Amulet of fury +10 +10 +10 +10 +10 +15 +15 +15 +15 +15 +8 0 0% +5
Amulet of glory.png Amulet of glory +10 +10 +10 +10 +10 +3 +3 +3 +3 +3 +6 0 0% +3
Amulet of power.png Amulet of power +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 0 0% +1
Amulet of strength.png Amulet of strength 0 0 0 0 0 0 0 0 0 0 +10 0 0% 0

Body-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Bandos chestplate.png Bandos chestplate 0 0 0 -15 -10 +98 +93 +105 -6 +133 +4 0 0% +1
Fighter torso.png Fighter torso 0 0 0 -40 0 +62 +85 +62 -10 +67 +4 0 0% 0
Obsidian platebody.png Obsidian platebody 0 0 0 0 0 +55 +78 +56 -15 +60 +3 0 0% 0

Shield-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Avernic defender.png Avernic defender +30 +29 +28 -5 -4 +30 +29 +28 -5 -4 +8 0 0% 0
Dragon defender.png Dragon defender +25 +24 +23 -3 -2 +25 +24 +23 -3 -2 +6 0 0% 0
Rune defender.png Rune defender +20 +19 +18 -3 -2 +20 +19 +18 -3 -2 +5 0 0% 0
Adamant defender.png Adamant defender +13 +12 +11 -3 -2 +13 +12 +11 -3 -2 +4 0 0% 0
Dragonfire shield.png Dragonfire shield 0 0 0 -10 -5 +70 +75 +72 +10 +72 +7 0 0% 0
Toktz-ket-xil.png Toktz-ket-xil 0 0 0 0 0 +40 +42 +38 0 +65 +5 0 0% 0
Book of war.png Book of war 0 0 0 0 0 0 0 0 0 0 +2 0 0% +5
  • When fighting dragons, a Dragonfire shield is the best melee offhand item due to its ability to block dragonfire while having high strength and defence bonuses. IMPORTANT: The "Uncharged" Dragonfire shield has about 1/3 the defensive characteristics of the charged shield. If the dragonfire protection and high defence are not needed, defenders are better due to their accuracy bonuses.
  • As defenders require access to the Warriors' Guild and thus a combined Attack and Strength level of 130 (for example, level 65 in both), the Toktz-ket-xil or Dragonfire shield should be used until that requirement is met. If the required Defence levels for those items (60 and 75 respectively) isn't met, a Book of war can be used.

Legs-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Bandos tassets.png Bandos tassets 0 0 0 -21 -7 +71 +63 +66 -4 +93 +2 0 0% +1
Obsidian platelegs.png Obsidian platelegs 0 0 0 0 0 +46 +43 +41 -10 +40 +1 0 0% 0
Fremennik kilt.png Fremennik kilt 0 0 0 -21 -7 +11 +10 +10 -4 +10 +1 0 0% 0
Torag's platelegs.png Torag's platelegs 0 0 0 -21 -7 +85 +82 +83 -4 +92 0 0 0% 0
Verac's plateskirt.png Verac's plateskirt 0 0 0 -21 -7 +85 +82 +83 0 +84 0 0 0% +4
Dragon platelegs.png Dragon platelegs/skirt 0 0 0 -21 -7 +68 +66 +63 -4 +65 0 0 0% 0
Rock-shell legs.png Rock-shell legs 0 0 0 -21 -7 +51 +49 +47 -4 +49 0 0 0% 0
Rune platelegs.png Rune platelegs 0 0 0 -21 -7 +51 +49 +47 -4 +49 0 0 0% 0


  • Bandos tassets, Obsidian platelegs and Fremennik kilt are the only leg slot wearable which increase attack effectiveness. The rest are included to show defensive stats and give options which are less expensive.

