Pay-to-play Melee training

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

This guide is organised into sections based on skill levels. For example, if the section header is Levels 20 to 30, you should begin training at the area with an Attack and Strength level of at least 20. Defence is also preferred to be at that level but is not always required. The solution to lower Defence is to bring more food or use food that heals more.

General training notes

Since experience rates are largely influenced by Strength level and strength bonus, it is optimal to maintain balanced melee stats until reaching the minimum requirements for the best-in-slot weapon and equipment. After this, prioritizing Strength until 99, followed by Attack and finally Defence, will result in the fastest route to max melee stats. For example, when training in the Nightmare Zone with Obsidian Armour, a Berserker Necklace, and the Toktz-Xil-Ak, Attack and Defence should remain at 60 until reaching 99 Strength for optimal experience gains.

At high levels, direct melee training is not the fastest way to train Defence. Using Ancient Magicks on defensive or chinchompas on Long fuse against Maniacal monkeys gives more Defense experience per hour than using melee.

Early Questing

To start off, it's strongly recommended to complete quests that give a lot of melee experience. This allows players to skip over the much slower early levels of training. Many of these quests are quick, have little to no requirements, and have bosses that can be trivialized by safespotting with any magic spell (such as Fire Strike).

The recommended quests for early melee experience are listed in the table below. Completing all of them would give the player a total 61,775 Attack, 20,375 Strength, and 15,300 Defence experience. This will level a player to level 45 Attack, level 34 Strength, and level 31 Defence without any direct training.

Completing the Witch's House quest first is recommended, as it gives a Hitpoints safety margin for the subsequent quests (especially Waterfall Quest).

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 with Magic. It's recommended to complete this quest first for a Hitpoints safety margin.
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. 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 climbing boots, an early-game boot with strength bonus.
Fight Arena Attack 12,175 None Khazard scorpion (level 44), Khazard ogre (level 63), Bouncer (level 137) The bosses can be safespotted with Magic.
Tree Gnome Village Attack 11,450 None Khazard Warlord (level 112) The Khazard Warlord can be safespotted, or flinched by walking in and out of his attack radius, with Magic.
Vampyre Slayer Attack 4,825 None Count Draynor (level 34) Count Draynor is trivial to defeat with some combat stats.
The Grand Tree Attack 18,400 Agility 25 Black Demon (level 172) Completion of Tree Gnome Village first is recommended, for access to spirit trees. The Black Demon can be safespotted with Magic.
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 stepping in and out of his melee range, or killed with any halberd.
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.
XP rewards total Attack 61,775 , Strength 20,375 and Defence 15,300

Additional quests

There are additional intermediate quests that give significant combat experience, though they have higher requirements or less trivial bosses to defeat.

Quest XP rewards Requirements Enemies to defeat Notes
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) Unlocks dagannoth as a Slayer task. 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.
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. This quest is a prerequisite for Heroes' Quest.
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 Two lots of Combat level 10,000 Combat experience (choose between Strength Strength, Attack Attack, Defence Defence or Hitpoints Hitpoints). Agility 40 , Construction 20 , completion of The Fremennik Trials Ice Troll King (level 122) Awards the helm of neitiznot and the ability to wield it.
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.
Haunted Mine Strength 22,000 Crafting 35 , completion of Priest in Peril Treus Dayth (level 95) Prerequisite for obtaining the Salve amulet, which provides combat bonuses against undead creatures.

Fastest Experience

Levels 1–35: Questing

As discussed in the above early questing section, completing quests is the fastest method to skip through the early levels. These quests will level a player to level 45 Attack, level 34 Strength, and level 31 Defence without any direct training.

Levels 30–55: Gemstone Crab

See Gemstone Crab/Strategies for more information.

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Gemstone Crab Tlati Rainforest 160 Infinite Children of the Sun
Advantages Disadvantages
  • Has infinite health with low Defence and Attack, requiring no food.
  • Only burrows once every 10 minutes and can be reengaged with two clicks.
  • Can be mined for gems by the 16 players who dealt the most damage.
  • Gives slightly less experience per hit compared to normal monsters (87.5% of the normal amount), but this is offset by no auto-retaliate downtime and no lost damage on overkill.

