> Magic DPM Advice 
This channel will go over general damage output lessons, ability prioritisation, a learning path, and style-specific solutions for common PvM concerns
⬥ Knowledge of in-game ability/item descriptions is assumed, this guide aims to tie the tools together rather than list what they do
⬥ For general PvM terminology, damage tips, and revolution bars, check out their respective sections in #General DPM FAQ
⬥ To compare abilities, use RS Analysis' Magic Page, and add your gear
> Core Magic Rotation 
This section covers rotations using core style abilities before later unlocks are obtained
See Advanced Magic Rotations section further down for info on magic rotations using best-in-slot gear
⬥ A typical Magic rotation uses the strongest Basic Abilities available to build adrenaline, and spends it on the strongest available Enhanced Abilities, Ultimate Abilities, or Special Attacks
• While doing this, we must think about the following key considerations:
⬩ Basic ability patterns 
⬩ Buff usage 
⬩ Spell effects 
Basic Pattern
If Greater Concentrated Blast
is not unlocked, use the regular version
instead
⬥ Greater Concentrated Blast
should form the foundation of your rotation
• Try to follow
with strong abilities that can critically strike

⬥ The basic pattern uses
often in blocks of 3 abilities:
• [
→ Ability → Ability ] → Repeat
⬥ When building adrenaline, fill the empty slots with strong Basic Abilities:
• Dragon Breath 
• Sonic Wave 
• Combust 
⬥ Then spend adrenaline on Enhanced Abilites, Ultimate Abilities, and Special Attacks:
• Such abilities are often categorically referred to as spenders
• Omnipower 
• Wild Magic 
• Asphyxiate 
⬩ Lasts long enough to fill both empty slots between
uses
⬥ This pattern helps ensure that your cooldowns are always cycling to allow for a consistent flow of strong abilities
Sunshine
It is assumed that either the Planted Feet perk
or Greater Sunshine unlock has been obtained
for the purposes of this guide
⬥ Sunshine
is the main buff to prioritise whenever there is an opportunity to deal damage
• The exception to this is when the fight would end too quickly, or mechanics occur, and you can't benefit from the full duration
• Ideally, enter boss fights and important phases with 100% adrenaline so you can activate it immediately
⬥ In Sunshine
, continue following the basic pattern while fitting in your most powerful spenders:
● Omnipower 
● Wild Magic 
● Asphyxiate 
⬥ Keep in mind that Damage-over-Time (DoT) abilities such as Combust
are not affected by
and most other damage buffs
⬥ While waiting for
cooldown, you do not want to needlessly camp 100% adrenaline, and can start building when
is nearly ready to use again
Other Buffs
Besides Sunshine, Magic has multiple buffing abilities that are meant to supplement and enhance its core rotation
⬥ Tsunami
grants adrenaline per critical strike and is most often used alongside 
• Synergises with abilities that have built-in critical strike chance boosts
/
/ 
⬥ Sonic Wave
is typically used to save adrenaline while setting up
+ 
• It can also be used on spenders
to help maintain high adrenaline while waiting on
cooldown
⬥ Runic Charge
can flexibly enhance different basic abilities but is most commonly used for:
• (1)
+
on either
or
to allow for more immediate adrenaline during the buff window
• (2)
+
on either
or
for consistent critical strikes on your highest damaging abilities
⬥ Asphyxiate
provides a critical strike damage boost after its full channel, often stacked with other buffs to maximise burst damage
Spell Effects
Magic spells can be clicked in the spellbook or right-clicked on an ability bar to be set to autocast, which 'selects' them to use with your abilities, like picking your ammo for a ranged weapon
⬥ When using abilities, stronger autocast spells can increase your ability damage and provide additional effects
• Autocast either Exsanguinate
or alternatively Incite Fear
if you plan to use Tsunami 
• Otherwise, use the highest rank of blood
/ air
spell available or Crumble Undead
if applicable
⬥ Any damaging spell can be dragged onto a hotbar slot to act as
although you will gain the secondary effect of that spell when used rather than the secondary effect of your autocast
• It is recommended to do so to maintain a consistent hit timing for your
, as certain spells such as
hit slower than others
• This guide will use
to denote basic attacks, although typically
/
/
are chosen for faster hit timing and useful effects
⬥ Smoke Cloud
should be prioritised on bosses that last over a minute, especially once further critical strike boosts are unlocked
> Rotation Examples 
These are only suggestions to work from, and will not necessarily be applicable at all bosses or situations. For boss-specific rotations, see their respective guides.
Starting Unlocks
⬥ Ring of Vigour
or its passive effect after Extinction quest
⬥ Super Adrenaline or Enhanced Replenishment Potions 
• Adrenaline potion rotations can be looped with the corresponding non-adrenaline potion rotation
⬥ Greater Sunshine
or Planted Feet perk 
⬥ Greater Concentrated Blast
and Greater Sonic Wave 
⬥ Incite Fear
and Smoke Tendrils
in examples with Tsunami 
1 Minute Examples
Example
⬥
+
→
+
→
→
→
→
→
→
→
→
→
→
→
→
→
→
+
→
→
→
→
(
ends) →
→
→
→
→
→
→
→
→
→
→
→
+
→
→ 
Example w/out Adrenaline Potion
⬥
+
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
+
→
→
→
→
(
ends) →
→
→
→
→
→
→
→
→
→
→
→
+
→ 
Tsunami Example
⬥
+
→
+
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
+
→
(
ends) →
→
→
→
→
→
→
→
→
→
→
→
→ 
Tsunami Example w/out Adrenaline Potion
⬥
→
+
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
+
→
(
ends) →
→
→
→
→
→
→
→
→
→
→
→
→ 
Note: Rotations with Tsunami
were tested with Reaver's Ring
+ Biting 4
at 23% critical strike chance
These rotations demonstrate the fundamental structure of magic's core rotation, and show typical ways of setting up the initial round of buffs
while sticking to the basic pattern. With further upgrades, this rotation can be progressively iterated upon even through endgame upgrades.
> PvM Decision Making 
Next, we explore how magic solves common PvM scenarios and other style-specific decisions it has to make
Area-of-Effect (AoE)
⬥ Chain
/ Greater Chain
is the default option for dealing with AoE scenarios as magic
• Longer range AoE targeting than other options while being flexible in terms of adrenaline management
• Use a powerful ability on the main target like
→
or high hitting special attacks such as

