FANDOM


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.

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 notesEdit

  • Use the best equipment you have and a weapon that has a style the monster you are fighting is weak to. For example, moss giants are weak to slash attacks, so it is a good idea to attack them with weapons that have a slash Attack type.
  • Members can complete Slayer tasks whenever possible to train Slayer while simultaneously training combat stats.
  • It is suggested to bring a teleportation tablet or if your magic level is high enough, teleportation runes if a quick escape is needed.
  • The Waterfall Quest will give you both 30 Attack and Strength if completed at level 3.

Weapon choiceEdit

Some general rules when choosing a weaponEdit

  • In nearly all cases, choosing a weapon with an attack speed of 6 (2.4 second interval) will be the best choice.
  • During the lower levels, the best choice is likely the highest level scimitar that you are able to wield, due to its attack speed of 6.
  • Monster vulnerability may cause certain weapons to perform better than usual.
  • In nearly all cases, optimising for offensive stats is more effective than optimising for defensive or balanced stats.

Shield-slot items in order of effectivenessEdit

*Note 1: 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 is often used instead.

*Note 2: When fighting dragons, defenders are often a poor choice thus a Dragonfire shield is a superior item.

Training weapons in order of effectivenessEdit

*Note: All 1-handed weapons will assume being paired with a Dragon defender, due to its offensive bonuses. If you do not own one, the list will still hold true for the most part, but should serve more as a guideline. A notable alternative for higher leveled players is the Dragonfire shield, however its 1 additional strength bonus does not outweigh the offensive bonuses of the Dragon defender.

**The two lower leveled weapons listed here, the Brine sabre, and Rune scimitar, will not include the bonuses of the Dragon defender, as it is unlikely that someone using a Brine sabre or Rune scimitar will have access to it.

Weapon Name Requirements Primary Attack Style Primarily Used to Train Attack & Strength Bonus (with dragon defender, if applicable) Notes
Abyssal tentacle 75 Attack Slash Attack, Defense +114 Slash

+92 Strength

While being the single strongest weapon in the game, the high cost associated with the abyssal tentacle makes it infeasible for training.
Abyssal whip 70 Attack Slash Attack, Defense,

All stats on Controlled

+106 Slash

+88 Strength

The perennial training weapon. The whip is the strongest non-degradable attack and defense training weapon in the game. It should also be noted that using this weapon on Controlled is the most efficient way to 99 Attack, Strength, and Defense.
Blessed saradomin sword 75 Attack Slash Strength +100 Slash

+88 Strength

Similar to the Abyssal tentacle, the high cost of using the Blessed variant of the Saradomin sword makes it infeasible for training.
Abyssal bludgeon 70 Attack

70 Strength

Crush Strength +102 Crush

+85 Strength

The best non-degradable strength training weapon, although also not as popular due to its high cost. It should also be noted that, due to being a Crush weapon, it is especially useful against monster with a Crush vulnerability.
Zamorakian hasta 70 Attack Barbarian training Stab All stats on Controlled +110 Stab+81 Strength Primarily used against monsters a weakness to Stab, such as all types of dragons and Vet'ion. This weapon is not generally chosen for everyday training due to only being able to train on controlled, and is inferior to the Abyssal whip, as well as being more expensive.
Abyssal dagger 70 Attack Stab Strength +100 Stab

+81 Strength

The best one-handed Strength training weapon. Doubly useful in that it is a stab weapon with a damaging special attack, unlike the hasta and whip.
Staff of the dead 75 Attack

75 Magic

Slash Strength +94 Slash

+78 Strength

The second best one-handed Strength training weapon. This weapon can also be used to cast spells, increases magic damage by 15%, and has a 12.5% chance to refund rune cost.
Saradomin sword 70 Attack Slash Strength +82 Slash

+82 Strength

It is debatable whether the Saradomin sword outdoes the Staff of the dead in terms of strength training. Against lower defense monsters, the Saradomin sword will on average do higher damage per second. However, the versatility of the Staff of the dead, being 1-handed, as well as its substantially higher accuracy bonus, will in many cases make it the better (albeit more expensive) option.
Dragon scimitar 60 Attack