Levels 55–75: Sulphur Naguas

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Sulphur Nagua Neypotzli 98 100 Partial completion of Perilous Moons (includes Slayer 48 Slayer)

55 Attack for glacial temotli (or the cheaper sulphur blades)

43 Prayer for Protect from Melee

70 Attack and 75 Strength for Dual Macuahuitl

High Herblore 70 Prayer for Piety Full Blood Moon set

Advantages Disadvantages
  • Very fast experience, with the Sulphur Nagua's negative flat armour combined with double hit weapons. Expect 75k xp/hr at 60 strength. With a full blood moon armour set and Piety prayer, expect up to 130k xp/hr at 75 strength.
  • Prayer restoration and combat stat boosts can be provided by Moonlight potion, which can be made within Neypotzli with no external supplies.
  • Decent profit from noted ores and runes
  • Passive low amounts of Runecrafting experience from turning in dropped Sulphur Essence, and prayer experience if carrying an ectoplasmator.
  • Dual macuahuitl are required for the best rates. Though the glacial temotli and sulphur blades only perform marginally worse, roughly 10% less xp per hour.
  • For ironman, the ideal weapons (glacial temotli and sulphur blades) are dropped from the same creatures they're ideal against. Though, thanks to their flat negative armour, they are reasonable training even with a suboptimal weapon.

Levels 75–99: Maniacal monkeys with Hallowfell

See Maniacal monkey/Strategies for more information.

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Maniacal monkey North-west section of Ape Atoll. 140 65 75 attack to wield Hallowfell.

Monkey Madness II

Crystal halberd (requires the western provinces hard diary) or dragon halberd (requires Regicide)
Advantages Disadvantages
  • Highest experience. Expect 200k xp/hr or more with good stacking, targetting and crystal halberd specials.
  • Can be low intensity (simply auto-retaliate) and still outperform other methods.
  • Prayer potion drops sustain Piety and Protect from Melee prayers.

Other methods

It is not recommended to train melee for profit at low 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. For example, killing Hobgoblins for two hours will give both less money and less experience than spinning flax for one hour and training on crabs for one hour. Low-level players looking to make money for early gear should check out the Money-making guide.

Levels 30–99: Gemstone Crab

See Gemstone Crab/Strategies for more information.

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Gemstone Crab Tlati Rainforest 160 Infinite Children of the Sun
Advantages Disadvantages
  • Remains useful as a very low intensity method.
  • The crab burrows once every 10 minutes and can be reengaged with two clicks.
  • Has infinite health with low Defence and Attack, requiring no food.
  • Gives slightly less experience per hit compared to normal monsters (87.5% of the normal amount), but this is offset by no auto-retaliate downtime and no lost damage on overkill.

Levels 55–75: Scurrius

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Scurrius Varrock Sewers 200 (Solo)
250 (Group)
500 (Solo)
1,500 (Group)
40 Prayer Bone mace

Combat level 60-90

Advantages Disadvantages
  • Faster experience than Gemstone Crab at lower levels (base 70 combat stats offer 100k+ exp/hr, when soloing the Group variant with a bone mace)
  • Teaches mechanics useful in higher-level PvM encounters, such as prayer switching and dodging attacks.
  • Takes effort and focus to kill.
  • Drops will not yield a profit (though will cover the cost of supplies).
  • Best experience rates come from the bone mace, which is created from an untradeable item (Scurrius' spine) that Scurrius itself drops at 1/33. The first few dozen kills will likely be suboptimal.

Levels 60–99: Nightmare Zone

See the Nightmare Zone page for more information.

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Nightmare Zone North of Yanille, north-west of the bank Varies Varies At least 5 quests that Nightmare Zone requires
Advantages Disadvantages
  • Offers the most AFK training method in the game, via the normal rumble with absorption potions. This allows for 20 minute breaks between clicks, and only requires a single click to reset the timer.
  • Alternatively, hard mode is a reasonable place to use Dharok the Wretched's equipment and offers substantially more points.
  • NMZ points provide overload and absorption potions for the game, reducing the outside need for super combat and prayer potions.
  • Points can be used for imbues that upgrade equipment.
  • Requires a coin fee to start and some quests to utilise
  • Players may need super combat and prayer potions for the first few games as they have no points
  • No drops outside of points

Level 80–99: Gargoyles

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Gargoyle Slayer tower 111 105 75 Slayer, Rock hammer, Priest in Peril Guthan the Infested's equipment.

