Melee training
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
- Strength can be trained without training Hitpoints with barbarian fishing.
- Defence can be trained by using Ancient Magicks on defensive or chinchompas on Long fuse against Maniacal monkeys for more experience per hour than using melee.
- Players can complete Slayer tasks to train Slayer while simultaneously training combat stats. This is an effective combat training method as well as providing profit in most cases.
- When fighting dangerous monsters it is suggested to bring a teleportation tablet or if your Magic level is high enough, teleportation runes in order to quickly escape. Note that a tablet can be more easily clicked from your inventory and takes up less space than runes for a teleport spell.
Suggested training methods for best experience
Completing the Waterfall Quest at level 1 Attack and Strength will instantly bring the player to level 30 in each. This quest has no requirements, making it the fastest way to train a brand new account to these levels, skipping much of the slow low-level training. However, there are several aggressive and hard-hitting monsters during the quest, so players may want to train some Defence and Hitpoints levels in order to make the quest safer. See the Waterfall Quest guide for more information on how to complete this quest.
Levels 1 to 10
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Chicken | North-east of Lumbridge just east of River Lum, south of River Lum in Farmer Fred's chicken coop | 1 | 3 | None | |
Advantages | Disadvantages | ||||
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Levels 10 to 60/70
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Ammonite Crab | Fossil Island | 25 | 100 | Bone Voyage | Armour and food for low defence levels. Digsite pendant. Build the bank chest on Fossil Island to get access to a nearby bank |
Advantages | Disadvantages | ||||
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Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Sand Crab | Beach south of Hosidius, Crabclaw Isle, Crabclaw Caves | 15 | 60 | 10,000 coins to enter Crabclaw Isle, or have started The Depths of Despair to enter the Crabclaw Caves. There are also spots with no requirements | Armour and food for low levels. If you are farming on the beach south of Hosidius there is a bank chest nearby so inventory space is not a concern. Using a full inventory of super attack and super strength potions increases considerably the DPS, which ultimately increases the experiences rates per hour |
Advantages | Disadvantages | ||||
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Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Slayer | Varies | Varies | Varies | None | Combat level 100 to use Duradel, black mask or slayer helm, various teleports. |
Advantages | Disadvantages | ||||
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Other methods
You may use these if the above methods are too crowded or otherwise not available. However, they are not as good as the 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.
Here are some easy options for training melee if you do want to kill monsters for profit and still get decent experience rates.
Levels 1 to 10
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Chicken | North-east of Lumbridge just east of River Lum, south of River Lum in Farmer Fred's chicken coop | 1 | 3 | None | |
Advantages | Disadvantages | ||||
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Levels 10 to 60
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Rock Crab | North of Rellekka, Waterbirth Island | 13 | 50 | To access Waterbirth Island, you must have started The Fremennik Trials quest. If you haven't finished the quest, it will cost 1,000 coins to travel there. There are also spots with no requirements | Armour and food for low levels. Camelot teleport tabs or runes will bring you somewhat close |
Advantages | Disadvantages | ||||
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Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Experiment | Experiment cave | 25 | 100 | Priest in Peril, started Creature of Fenkenstrain | Armour and food for low levels. Ectophial, started Fairy Tale II - Cure a Queen for access to fairy rings (ALQ) or other teleport to Canifis for ease of access |
Advantages | Disadvantages | ||||
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Levels 10 to 20
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Men and Women | Varies, including Lumbridge | 2 | 7 | None | Your best weapon and armour. Food if you try this from level 3 |
Advantages | Disadvantages | ||||
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Levels 20 to 30
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Al-Kharid warrior | Al Kharid Palace | 9 | 19 | None | Decent but cheap food like trout or salmon. Alternatively, you can buy kebabs for 1 coin each in Al Kharid. Also bring your best armour and weapons, because they can deal some damage |
Advantages | Disadvantages | ||||
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Levels 30 to 60
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Chaos druid | Edgeville Dungeon, Chaos Druid Tower | 13 | 20 | Decent combat, level 46 Thieving if fighting in Chaos Druid Tower | Food. Your best weapon and armour if fighting outside of the Wilderness. Only three valuable items and a Looting bag if fighting in Edgeville dungeon |
Advantages | Disadvantages | ||||
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Levels 40 to 60
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Moss giant | Catacombs of Kourend, Varrock Sewers | 42 | 60 | Mid-level combat | Food, armour, High alchemy runes, Teleport to house tablets for using another player's house to teleport to Kourend to reach the Catacombs, ring of dueling for banking |
Advantages | Disadvantages | ||||
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Levels 60 to 70
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
---|---|---|---|---|---|
Wilderness Slayer | Wilderness | Varies | Varies | None | Slayer helm, Dragon defender, many Slayer points to block bad tasks, food, burning amulet, amulet of glory, high ranged for dragonhide armour |
Advantages | Disadvantages | ||||
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Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Green dragon | Wilderness in various locations | 79 | 75 | Dragonfire protection, good weapons, food, and armour | Food. Only three valuable items and a Looting bag. Ring of dueling to teleport to a bank. A games necklace to teleport to Corporeal Beast |
Advantages | Disadvantages | ||||
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Levels 70 to 99
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Slayer | Varies | Varies | Varies | None | 85 combat to use Nieve, Slayer helm, various teleports and quests |
Advantages | Disadvantages | ||||
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Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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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. Your best armour and weapons. High level alchemy runes. Gargoyle smasher Slayer perk |
Advantages | Disadvantages | ||||
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Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Monkey Guards | Marim | 167 | 130 | Started Monkey Madness I and have not completed Monkey Madness II | Dharok's set |
Advantages | Disadvantages | ||||
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Levels 90 to 99
Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
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Rune dragon | Lithkren Vault | 380 | 330 | Dragon Slayer II | High combat including prayer, dragonfire shield, a zamorakian hasta or abyssal dagger, insulated boots, digsite pendant, armour with high defences, super combat potions, food |
Advantages | Disadvantages | ||||
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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.