Monkey Madness I

Slash All Stats +91 Slash

+72 Strength

Likely the most common Strength training weapon, the Dragon scimitar is a much cheaper alternative to those listed above, and available much earlier, making it very popular among players.
Dragon sword 60 Attack Stab All Stats +90 Stab+69 Strength Comparable to the Dragon scimitar in stats, but without the quest requirement of Monkey Madness I. It is significantly more expensive than other comparable weapons.
Dragon longsword 60 Attack

Lost City

Slash All Stats +93 Slash

+77 Strength

*5 ATS*

A viable alternate training weapon before being able to use the Dragon scimitar. It should be noted that the Dragon longsword attacks 1 game tick slower than the Dragon scimitar, making it a worse training weapon.
Leaf-bladed sword 50 Attack 55 Slayer Stab All Stat + 67 Stab+ 50 Strength Transitional weapon between dragon and rune weaponry for players with slayer level requirement. Also has decent +62 slash bonus.
Granite longsword 50 Attack 50 Strength Slash All stats +65 Slash+ 62 Strength Third strongest longsword available in Old School RuneScape, and can only be wielded by players who have at least 50 Attack and 50 Strength.
Brine sabre 40 Attack Slash All Stats +47 Slash

+46 Strength (no defender)

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)

The prototypical RuneScape weapon. This is your best bet for training in the lower to middle levels, due to its high slash bonuses, while preserving a 6 attack speed.

*Before reaching the Rune scimitar, it is recommended to train with the highest level scimitar that is available to your level*

Suggested training monstersEdit

Levels 1 to 10Edit

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
  • No food required
  • Feathers are dropped in groups of 5-15 and are stackable
  • Only 3 HP (12xp) per kill

Levels 10 to 20Edit

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Cow, Cow calf The pasture north-east of Lumbridge, south of River Lum in Farmer Fred's paddock, north of Port Sarim in the large paddock 2 8, 6 None None
Advantages Disadvantages
  • Easy to kill, abundant, provide raw beef which can be cooked for food if needed while training
  • Cowhides that are dropped can often be sold for a decent profit to middle and high-level players looking to level Crafting, providing an early sustainable source of income for lower-levelled players
  • Often crowded

Levels 10-20

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Monks Edgeville Monastery 5 15 None Food is unnecessary as players can speak to the abbot in the south-west of the monastery to be healed for free. It is also suggested to purchase a mithril scimitar from Zeke's Superior Scimitars just north of the palace in Al Kharid. In addition, some players like to purchase a set of mithril armour to use until they can equip rune armour at level 40 Defence. However, armour is not overly important when fighting monks.
Advantages Disadvantages
  • Monks heal themselves frequently meaning that it is possible to fight a single monk for an extended period of time
  • They inflict negligible amounts of damage, but players who need healing need only speak with the abbot as detailed in the recommendations section
  • Often crowded
  • Not aggressive
  • Don't drop anything other than bones
  • The Edgeville Monastery is not a multi combat area

Levels 20 to 30Edit

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Minotaur Stronghold of Security 12 10 20 Attack 20 Strength 10 Defence
Advantages Disadvantages

Can also kills wolves and pick up wolf bones for good money

Lower hitpoints

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Al-Kharid warrior Al Kharid Palace 9 19 None Take a decent food item, preferably trout or salmon. Alternatively, you can buy kebabs for 1 gp each in Al Kharid. It is also suggested to invest in a mithril scimitar from Zeke's Superior Scimitars just north of the palace. In addition, some players like to purchase a set of mithril armour to use until they can use/afford rune armour at level 40 Defence.
Advantages Disadvantages
  • Lots of warriors to fight
  • Aggressive if one warrior is attacked — all nearby others will come and fight. This makes it easy to always be fighting something
  • Bank is very, very close by
  • They frequently drop herbs, which are an excellent source of income while training.
  • Often crowded