A Kharyrll teleport portal, access to fairy rings or a Slayer ring. High level alchemy runes. Gargoyle smasher Slayer perk

Advantages Disadvantages
  • Profitable, upwards of 700k gp per hour.
  • Below-average offensive capabilities for their level. Players with high defence can sustain their health with Guthan's equipment or a Saradomin godsword.
  • Most of its drops are noted or are alchable, meaning the player can potentially stay indefinitely without needing to bank.
  • Substantially less experience per hour than other options.
  • Requires more effort than Gemstone Crab or Nightmare Zone.
  • 75 Slayer requirement.
  • Far from a bank (without slayer rings and 61/81 Agility to use the Slayer Tower shortcuts).
  • They can deal unsustainable damage to lower-level players.

Equipment choice

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.

Items in order of effectiveness by slot

Item Attack bonuses Defence bonuses Other
Torva full helm 0 0 0 -5 -5 +59 +60 +62 -2 +57 +8 0 0% +1
Oathplate helm 0 +10 0 -2 -7 +50 +72 +45 0 +50 +6 0 0% 0
Neitiznot faceguard 0 0 0 0 0 +36 +34 +38 +3 +34 +6 0 0% +3
Serpentine helm 0 0 0 -5 -5 +52 +55 +58 0 +50 +5 0 0% 0
Blood moon helm 0 0 0 -6 -2 +20 +31 +34 +7 +29 +4 0 0% 0
Inquisitor's great helm -2 -2 +8 -5 -5 +19 +10 +21 0 +12 +4 0 0% +1
Helm of neitiznot 0 0 0 0 0 +31 +29 +34 +3 +30 +3 0 0% +3
Berserker helm 0 0 0 -5 -5 +31 +29 +33 0 +30 +3 0 0% 0
Obsidian helmet 0 0 0 0 0 +25 +23 +26 0 +24 +3 0 0% 0
Zombie helmet 0 0 +8 -4 -2 +30 +32 +38 0 +30 +2 0 0% 0
  • Torva or Oathplate may be more effective depending on the NPC's defensive stats and attack style used.
  • 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.
  • When training Slayer, a Slayer helm (or black mask) will always provide the greatest damage increase over any of these.

Item Attack bonuses Defence bonuses Other
Infernal cape +4 +4 +4 +1 +1 +12 +12 +12 +12 +12 +8 0 0% +2
Fire cape +1 +1 +1 +1 +1 +11 +11 +11 +11 +11 +4 0 0% +2
Mythical cape 0 0 +6 0 0 +8 +8 +8 +8 +8 +1 0 0% +1
Mixed hide cape 0 0 0 -15 +5 +2 +2 +2 +5 +1 +1 0 0% 0
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 a stab accuracy bonus and a moderate Prayer bonus.

Item Attack bonuses Defence bonuses Other
Amulet of rancour +25 +25 +25 -6 -8 0 0 0 0 0 +12 0 0% +2
Amulet of torture +15 +15 +15 0 0 0 0 0 0 0 +10 0 0% +2
Amulet of fury +10 +10 +10 +10 +10 +15 +15 +15 +15 +15 +8 0 0% +5
Amulet of glory +10 +10 +10 +10 +10 +3 +3 +3 +3 +3 +6 0 0% +3
Amulet of power +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 0 0% +1
Amulet of strength 0 0 0 0 0 0 0 0 0 0 +10 0 0% 0

Item Attack bonuses Defence bonuses Other
Torva platebody 0 0 0 -18 -14 +117 +111 +117 -11 +142 +6 0 0% +1
Oathplate chest 0 +16 0 -16 -18 +105 +128 +100 -5 +112 +4 0 0% 0
Bandos chestplate 0 0 0 -15 -10 +98 +93 +105 -6 +133 +4 0 0% +1
Blood moon chestplate 0 0 0 -15 -10 +60 +80 +80 +40 +79 +4 0 0% 0
Inquisitor's hauberk -3 -3 +12 -11 -10 +67 +55 +71 0 +35 +4 0 0% +2
Fighter torso 0 0 0 -40 0 +62 +85 +62 -10 +67 +4 0 0% 0
Obsidian platebody 0 0 0 0 0 +55 +78 +56 -15 +60 +3 0 0% 0
Mixed hide top +4 -2 -3 -15 +27 +33 +39 +43 +30 +32 +2 0 0% 0
  • Torva or Oathplate may be more effective depending on the NPC's defensive stats and attack style used.
  • Five of these items provide the same Strength bonus, but the Oathplate chest and Bandos chestplate have much better defence.