Head-slot items in order of effectiveness
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Torva full helm | 0 | 0 | 0 | -5 | -5 | +59 | +60 | +62 | -2 | +57 | +8 | 0 | 0% | +1 | |
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 | |
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 |
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
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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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 |
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
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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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 |
- Depending on your stats, for monsters with low defence, an amulet of strength can be better than an amulet of power, amulet of glory, or even an amulet of fury.
- When fighting undead monsters and not using a Slayer helmet, the salve amulet and its upgraded version the salve amulet (e) are the best neck-slot items.
Body-slot items in order of effectiveness
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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Torva platebody | 0 | 0 | 0 | -18 | -14 | +117 | +111 | +117 | -11 | +142 | +6 | 0 | 0% | +1 | |
Bandos chestplate | 0 | 0 | 0 | -15 | -10 | +98 | +93 | +105 | -6 | +133 | +4 | 0 | 0% | +1 | |
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 |
- Both the Bandos chestplate and the fighter torso provide the same strength bonus, but the Bandos chestplate has much better defences.
Shield-slot items in order of effectiveness
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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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 | |
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 | 0 | 0 | +40 | +42 | +38 | 0 | +65 | +5 | 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) isn't met, a book of war can be used.
Legs-slot items in order of effectiveness
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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Torva platelegs | 0 | 0 | 0 | -24 | -11 | +87 | +78 | +79 | -9 | +102 | +4 | 0 | 0% | +1 | |
Bandos tassets | 0 | 0 | 0 | -21 | -7 | +71 | +63 | +66 | -4 | +93 | +2 | 0 | 0% | +1 | |
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 |
- Torva platelegs, Bandos tassets, Obsidian platelegs and Fremennik kilt are the only leg slot wearable items 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
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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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 |
Feet-slot items in order of effectiveness
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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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 | |
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 | |
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 |
Ring-slot items in order of effectiveness
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
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Berserker ring (i) | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +8 | 0 | 0 | +8 | 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 | |
Warrior ring | 0 | +4 | 0 | 0 | 0 | 0 | +4 | 0 | 0 | 0 | 0 | 0 | 0% | 0 | |
Tyrannical ring | 0 | 0 | +4 | 0 | 0 | 0 | 0 | +4 | 0 | 0 | 0 | 0 | 0% | 0 | |
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 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 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
- 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 |
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Ghrazi rapier | 80 Attack | Stab | All Stats | +124 Stab
+97 Strength |
84,570,192 | 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 | 80 Attack | Crush | All Stats | +123 Crush
+97 Strength |
266,510,872 | 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 | 80 Attack | Slash | All Stats | +123 Slash
+97 Strength |
158,546,025 | 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 | 75 Attack | Slash | Attack, Defence | +119 Slash +94 Strength |
1,874,281 | While it is the fourth strongest weapon in the game, the tentacle's cost per attack, of 149.33, makes training far more expensive, but provides a boost of +8 Slash and +4 Strength. The costs adds up to 223,991.25 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 |
1,493,275 | 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 |
5,553,208 | Similar to the Abyssal tentacle, this weapon degrades. Each hit costs 30.79, costing 46,185.15 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. |
Abyssal bludgeon | 70 Attack 70 Strength |
Crush | Strength | +102 Crush +85 Strength |
12,561,679 | 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 | 70 Attack |
Stab | Defence
All stats on Controlled |
+115 Stab +83 Strength |
7,026,949 | 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 |
2,315,554 | 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 |
5,146,625 | 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 | 70 Attack | Slash | Strength | +82 Slash +82 Strength |
307,901 | 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 | 65 Attack | Crush | Strength | +93 Crush +76 Strength (dragon defender) |
193,462 | 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 | 60 Attack |
Crush | Strength | +91 Crush +72 Strength (dragon defender) |
10,476,189 | 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 | 60 Attack |
Slash | All Stats | +91 Slash +72 Strength (dragon defender) |
59,822 | 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 (dragon defender) |
97,561 | 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 |
58,955 | 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. |
Dragon longsword | 60 Attack |
Slash | All Stats | +93 Slash
+77 Strength (dragon defender) |
59,345 | 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. |
Leaf-bladed sword | 50 Attack 55 Slayer |
Stab | All Stats | +67 Stab +50 Strength (no defender) |
41,038 | This weapon is the second best option at 50 attack, behind the Granite hammer. It requires 55 Slayer in addition to attack levels, so it's not used often outside of killing Turoths and Kurasks. |
Granite hammer | 50 Attack
50 Strength |
Crush | All Stats | +57 Crush
+56 Strength (no defender) |
96,927 | This is the best melee training weapon at 50 Attack and Strength. However, it is slightly more expensive than other weapons at this level. |
Brine sabre | 40 Attack | Slash | All Stats | +47 Slash +46 Strength (no defender) |
208,069 | 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 | 40 Attack | Slash | All Stats | +45 Slash +44 Strength (no defender) |
15,107 | 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 (no defender) |
20,407 | This weapon attacks slower than the Granite hammer, Leaf-bladed sword 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
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 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
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 in order 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 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.