⬩ If the main target dies before the followup ability is cast, the effect will be lost
• Can be used to briefly stun multiple targets with stun abilities such as
/ 
⬥ Magma Tempest
deals high damage when targets are expected to survive for a longer period of time
• Targeted variant
is good for setting up damage before enemies have spawned
• Is not classified as DoT damage, allowing it to benefit from Sunshine
and other damage buffs
• Can mostly finish ticking if used between
cooldown
⬩
can also help with tagging and luring enemies into
5x5 area
⬥ Low Priority or Highly Situational
• Barrage Spells
provide a spammable AoE option but have restrictive 3x3 area and low damage
⬩ Can be used for AoE healing
or freeze 
• Tsunami
is usually only used for AoE when the timing lines up with when you would normally use it
• Dragon Breath
may be used for lower target counts (<= 4) and can be boosted further with 
• Corruption Blast
has higher multipliers than
and
but is restrictive due to being classified as DoT and costing adrenaline
Spending Excess Adrenaline
⬥ Wild Magic
is your go-to spender and deals more damage than other options under most circumstances
⬥ Essence of Finality Special Attacks
are rarely needed for magic rotations due to the extremely low cooldown on 
•
+
can automatically fill up to 2/3 of your rotation on their own
• Iban's Staff
and Legatus's Emberstaff
can be used as the main
options
⬩ For situations where you have adrenaline but no strong cooldowns available, or when fishing for high immediate burst damage
• Guthix Staff
is used only when a hit chance boost is needed
Dealing with Movement
⬥ Bosses may require you to move for mechanics during Sunshine
and/or mid-channel 
•
occupies a 7x7 area, it is often possible to pre-position it to fit into any movement requirements a boss has
• Prioritise movement abilities
/
to quickly deal with mechanics and get back into
rather than running normally
⬩ It's possible to input
/
on the same tick as the next ability to allow seamless repositions even after channels
• Simply tanking damage (with
/
if needed) is viable for expected and non-lethal amounts of damage
• For extremely movement intensive phases it may be ideal to not use
, in which case DoT such as
/
may go up in priority
Short Damage Checks
⬥ Some PvM scenarios emphasise short phases and quick damage checks rather than keeping up a consistent flow of damage
⬥ In such cases, we have some of the following options:
• Shift
timing to be used on
→
/
precisely when required
• Pre-
/
purely for the buff before these scenarios begin if time allows
• Sources of damage that can be used ahead of time
/
/