Item Attack bonuses Defence bonuses Other
Avernic defender +30 +29 +28 -5 -4 +30 +29 +28 -5 -4 +8 0 0% 0
Dragon defender +25 +24 +23 -3 -2 +25 +24 +23 -3 -2 +6 0 0% 0
Rune defender +20 +19 +18 -3 -2 +20 +19 +18 -3 -2 +5 0 0% 0
Antler guard +15 +15 +15 +9 +9 -15 -15 -15 -15 -15 +5 +2 0% +5
Adamant defender +13 +12 +11 -3 -2 +13 +12 +11 -3 -2 +4 0 0% 0
Dragonfire shield 0 0 0 -10 -5 +70 +75 +72 +10 +72 +7 0 0% 0
Toktz-ket-xil 0 0 0 -12 -8 +40 +42 +38 0 +65 +5 0 0% 0
Mooleta 5 7 7 -1 -1 4 8 8 -2 -1 +1 0 0% 0
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) aren't met, a book of war can be used.

Item Attack bonuses Defence bonuses Other
Torva platelegs 0 0 0 -24 -11 +87 +78 +79 -9 +102 +4 0 0% +1
Oathplate legs 0 +12 0 -12 -14 +75 +100 +73 -3 +81 +2 0 0% 0
Bandos tassets 0 0 0 -21 -7 +71 +63 +66 -4 +93 +2 0 0% +1
Blood moon tassets 0 0 0 -21 -7 +30 +50 +49 +32 +46 +2 0 0% 0
Inquisitor's plateskirt -3 -3 +12 -9 -5 +42 +30 +49 0 +22 +2 0 0% +2
Obsidian platelegs 0 0 0 0 0 +46 +43 +41 -10 +40 +1 0 0% 0
Fremennik kilt 0 0 0 -21 -7 +11 +10 +10 -4 +10 +1 0 0% 0
Torag's platelegs 0 0 0 -21 -7 +85 +82 +83 -4 +92 0 0 0% 0
Verac's plateskirt 0 0 0 -21 -7 +85 +82 +83 0 +84 0 0 0% +4
Dragon platelegs/skirt 0 0 0 -21 -7 +68 +66 +63 -4 +65 0 0 0% 0
Rock-shell legs 0 0 0 -21 -7 +51 +49 +47 -4 +49 0 0 0% 0
Rune platelegs 0 0 0 -21 -11 +51 +49 +47 -4 +49 0 0 0% 0
Mixed hide legs +3 -1 -2 -10 +14 +20 +23 +22 +16 +20 0 0 0% 0
  • Torva or Oathplate may be more effective depending on the NPC's defensive stats and attack style used.
  • Items shown without strength bonus are included to show defensive stats and give less expensive options.

Item Attack bonuses Defence bonuses Other
Ferocious gloves +16 +16 +16 -16 -16 0 0 0 0 0 +14 0 0% 0
Barrows gloves +12 +12 +12 +6 +12 +12 +12 +12 +6 +12 +12 0 0% 0
Dragon gloves +9 +9 +9 +5 +9 +9 +9 +9 +5 +9 +9 0 0% 0
Rune gloves +8 +8 +8 +4 +8 +8 +8 +8 +4 +8 +8 0 0% 0
Regen bracelet +8 +8 +8 +3 +7 +6 +6 +6 +3 +6 +7 0 0% 0
Adamant gloves +7 +7 +7 +4 +7 +7 +7 +7 +4 +7 +7 0 0% 0
Granite gloves +5 +5 +9 -3 -1 +8 +8 +8 -3 +5 +7 0 0% 0
Combat bracelet +7 +7 +7 +3 +7 +5 +5 +5 +3 +5 +6 0 0% 0
Mithril gloves +6 +6 +6 +3 +6 +6 +6 +6 +3 +6 +6 0 0% 0