Levels 30 to 50

Members optionEdit

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Hill Giants Edgeville Dungeon 28 35 30 Attack, 30 Strength 40 Attack, 20 Defence, brass key
Advantages Disadvantages
  • Very high HP for level
  • Relatively low max hit of 4
  • Decent drops for money
  • Can safe spot with halberd
  • Long bank route without brass key
  • Hits hard if you have low defense or armour
  • Sometimes crowded
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. At least Steel armour, food (at least Trout, Lobster would be ideal). Level 45 Magic for Camelot Teleport would be good to have for quick banking, but is not necessary. An alternative would be to purchase a few Camelot teleport tablets.
Advantages Disadvantages
  • Very, very high health targets with low Defence and Attack ability
  • High in number, easy to group and kill in groups
  • Often crowded
  • Stops aggro after 10-15 min
Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Sand crab Beach south of the Hosidius house in Great Kourend, Crabclaw Isle 15 60 10,000 coins to enter Crabclaw Isle At least Mithril armour, food. If you are farming on the beach south of the Hosidius House there is a bank chest nearby so inventory space is not a concern.
Advantages Disadvantages
  • Very, very high health targets with low Defence and Attack ability
  • High in number, easy to group and kill in groups
  • Many AFK spots
  • Often crowded
  • Stops aggro after 10-15 min

Levels 50 to 60Edit

Members optionEdit

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Experiment Fenkenstrain's Castle dungeon 25 101 Completion of the Priest in Peril quest. Partial completion of the Creature of Fenkenstrain quest. A Rune scimitar or better
Advantages Disadvantages
  • Very little Defence requirement
  • Lots of Experiments in one area
  • Huge amounts of health for maximum experience gain
  • No food required
  • Often crowded
  • Not automatically aggressive
  • Quest requirements to gain access to the dungeon
  • Only drops bones

Levels 60 to 99Edit

Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Yak Neitiznot 22 50 Started The Fremennik Isles, requires completing The Fremennik Trials Best strength gear
Advantages Disadvantages
  • High xp/hr
  • Bank is very close
  • No food required
  • Could collect hides for crafting xp, not recommended though
  • No drops
  • Often very crowded
  • Not automatically aggressive
Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Monkey Guards Marim 167 130 Started Monkey Madness I Dharok's set
Advantages Disadvantages
  • Seldomly used, so not many players visit apart from the occasional player completing Monkey Madness I.
  • Guards are continually aggressive as long as a monkey greegree is not worn.
  • Nearby altar allows for infinite prayer points.
  • No drops
  • Antipoison is required as there are poisonous level 1 spiders, which share the same aggression mechanic as the monkeys and gorillas of Ape Atoll.
  • Teleport is needed if you need to quickly leave the area if not near a staircase/ladder.
Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Nightmare Zone North of Yanille, northwest of the bank. Varies Varies at least 5 quests that Nightmare Zone supports Please refer to the Nightmare Zone wiki page for more info.
Advantages Disadvantages
  • Monsters are extremely weak to melee.
  • Use of overloads, gained from NMZ points reduces need for super combat potions.
  • Use of absorption potions, gained from NMZ points reduces need for prayer potions
  • One of the best xp/h areas.
  • Points gained can be used for imbues which help later on.
  • No competition from other players; Nightmare Zone is instanced and deaths are safe - you will not lose any items upon death/leaving apart from dropped items in the arena.
  • Requires a coin fee in order to start, and some quests in order to utilise.
  • Players may need super combat and prayer potions for the first few games as they have no points
  • No drops
Monster name Location(s) Combat level Hitpoints Requirements Recommendations
Pest Control Void Knights' Outpost Varies Varies Combat level depending on the boat, at least 5 players to start the game 25 players to start game quickly, best strength gear/Dharok's set, special attack weapon
Advantages Disadvantages
  • Prayer, health, and run energy fully restores at the end of each game
  • Portals have very high health and can regenerate health providing high amounts of XP
  • Points gained can be used to purchase Void Knight equipment or XP in certain combat skills and other rewards
  • Successfully completing each gains yields a small amount of gp (10 times the amount of the player's combat level)
  • Waiting for a game to start can be long if not many players are playing (usually depends on the time of day)
  • Sometimes games can fail if players allow the Void Knight to die yielding no points and gp
  • Not AFK because players have to constantly focus on the screen to attack other monsters and portals after the one they are currently fighting has died, also games end very quickly (from 2 minutes to 10 depending on party size and skill) requiring the player to re-enter the boat and wait for the game to start again


Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.