Ranged-melee hybrid (free-to-play)
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| Ranged-melee hybrid | |||||||||||||||||||||||||||||||||||||||
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| Members | No | ||||||||||||||||||||||||||||||||||||||
| Also called | F2P pure, F2P brid, 1 def pure | ||||||||||||||||||||||||||||||||||||||
| Build type | 1-vs-1, Multicombat, No honour | ||||||||||||||||||||||||||||||||||||||
| Combat level | 30 — 70 | ||||||||||||||||||||||||||||||||||||||
| Primary attack style | |||||||||||||||||||||||||||||||||||||||
| Uses attack styles | |||||||||||||||||||||||||||||||||||||||
| Max hit with boosts | |||||||||||||||||||||||||||||||||||||||
| 66 | 40 | 70 | 1 | 70 | 70 | 13 | 54 | ||||||||||||||||||||||||||||||||
A ranged-melee hybrid is a type of free-to-play combat pure account that combines Ranged and melee combat styles. It is one of the most common free-to-play combat pure builds on the 1-vs-1 player-versus-player combat scene.
Skills
Primary
Ranged-melee pures train Ranged and
Strength without restrictions.
Secondary
Ranged-melee pures train Attack up to 40 to gain access to the rune weapons. This can be further increased up to 49 without affecting the overall combat level when 99 Ranged level is reached.
On low combat levels, these pures might choose not to train Attack, and rely on the rune warhammer instead as the melee knockout weapon since it only has a 40 Strength requirement. See the variant section for more details.
Additionally, Magic can be trained to the same level as Ranged without affecting the combat level to gain access to the utility spells, as well as to improve the magic defence. To minimize Hitpoints experience, Magic should be trained with methods such as splashing, curses, teleporting, enchanting jewellery and alchemy.
Equipment
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Ranged-melee hybrids typically wear leather armour of the highest available tier along with an amulet of strength or an amulet of power. Iron chainbody can be used instead of leather body for slightly better defensive bonuses, but it mostly comes down to aesthetic preference as the bonuses are rather minor either way.
Monk robes can be worn to slow down the prayer consumption.
These pures use a shortbow of the highest available tier along with a strong melee weapon switch such as a two-handed sword. Some also bring a scimitar along with mooleta for a quicker secondary melee weapon, or use a battleaxe instead of a 2h sword for a shorter delay after the knockout attacks. On lower combat levels, warhammers can be used as the knockout weapons instead, as they have no Attack requirements. In particular, rune warhammers with a requirement of 40 Strength can typically be used before unlocking stronger rune weapons.
For multicombat and deep Wilderness scenarios, many pure use wizard robes, zamorak monk bottom, leather vambraces and an amulet of power to increase accuracy of utility spells such as Snare or Tele Block.
Training
Ranged-melee hybrids typically train Attack only high enough to unlock certain tiers of weapons such as rune. After reaching 40 Attack level and unlocking rune weapons, most free-to-play pures no longer train this skill until reaching 99 Strength level.
Strength and Ranged can be raised with members-only training methods to avoid gaining Hitpoints experience and minimise the combat level.
Magic can be trained without affecting the combat level with methods that do not grant any hitpoints experience. While Magic is not used offensively in typical 1-vs-1 combat, it is still worth training as it improves magic defence and grants access to utility spells such as teleports, Snare, or Tele Block. Offensively, it is also useful against armoured opponents in the deep Wilderness. As a rule of thumb, Magic can be kept on the same level as Ranged at all times without affecting the combat level.
Combat style
Ranged-melee hybrids use quick ranged attacks to wear the opponents down and melee attacks to knock them out. Their core knockout technique is called stacking. The goal is to switch to a melee weapon shortly after a shot, attack the opponent, and stack both hitsplats at the same time. This allows dealing a lot more damage in a single game tick before the opponent can react.
To improve the chances of performing a successful combo, the players can use techniques such as delaying, backstepping, or sliding. Delaying is particularly important, as it makes the switches less predictable and less likely to be healed against. The goal of a successful delay is to switch to a melee weapon in the last possible tick after a ranged attack, so that the opponent cannot react to the switch.
Multicombat and deep Wilderness
Many pures use an additional magic switch in the deep Wilderness to maximize damage output on armoured opponents, as well as to use utility spells such as Snare or Tele Block.
Scimitars are often used exclusively instead of the slow knockout weapons, as they provide better damage-per-second rates overall.
Variants
Prayer
Accounts focused on typical arranged 1-vs-1 duels often have either 13 or 31 Prayer levels to access Superhuman Strength or Ultimate Strength respectively. High level pures and players that participate in multicombat or deep Wilderness fights commonly train Prayer up 44 or 45 to access the protection prayers and the Eagle Eye prayer.
Low attack
On lower combat levels, these pures might favour Strength over Attack similarly to strength pures. 40 Strength gives access to the rune warhammer, which is an excellent knockout weapon without an Attack requirement with similar bonuses to the rune battleaxe. As such, ranged-melee pures can follow the strength pure build early on, and use a combination of a shortbow and a warhammer in combat.
On higher combat levels, the maximum melee hit advantage of the strength pures becomes less drastic, and their low accuracy tends to make it difficult to face opponents that train Defence. Additionally, even with 99 Strength and 1 Attack, the Ranged skill can only be trained up to 67 level without affecting the overall combat level. Once the Ranged level is over 67, Attack should be trained either way to make the account optimal within the given combat level bracket. This makes the ranged-melee pures a natural progression of the strength pures that use ranged attacks, as they might choose to gradually train Attack to increase their melee accuracy, and eventually to gain access to better rune weapons.
Progression
A maxed ranged-melee hybrid at 78 combat level can use all combat styles effectively. Such an account is typically the end goal of free-to-play one-defence pures. Training Attack past 50 and Prayer past 45 has relatively small benefits in the free-to-play worlds at the cost of gaining extra combat levels.
Instead, some players might eventually choose to train Defence. Doing the Dragon Slayer I quest and training Defence up to 40 allows to convert these accounts into rune pures. These are also very effective in free-to-play player-versus-player combat, particularly in the higher combat level brackets.
See also
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| Account builds |
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| PvP gameplay |
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| Free-to-play combat pures |
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| Pay-to-play combat pures |
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| Other builds | |||||||