Item Attack bonuses Defence bonuses Other
Avernic treads (max) +5 +5 +5 +11 +15 +21 +25 +25 +10 +10 +6 +3 +2% 0
Primordial boots +2 +2 +2 -4 -1 +22 +22 +22 0 0 +5 0 0% 0
Dragon boots 0 0 0 -3 -1 +16 +17 +18 0 0 +4 0 0% 0
Aranea boots 0 0 0 +5 +6 0 0 0 0 0 +4 0 0% +1
Spiked manacles 0 0 0 -3 -1 0 0 0 -4 0 +4 0 0% 0
Guardian boots 0 0 0 -3 -1 +32 +32 +32 -3 +24 +3 0 0% +2
Granite boots 0 0 0 -3 -1 +15 +16 +17 -0 +8 +3 0 0% 0
Rune boots 0 0 0 -3 -1 +12 +13 +14 0 0 +2 0 0% 0
Mixed hide boots 0 0 0 -10 +5 +4 +5 +6 +3 +3 +2 0 0% 0
Climbing boots 0 0 0 0 0 0 +2 +2 0 0 +2 0 0% 0
Adamant boots 0 0 0 -3 -1 +10 +11 +12 0 0 +1 0 0% 0

Item Attack bonuses Defence bonuses Other
Ultor ring 0 0 0 0 0 0 0 0 0 0 +12 0 0% 0
Berserker ring (i) 0 0 0 0 0 0 0 +8 0 0 +8 0 0% 0
Bellator ring 0 +20 0 0 0 0 0 0 0 0 +6 0 0% 0
Brimstone ring +4 +4 +4 +6 +4 +4 +4 +4 +6 +4 +4 0 0% 0
Berserker ring 0 0 0 0 0 0 0 +4 0 0 +4 0 0% 0
Ring of shadows +4 +4 +4 +5 +4 0 0 0 +5 0 +2 0 0% +2
Warrior ring (i) 0 +8 0 0 0 0 +8 0 0 0 0 0 0% 0
Tyrannical ring (i) 0 0 +8 0 0 0 0 +8 0 0 0 0 0% 0
Treasonous ring (i) +8 0 0 0 0 +8 0 0 0 0 0 0 0% 0
  • Rings should be imbued as soon as possible. Also note that the Warrior, Tyrannical, and Treasonous rings only benefit one attacking style each, while the Brimstone 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

Choosing a weapon

  • In most cases, choosing a weapon with an attack speed of 2.4 seconds (4 ticks) 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.
  • Monster vulnerability may cause certain weapons to perform better than their stats suggest. For example, most dragons are weak to Stab, making the usually weaker zamorakian hasta a better choice than the abyssal whip against them.
  • Note: One-handed weapons are displayed as if they were paired with a defender appropriate for its Attack level requirement — dragon for level 60+, and avernic for level 70+ — to more usefully compare to two-handed weapons. Weapons requiring Attack level 60 or lower will not include these bonuses.

Weapon Name Requirements Primary Attack Style Primarily Used to Train Attack & Strength Bonus (With Avernic defender as applicable) Price Notes
Soulreaper axe 80 Attack
80 Strength
Slash All Stats +134 Slash
+125 Strength
439,427,197 Utilizing the weapon's "Soul stack" effect is required to achieve maximum experience rates. Each Soul Stack gives the player a +6% boost to their Strength level. Maintaining 5 soul stacks at all times, and not using the "Behead" special attack is optimal while training. It does not degrade and it primarily uses the Slash attack style.
Osmumten's fang 82 Attack Stab All Stats +135 Stab
+111 Strength
16,775,852 This weapon will be better than the ghrazi rapier on monsters that have very high Defence bonuses due to its passive effects.
Noxious halberd 80 Attack Slash Strength, Defence
All Stats on Controlled
+80 Stab
+132 Slash
+142 Strength
41,040,872 Two-handed weapon with a slightly slower attack speed of 3 seconds instead of 2.4 like most other weapons listed. Despite this, it is better than the other 80 Attack weapons when used with lower Strength bonus gear.
Ghrazi rapier 80 Attack Stab All Stats +130 Stab
+101 Strength
24,873,078 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. It is worth mentioning the player can attack with the Ghrazi Rapier every 2.4 seconds as opposed to the slightly slower attack rate of Osmumten's fang (every 3.0 seconds).
Inquisitor's mace 80 Attack Crush All Stats +130 Crush
+104 Strength
338,132,506 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.

When combined with the inquisitor's armour, the weapon's enhanced Strength bonus and significantly improved accuracy become devastating against enemies with high Defence. The four-tick weapon speed and the capability to train all melee stats render it one of the best melee weapons available.