⬩
→
→
+
can deal heavy damage while being completely adrenaline positive
• Utilising stalls and abilities with late hit timings
to clip into the start of the next phase
⬩ Equip a magic main-hand
+ melee off-hand
and click under yourself to make stalling at short range easier
⬩ Freely switch back to any magic weapon, then click the target to release the stall
Reaver's Ring vs Channeller's Ring

⬥ It may seem that Channeller's Ring pulls ahead due to the abundance of channelled abilities available to magic
. However, the following should be considered:
•
does not boost some of magic's strongest abilities
/
or Lightning Surge attacks during FSoA's special attack

•
has incredible synergy with Tumeken's Resplendence
4-piece effect that buffs 
⬥ Therefore, the general recommendation is Channeller's Ring
when using
(4-piece+), and otherwise Reaver's Ring
when hit chance is not an issue
• However, it is also possible to actively swap between both rings, using
for
and
otherwise
> Advanced Magic Rotations 
This section focuses on tactics that make full use of endgame tools available to magic
. Players looking to optimise around Fractured Staff of Armadyl
and Tumeken's Resplendence
should use this section as reference.
Sanctum Dual Wield Weapons

These weapons generally become outclassed as a camp weapon once
is obtained, skip ahead if past this point of gear progression
⬥ Building
stacks during
is inefficient, but a single DoT use is required to keep stacks from expiring
• The best option for this is
itself, since the first hit is not a DoT and is boosted by 
⬥ Using Combust
immediately before
allows us to refresh
at around 10s remaining on 
⬥ The Conflagrate buff granted by
can be held until
ends to make use of it without overlapping on
duration
Example:
⬥
→
→
+
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
(
ends) →
→
→
(if it reset) →
(strong filler while
is running)
Notes:
⬥ Resets on
during
can be optionally held until after
ends to have a strong filler option while waiting for
cooldown
⬥
becomes a strong very strong ability while maintaining 10+
stacks, but better options are usually available during 
⬥ Prebuilding with
→
at the Wars dummies allows you to quickly build 30 stacks of
between boss kills
Fractured Staff of Armadyl 
⬥ An effective
rotation relies on landing critical strikes as often and reliably as possible
⬥ Passive critical strike damage boost generally overtakes
at ~30%+ critical strike chance, making
the primary camp weapon for endgame magic rotations
•
+
should still be kept for the special attack 
⬥ Where possible, you will overlap
+
+
to get the most out of each effect
⬥ Critical strike chance checklist:
• Biting 4 
• Erethdor's Grimoire 
• Either Reaver's Ring
or Channeller's Ring 
• Kal'gerion demon familiar
with scrolls 
• Tectonic
, Elite Tectonic
, or Tumeken's Resplendance
armour
• Eclipsed Soul 
Example:
→
+
→
→
→
→
→
→
→
→
→
(5-tick) →
→
→
→
→
→
+
→
(
ends) →
(you may still opt to fill with
between
cooldown) →
→ 
Notes:
⬥ Ability priorities don't change much since much of magic's strongest abilities already synergise well with critical strikes
⬥ When running into adrenaline issues,
guarantees at least 4 critical strikes and that
will be available immediately after
• 5-tick
helps to line up the next
cooldown perfectly, a useful trick for when
is obtained
⬥ Make sure to set your autocast to
before
if stacks were not maintained
Tumeken's Resplendence 
Although Tumekens
is almost always better than running 3-piece Elite Tectonic
, there may be situations where very short-term critical strike burst requirements make the latter set slightly better
⬥ This armour set is primarily used for its 4-piece and 5-piece effects that substantially buff 
⬥ We will prioritise pushing out
as quickly as possible after
+
+