Hands-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Ferocious gloves.png Ferocious gloves +16 +16 +16 -16 -16 0 0 0 0 0 +14 0 0% 0
Barrows gloves.png Barrows gloves +12 +12 +12 +6 +12 +12 +12 +12 +6 +12 +12 0 0% 0
Dragon gloves.png Dragon gloves +9 +9 +9 +5 +9 +9 +9 +9 +5 +9 +9 0 0% 0
Rune gloves.png Rune gloves +8 +8 +8 +4 +8 +8 +8 +8 +4 +8 +8 0 0% 0
Regen bracelet.png Regen bracelet +8 +8 +8 +3 +7 +6 +6 +6 +3 +6 +7 0 0% 0
Adamant gloves.png Adamant gloves +7 +7 +7 +4 +7 +7 +7 +7 +4 +7 +7 0 0% 0
Granite gloves.png Granite gloves +5 +5 +9 -3 -1 +8 +8 +8 -3 +5 +7 0 0% 0
Combat bracelet.png Combat bracelet +7 +7 +7 +3 +7 +5 +5 +5 +3 +5 +6 0 0% 0
Mithril gloves.png Mithril gloves +6 +6 +6 +3 +6 +6 +6 +6 +3 +6 +6 0 0% 0

Feet-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Primordial boots.png Primordial boots +2 +2 +2 -4 -1 +22 +22 +22 0 0 +5 0 0% 0
Dragon boots.png Dragon boots 0 0 0 -3 -1 +16 +17 +18 0 0 +4 0 0% 0
Spiked manacles.png Spiked manacles 0 0 0 -3 -1 0 0 0 -4 0 +4 0 0% 0
Guardian boots.png Guardian boots 0 0 0 -3 -1 +32 +32 +32 -3 +24 +3 0 0% +2
Granite boots.png Granite boots 0 0 0 -3 -1 +15 +16 +17 -0 +8 +3 0 0% 0
Rune boots.png Rune boots 0 0 0 -3 -1 +12 +13 +14 0 0 +2 0 0% 0
Climbing boots.png Climbing boots 0 0 0 0 0 0 +2 +2 0 0 +2 0 0% 0
Adamant boots.png Adamant boots 0 0 0 -3 -1 +10 +11 +12 0 0 +1 0 0% 0

Ring-slot items in order of effectiveness[edit | edit source]

Item Attack Bonuses Defence Bonuses Other
White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png White dagger.png White scimitar.png White warhammer.png Magic icon.png Ranged icon.png Strength icon.png Ranged Strength icon.png Magic Damage icon.png Prayer icon.png
Berserker ring (i).png Berserker ring (i) 0 0 0 0 0 0 0 +8 0 0 +8 0 0% 0
Brimstone ring.png Brimstone ring +4 +4 +4 +6 +4 +4 +4 +4 +6 +4 +4 0 0% 0
Berserker ring.png Berserker ring 0 0 0 0 0 0 0 +4 0 0 +4 0 0% 0
Warrior ring.png Warrior ring 0 +4 0 0 0 0 +4 0 0 0 0 0 0% 0
Tyrannical ring.png Tyrannical ring 0 0 +4 0 0 0 0 +4 0 0 0 0 0% 0
Treasonous ring.png Treasonous ring +4 0 0 0 0 +4 0 0 0 0 0 0 0% 0
  • Rings should be imbued at the Nightmare Zone as soon as possible. Also note that the Warrior, Tyrannical, and Treasonous rings only benefit one attacking style each, while the Berserker ring benefits all melee combat. If the player cannot afford any of these rings, a ring of wealth is a decent alternative to help improve rare drop table rolls and pick up coins, but it does not increase damage. Low level players can benefit from a Ring of recoil, as 10% + 1 of the damage received by the player (rounded down) is dealt to the attacker, and always recoils at least 1 damage when the player is hit.

Weapon choice[edit | edit source]

Some general rules when choosing a weapon[edit | edit source]

  • In most cases, choosing a weapon with an attack speed of 4 (2.4 second interval) will be the best choice for dealing the highest damage per second. Slower weapons almost always give less experience overall against low defence monsters, even if they do more damage per hit, but may deal more against high defence monsters.
  • Monster vulnerability may cause certain weapons to perform better than their stats suggest. For example, most Dragons are weak to Stab, making the otherwise weaker Zamorakian hasta a better choice than the Abyssal whip when fighting them. Check a monster's wiki page to see its defensive bonuses and consider picking a weapon it is weak to.