Wearing Inquisitor's Armour
+168 Crush
+116 Strength
Blade of saeldor 80 Attack Slash All Stats +129 Slash
+101 Strength
112,159,250 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-degradable and non-tradeable (requires level 82 Crafting and Smithing).
Voidwaker 75 Attack Slash All stats +109 Slash
+88 Strength
38,890,015 This is the best non-degradable weapon for training Strength at level 75.

The special attack of the Voidwaker is a magic attack and grants Magic and Hitpoints skill experience.

Abyssal tentacle 75 Attack Slash Attack, Defence
All Stats on Controlled
+119 Slash
+94 Strength
1,048,331 While it is the fourth strongest one handed four tick weapon in the game, the tentacle's cost per attack, of 84.27, makes training far more expensive, but provides a boost of +8 Slash and +4 Strength. The costs adds up to 126,397.65 coins per hour, completely degrading after 10,000 hits.

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

Abyssal whip 70 Attack Slash Attack, Defence
All Stats on Controlled
+111 Slash
+90 Strength
842,651 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 75 Attack Slash Strength +100 Slash
+88 Strength
4,714,571 Similar to the abyssal tentacle, this weapon degrades. Each hit costs 11.90, costing 17,847.60 per hour of constant use. This is the third-best Strength training weapon in the game. After 10,000 hits, the sword crumbles to dust, and you get the Tear back.

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

Dual macuahuitl 70 Attack
75 Strength
Crush All stats +121 Crush
+81 Strength
4,362,322 This is one of the best training weapons against low-defence monsters due to the set effect of the blood moon armour set, which has a 33% chance upon a successful hit to attack one tick earlier than usual (or a 56% chance if both hits are successful).

While the dual macuahuitl is non-degradable, the blood moon armour set does degrade. It is recommended to combine the weapon with the armour set if possible due to how powerful its set effect is.

Abyssal bludgeon 70 Attack
70 Strength
Crush Strength +102 Crush
+85 Strength
17,121,620 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, the fairly high cost and being only a slight upgrade over more affordable weapons make it a less popular choice for strength training.

If you can afford to combine this weapon with the inquisitor's armour set, the significantly improved accuracy and slightly improved damage make this weapon even more powerful.

Wearing Inquisitor's Armour
+135 Crush
+95 Strength
Zamorakian hasta 70 Attack
Barbarian Training
Stab Defence
All stats on Controlled
+115 Stab
+83 Strength
1,443,203 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 70 Attack Stab Strength +105 Stab
+83 Strength
1,204,135 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 75 Attack
75 Magic
Slash Strength +99 Slash
+80 Strength
5,339,567 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 a slash weapon is needed.
Saradomin sword 70 Attack Slash Strength +82 Slash
+82 Strength
118,984 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.

Weapon Name Requirements Primary Attack Style Primarily Used to Train Attack & Strength Bonus (With Dragon defender, if applicable) Price Notes
Zombie axe 65 Attack Slash All Stats +129 Slash
+113 Strength
1,707,375 The zombie axe has a 5-tick weapon speed and does slightly less DPS than the abyssal whip against enemies with low Defence; however, it has a higher potential DPS against enemies with high Defence or that are weak to Crush.

The inquisitor's armour set makes the Crush style attack of the zombie axe slightly more powerful and extremely accurate.

Wearing Inquisitor's Armour
+145 Crush
+123 Strength
Sarachnis cudgel 65 Attack Crush Strength +93 Crush
+76 Strength
104,342 The Sarachnis cudgel is generally not favoured for training due to its marginal advantages over the dragon scimitar and its requirement of 5 additional Attack levels to wield. Compared to higher-tier weapons requiring 70+ Attack, like the Saradomin sword and staff of the dead, it falls short in melee Strength. Nonetheless, the cudgel may have the upper hand in rare situations where the target is susceptible to Crush attacks.

The inquisitor's armour set enhances the Crush Style attacks of the Sarachnis cudgel, increasing both power and accuracy.

Wearing Inquisitor's Armour
+125 Crush
+86 Strength
Viggora's chainmace 60 Attack Crush Strength +91 Crush
+72 Strength
4,909,004 This weapon is on par with the dragon scimitar as the best training weapon for all attack styles at level 60 Attack, requiring no charging or quest completion. When charged with revenant ether, it grants a 50% boost in melee accuracy and damage against NPCs in the Wilderness, often surpassing other weapons in training speed if used there. However, it is notably more expensive than the dragon scimitar and carries the risk of losing money through charges if the user is killed in the Wilderness. Moreover, when used with any of the defenders, the mace's accuracy is slightly inferior to that of the dragon scimitar, as defenders tend to offer greater offensive bonuses for Stab/Slash than for Crush.