⬥ We have 9s of critical strike damage buff to work with now, changing our priorities for the next few abilities after 
⬥
with
can generate a massive amount of critical strikes under
, making it another reliable source of adrenaline similar to
and 
⬥
is now an excellent way to stack up
/
quickly. For example,
→
→
can fully stack up
near the start of 
Example (1 minute):
→
+
→
→
→
→
→
→
→
(5-tick) →
→
→
→
→
→
→
→
+
→
(
ends) →
→
→
→
→
→
→
→
→
→
→
→
(loops)
Notes:
⬥ We can now fit more abilities into each
buff, allowing us to aim for
+ 2x
under the buff
⬥ We actively utilise 5-tick
to line up the second
as early as possible
• Applicability of this can change from boss to boss
⬥ We still have a slot to fill in with
, but can be replaced with any other
if doing group bosses
⬥
itself becomes a solid damage ability while waiting for
cooldown
Runic Charge and Adrenaline Renewal

⬥ In previous example rotations we have been using
on
to guarantee more adrenaline after 
• This sacrifices a use on
that we're unable to use on
during the first
buff
⬥ In reality, there are multiple considerations that allow us to optimise our
uses
• Both
and
can be consistently skipped in the opener when
is available
• Preparing
~10s before
allows it to be used on
as usual while having it come up back up soon after the first 
⬥ In general, plan to use
as early as possible as long as it won't be consumed on the wrong ability
• This allows you to potentially find spots to squeeze in additional uses
Example (1 minute+):
⬥
+
→
→
+
(as early as possible) →
→
→
→
→
(5-tick) →
→
→
→
→
→
→
→
+
→
(
ends) →
→
→
→
→
→
→
→
→
→
→
→
→
→
+
→
→
→
→ 
Notes:
⬥ Uses
to get 2x
+
uses during first 
⬥ Goes back to
+
for second sun since
is now on cooldown
Temporal Anomaly 
⬥ Due to its random nature, Temporal Anomaly (TA)
is typically not written into rotations. However, using TA resets correctly can still result in improved kill times on average, even if the base rotation you work with is relatively static.
⬥ The value of most resets primarily comes down to the cooldown of the ability were you to use it again
• For example, a
reset is not particularly useful because it needs to be back up by the next
(which cannot reset off TA), and casting it again runs the risk of de-syncing your major cooldowns
⬥ TA reset considerations
•
Best reset, allows additional casts during
that isn't otherwise possible
•
With 4-piece
, can do the second cast earlier to get extra abilities under the buff near the end of 
•
Deals good damage, can replace the next
or filler ability if a reset occurs
•
Also allows additional casts under
that isn't otherwise possible, though generally un-needed
•
in AoE-heavy scenarios
⬥ It's important to recognize that many TA resets will not be particularly useful in the context that they occur, don't feel obligated to use every one immediately. Often times, just prioritizing
leads to the most consistent gains from TA, though fishing for more resets from abilities like
can lead to higher peaks.
Related Channels
For further information and reading, you can refer to the following resources.
Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in #pvm-help.