Training weapons in order of effectiveness[edit | edit source]

  • Note: All one-handed weapons in this table will have their stats displayed as if they were paired with an Avernic defender to make a fair comparison to two-handed weapons.

If you do not have access to a shield at all, such as if you do not want to risk an additional item in the Wilderness or you have not yet unlocked the requirements for a certain offhand equipment, some fast two-handed weapons like the Saradomin sword become worth using.

The weapons listed here with level requirements of less than 70 Attack will include the Dragon defender bonuses instead of the Avernic one, while weapons with a requirement of less than 60 will not include the bonuses of a defender, as it is unlikely that someone using one of these low level weapons would have access to one due to the 130 Attack+Strength requirement. As noted above, players with 60 Defence without access to defenders should be using the Toktz-ket-xil.

Weapon Name Requirements Primary Attack Style Primarily Used to Train Attack & Strength Bonus (with Avernic defender, if applicable) Price Notes
Ghrazi rapier.pngGhrazi rapier 75 Attack Stab All Stats +124 Stab

+97 Strength

110,058,741 This is one of the best melee training weapons. Its strength bonus is tied with the Inquisitor's mace and the Blade of saeldor. It does not degrade and it primarily uses the Stab attack style.
Inquisitor's mace.pngInquisitor's mace 75 Attack Crush All Stats +123 Crush

+97 Strength

536,013,519 This is one of the best melee training weapons. Its strength bonus is tied with the Ghrazi rapier and the Blade of saeldor. It does not degrade and it primarily uses the Crush attack style.
Blade of saeldor.pngBlade of saeldor 75 Attack Slash All Stats +123 Slash

+97 Strength

74,479,127 This is one of the best melee training weapons. Its strength bonus is tied with the Ghrazi rapier and the Inquisitor's mace. However, it must be charged with Crystal shards, which can be obtained from either doing various activities around Prifddinas, or from exchanging certain crystal seeds with Amrod. This effectively makes the sword require Song of the Elves to use. Each shard grants 100 charges; the weapon can store up to 20,000 charges and loses one charge with each hit (regardless of whether the hit is successful or not.) One can bring it and 1,000 crystal shards to a singing bowl to make Blade of saeldor (c), which is non-degradeable and non-tradeable (requires Lv.82 Crafting and Smithing).
Abyssal tentacle.pngAbyssal tentacle 75 Attack Slash Attack, Defence +119 Slash

+94 Strength

2,796,925 While it is the fourth strongest weapon in the game, the tentacle's high cost per attack makes training far more expensive, but provides a boost of +8 Slash and +4 Strength.

Not specifically for sale in the Grand Exchange. Created by combining an Abyssal whip with a Kraken tentacle.

Abyssal whip.pngAbyssal whip 70 Attack Slash Attack, Defence,

All stats on Controlled

+111 Slash

+90 Strength

2,407,352 This is the most common training weapon, especially considering that it is affordable and does not degrade. The whip is the second-strongest non-degradable Attack and Defence training weapon in the game. Using this weapon on Controlled is an easy, but slower way to reach 99 Attack, Strength, and Defence since all the experience is spread across these three skills. One disadvantage of the abyssal whip is that it cannot train strength without training Attack and Defence at the same time, so pures should avoid using it to train.
Saradomin's blessed sword.pngSaradomin's blessed sword 75 Attack Slash Strength +100 Slash

+88 Strength

5,417,415 Similar to the Abyssal tentacle, the high cost of attacking with the Blessed variant of the Saradomin sword makes it infeasible for training. However, it is the third-best Strength training weapon in the game should you choose to use it anyway.

Not specifically for sale in the Grand Exchange. Created by combining a Saradomin sword with a Saradomin's tear.