The inquisitor's armour set significantly enhances the accuracy and damage of Viggora's chainmace by providing a buff to its base Crush and Strength bonus. This amplifies the chainmace's passive 50% boost in accuracy and damage against Wilderness NPCs, particularly when combined with either the salve amulet or the Slayer helmet. This is not advised though as this would be a significant risk.

Wearing Inquisitor's Armour
+122 Crush
+82 Strength
Dragon scimitar 60 Attack
Monkey Madness I
Slash All Stats +91 Slash
+72 Strength
59,408 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 60 Attack Stab All Stats +90 Stab
+69 Strength
101,078 This is comparable to the dragon scimitar in stats, but without the quest requirement of Monkey Madness I.
Leaf-bladed battleaxe 65 Attack
55 Slayer
Crush Strength +96 Slash
+95 Crush
+98 Strength
78,868 This 5-tick weapon holds the third-highest Strength bonus for single-handed weapons. It is particularly effective against creatures susceptible to Crush damage and is only outperformed by the zombie axe within its level category.

The inquisitor's armour set enhances the Crush style attack of the leaf-bladed battleaxe, increasing its power and accuracy significantly.

Wearing Inquisitor's Armour
+127 Crush
+108 Strength
Dragon longsword 60 Attack
Lost City
Slash All Stats +93 Slash
+77 Strength
59,058 A viable alternate training weapon before being able to use the dragon scimitar since Monkey Madness I is a much longer and harder quest than Lost City. It should be noted that the dragon longsword attacks 1 game tick slower than the dragon scimitar, making it less damage per second than the dragon scimitar for training.

Weapon Name Requirements Primary Attack Style Primarily Used to Train Attack & Strength Bonus (No Defender) Price Notes
Sulphur blades 55 Attack Slash All Stats +72 Slash
+64 Strength
78,800 This is the best melee training weapon at 55 Attack, providing the highest Strength bonus before 60 Attack while being fairly cheap.
Glacial temotli 55 Attack Crush All Stats +72 Crush
+64 Strength
62,330 Crush version of the sulphur blades. Has a +2 Prayer bonus, which the blades lack, but is otherwise identical in performance.
Earthbound tecpatl 55 Attack Stab All Stats +72 Stab
+64 Strength
76,122 Stab version of the sulphur blades. Has a +2 Prayer bonus, which the blades lack, but is otherwise identical in performance.
Leaf-bladed sword 50 Attack
55 Slayer
Stab All Stats +67 Stab
+50 Strength
40,190 This weapon is the second best option at 50 Attack, behind the granite hammer.
Granite hammer 50 Attack
50 Strength
Crush All Stats +57 Crush
+56 Strength
8,452,147 This is the best melee training weapon at 50 Attack and Strength.
Brine sabre 40 Attack Slash All Stats +47 Slash
+46 Strength
357,887 A more expensive alternative to the rune scimitar, the brine sabre boasts 2 additional slash and Strength bonuses, while also possessing a special attack. This makes it a popular training weapon for those who have the money.
Rune scimitar 40 Attack Slash All Stats +45 Slash
+44 Strength
15,029 The prototypical RuneScape weapon. This is your best bet for a cheap and effective training weapon at this level.
Granite longsword 50 Attack
50 Strength
Slash All Stats +65 Slash
+62 Strength
20,095 This weapon attacks slower than the granite hammer, leaf-bladed sword, and rune scimitar, making it usually worse overall.
Bryophyta's staff 30 Attack

30 Magic

Crush All Stats +40 Crush

+50 Strength

4,154,270 Equivalent to a rune longsword, it is the best choice at 30 Attack.
Other Scimitars < 40 Attack Slash All Stats Varies Varies It is recommended to train with the highest level scimitar available at your Attack level, before reaching 40 Attack, unless you can wield Bryophyta's staff.

Other equipment options

Obsidian equipment + Berserker necklace

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 bonus to Obsidian weapons. Combining all four of these items with the Toktz-xil-ak (Obsidian sword) can 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

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

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 to keep its stats.

Guthan the Infested's equipment

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 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 to keep its stats.

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourcePay-to-play Melee training
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