Abyssal bludgeon.pngAbyssal bludgeon 70 Attack

70 Strength

Crush Strength +102 Crush

+85 Strength

23,600,703 This is the second-best non-degradable Strength training weapon. It is very useful when fighting a monster with a vulnerability to Crush weapons, such as Revenants and Vet'ion. However, its fairly high cost and only slight upgrade over more affordable weapons make it less popular than them.
Zamorakian hasta.pngZamorakian hasta 70 Attack

Barbarian training

Stab Defence

All stats on Controlled

+115 Stab

+83 Strength

11,547,700 This weapon is not generally chosen for everyday training due to only being able to train on controlled or defensive. It is both weaker and more expensive than the Abyssal whip. It is primarily used against monsters with a weakness to Stab, such as all types of dragons. It also has a decent Crush bonus, so it can be used as an alternative to the Abyssal bludgeon for fighting Crush-weak enemies like Kalphites and Vet'ion.
Abyssal dagger.pngAbyssal dagger 70 Attack Stab Strength +105 Stab

+83 Strength

3,348,757 The fourth-best one-handed Strength training weapon. It should not be used for Attack training unless a Stab weapon is needed.
Staff of the dead.pngStaff of the dead 75 Attack

75 Magic

Slash Strength +99 Slash

+80 Strength

4,115,116 The fifth-best one-handed Strength training weapon. It is more accurate with a defender than the next-best Strength training weapon, the Saradomin sword, but has lower strength. This makes the staff better against high-defence monsters, but it is much less affordable. Also it is strictly worse than the Abyssal dagger, which should usually be used instead unless slash is needed.
Saradomin sword.pngSaradomin sword 70 Attack Slash Strength +82 Slash

+82 Strength

256,210 The Saradomin sword is a much more affordable Strength training weapon than anything above it on this list. Against lower defence monsters such as Yaks, the Saradomin sword will on average do higher damage per second than the Staff of the dead due to its higher strength. However, this sword's lack of a shield and the staff's magic capabilities and melee accuracy make the staff usually more desirable if you can afford it.
Sarachnis cudgel.pngSarachnis cudgel 65 Attack Crush Strength +93 Crush

+76 Strength (dragon defender)

383,481 The Sarachnis cudgel is typically not used for training, as it has only minor benefits over the Dragon scimitar and has a 5 Attack higher requirement to wield, and when compared to the higher tier weapons that require 70+ Attack such as the Saradomin sword and Staff of the dead it's outclassed in terms of melee strength. However, the cudgel can pull ahead in rare cases where the target is vulnerable to crush.
Viggora's chainmace.pngViggora's chainmace 60 Attack
Crush Strength +91 Crush

+72 Strength (dragon defender)

4,236,429 This is tied for the best training weapon for all attack styles at level 60 with the Dragon Scimitar, without having to be charged or do any quests. If charged, an additional 50% melee accuracy and damage boost is applied when attacking any NPC in the Wilderness, making this weapon often better than every other weapon as the fastest way to train if done in the wilderness. However, it is significantly more expensive than the Dragon Scimitar and poses a threat of money loss (in charges) if killed in the wilderness. Additionally, the mace is slightly less accurate than the Dragon Scimitar when paired with one of the various defenders, as defenders generally provide higher offensive stab/slash bonus than crush bonus.
Dragon scimitar.pngDragon scimitar 60 Attack

Monkey Madness I

Slash All Stats +91 Slash

+72 Strength (dragon defender)

59,535 This is tied for the best training weapon for all attack styles at level 60 with the Viggora's Chainmace. In addition, the Dragon scimitar is a much cheaper alternative to all of the weapons listed above, making it very popular even among some high level players. For Attack and Defence training, it should be replaced with the Abyssal whip as soon as one can afford and equip it.
Dragon sword.pngDragon sword 60 Attack Stab All Stats +90 Stab
+69 Strength (dragon defender)
48,859 This is comparable to the Dragon scimitar in stats, but without the quest requirement of Monkey Madness I.
Leaf-bladed battleaxe.pngLeaf-bladed battleaxe 65 Attack

55 Slayer

Crush Strength +96 Slash

+95 Crush +98 Strength (dragon defender)

57,034 This weapon has the highest strength bonus in the game for a single handed weapon. It also has the second highest Crush attack bonus for a single handed weapon. This weapon is great to use against beasts which are weak to crush.
Leaf-bladed sword.pngLeaf-bladed sword 50 Attack

55 Slayer

Stab All Stats +67 Stab
+50 Strength (no defender)
40,150 This weapon is decent at 50 Attack, but worse than the Granite longsword and the Granite hammer, making it a good choice for those who don't have the money for the Granite weapons. This also requires 55 Slayer, so it's not used often outside of killing Turoths and Kurasks.
Granite hammer.pngGranite hammer 50 Attack

50 Strength

Crush All Stats +57 Crush

+56 Strength (no defender)

164,721 This is the best melee training weapon at 50 Attack and Strength. However, it is significantly more expensive than other weapons at this level.
Brine sabre.pngBrine sabre 40 Attack Slash All Stats +47 Slash

+46 Strength (no defender)

146,319 A more expensive alternative to the Rune scimitar, the Brine sabre boasts 2 additional slash and strength bonus, while also possessing a special attack. This makes it a popular training weapon for those who have the money.
Rune scimitar.pngRune scimitar 40 Attack Slash All Stats +45 Slash

+44 Strength (no defender)

14,908 The prototypical RuneScape weapon. This is your best bet for a cheap and effective training weapon at this level.
Granite longsword.pngGranite longsword 50 Attack

50 Strength

Slash All Stats +65 Slash
+62 Strength (no defender)
19,475 This weapon is an okay option at level 50 Attack and Strength, but attacks slower than the Granite hammer and Rune scimitar, making it usually worse overall.
Other Scimitars < 40 Attack Slash All Stats Varies Varies Before reaching 40 Attack, it is recommended to train with the highest level scimitar that is available at your Attack level.

Other equipment options[edit | edit source]

Obsidian equipment + Berserker necklace[edit | edit source]

Wearing the Obsidian platebody, Obsidian platelegs, and the Obsidian helmet gives a 10% damage and accuracy bonus to melee Obsidian weapons. Wearing the Berserker necklace also gives another 20% damage and accuracy bonus to Obsidian weapons. Combining all four of these items with the Toktz-xil-ak (Obsidian sword) can actually give faster experience rates than anything in the table above against low-defence monsters, such as those in the Nightmare Zone. However, the set has below-average defence and does not allow the use of a Slayer helmet. If the player cannot use all five items, they should not be using the Toktz-xil-ak.

Void knight equipment[edit | edit source]

Wearing the Void melee helm with the full Void Knight equipment set gives a 10% melee damage and accuracy bonus. This bonus accuracy makes it good against certain high-defence monsters like the Corporeal Beast. It is a good alternative for players with 42 combat stats who do not have access to high-strength gear. However, this set gives less strength than other melee equipment and has significantly lower melee and ranged defence, making it usually worse for training than high strength gear.

Dharok the Wretched's equipment[edit | edit source]

Wearing a full set of Dharok the Wretched's equipment gives the set effect of increasing the player's damage the lower their remaining hitpoints are. Using a dwarven rock cake or locator orb the player can intentionally keep their health at 1 hp while using Protection prayers to block all forms of damage. If the player has a source of prayer or damage block, such as by using prayer potions, absorptions (Nightmare Zone only), or an altar, the player can safely use the set's effect to deal very high amounts of damage and gain fast experience. However, the set degrades after 15 hours of use and must be repaired in order to keep its stats.

Guthan the Infested's equipment[edit | edit source]

Wearing a full set of Guthan the Infested's equipment gives the set effect of a 25% chance to heal the player by the damage dealt. This set deals less damage than some of the best options on the list, but it allows players to train for long periods of time without banking to heal. Players can bring the four pieces in their inventory, train on their normal high-strength equipment, and switch to the Guthan's equipment only when their health gets low. Popular monsters for this tactic are gargoyles, nechryael, and bandits. However, the set degrades after 15 hours of use and must be repaired in order to keep its stats.