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Introduction

This channel explores Melee melee in detail, including how to increase your damage output, ability prioritisation, crafting a rotation and explanations of commonly-used abilities and gear.

Weapon Camping

"Camping" means to use one weapon/set for all attacks.

"Juggling" means to switch between gear to maximise damage output.

Although camping has become far more common with recent powercreep, for most situations juggling is still recommended to maximise damage output.

In you want to weapon camp (for example if you have accessibility considerations or you are AFKing), use the following lists to decided which is best for your situation:

DW Camp Benefits
E.g., abyssalscourge lengmh lengoh ✓ Access to destroy and gflurry ✓ Lengs lengmh special attack spec ✓ Gloves of Passage Glovesofpassage make smash / havoc viable basics ✓ abyssalscourge has a strong passive effect ✓ More options (and often cheaper) for specialised perks like genocidal / undeadslayerperk / lunging
2H Camp Benefits
E.g., noxscythe zgs mwspear lanispear ✓ Access to multiple AOE abilities cleave, quake, cane and meteorstrike ✓ Access to weapons with AOE range ✓ 2H autos > DW autos ✓ Ability to still use bd with Laceration

Disclaimer: From here on, this guide assumes you will be juggling weapons.

Basic Ability Prioritisation

Like other styles, effective adrenaline management is essential for maximising Melee DPS. By balancing adrenaline-building basics with high-damage thresholds and ultimates, you ensure smooth rotations, minimise downtime, and stay ready to activate Berserk or other key abilities as soon as they’re available.

Use the following prioritised lists (i.e. ability at the top is best) to understand which basics are best to use:

Basics by priority (gear-modified)

dismember Dismember

‎ ‎ ‎ ‎• with strcape + mwspear + Lunging 4 lunging

‎ ‎ ‎ ‎• with strcape + mwspear

punish Punish with enemy <50% health

dismember Dismember

‎ ‎ ‎ ‎• with strcape

‎ ‎ ‎ ‎• with mwspear

gfury Greater Fury

backhandflank Backhand with Flanking 4 flank4

dismember Dismember with Lunging 4 lunging

slice Slice when enemy is stunned following gbarge / fbackhand / stomp

⬥ Continue to the list below...

Note: dismember should not be used during zerk

Basics by priority (no gear modifiers)

⬥ Dismember dismember

⬥ Greater Fury gfury

⬥ Sever sever / Cleave cleave / Decimate deci / Fury fury

⬥ Havoc havoc / Smash smash

⬥ Chaos Roar chaosroar

‎ ‎ ‎ ‎• Use purposefully for its effect due to long cooldown (60s)

⬥ Punish punish / Barge barge / Greater Barge gbarge

⬥ Backhand backhand / Kick kick / Sacrifice sacrifice

‎ ‎ ‎ ‎• Only use kick to force-walk a 1x1 target (e.g., to boost Slaughter slaughter)

Note: You can compare ability damage on RS Analysis website.

Critical Strikes and 'Crit Builds'

With the exception of the Equilibrium Aura equilibriumaura which prevents them, critical strikes (or "crits") are an important but commonly misunderstood way of improving your damage output.

What is a critical strike?

All attacks have a 10% chance to crit, which increases the damage of that attack based on your strength level (not attack).

Here's a worked example:

You use an ability which would normally deal 2,000 base damage.

You are level 90 strength, therefore +50% damage on-crit.

You successfully land a crit, so +1,000 crit damage is added (+50% of 2,000).

You now deal 3,000 damage (2,000 + 1,000).

Step 1: Boosting your crits

To harness them properly, you will want to maximise both the frequency/chance and the damage of your crits. Several modifiers exist, ranging from perks to gear. The most common are illustrated below:

See the Wiki for a full list of Critical Strike modifiers.
Crit Chance Modifiers
⬥ Biting (Perk) biting4 ⬥ Grimoire grim ⬥ Reaver's ring reaverring ⬥ Champion's ring championring ⬥ Kal'gerion Demon kalgpouch ⬥ Greater Fury fury gfury ⬥ Corbicula POF Perk corbicula ⬥ Eclipsed Soul eclipsedsoul ⬥ Warpriest of Tuska Set
Crit Damage Modifiers
⬥ Smoke Cloud smokecloud

Step 2: Harnessing your crits

We can go one step further with crits, leveraging the effects of Meteor Strike meteorstrike , Incendiary Shot incend and Tsunami tsunami to generate additional adrenaline any time you crit for 30.6 seconds after using the ability - shown on your buff bar as critbuff.

Below are two examples of ways we can generate a large amount of adrenaline in a short time whilst under these abilities' effects:

⬥ Switch to a range weapon with Caroming 4 and cast Greater Ricochet gricocaroming

⬥ Switch to a mage weapon and cast Greater Conc gconc

Now we have an excess amount of adrenaline and can use it to do large amounts of damage in a short space of time. Common ways to "dump" excess adrenaline include:

Dragon Claws Spec dragonclaw

⬥ Early use of Berserk zerk or EZK spec zekkil

‎ ‎ ‎ ‎• Note: can mess up your rotations due to cooldowns.

Zaros Godsword Spec zgs

Natural Instinct nat

‎ ‎ ‎ ‎• Note: allows for even more adrenaline gain!

Cancelling Channeled Abilities

Some abilities known as "channels" take longer than other abilities to complete. Examples for melee include assault gflurry destroy.

By learning to cancel these channels at the right time, you can avoid lost ticks and therefore damage potential. Reasons for needing to cancel include:

⬥ Cancelling channelled abilities saves time.

⬥ Animations are sometimes unsynced with the hitsplats.

⬥ It can be higher damage-per-tick and more adrenaline friendly to cancel early.

See the following example with conc from Magic (functionally identical to fury):

How do I cancel channels?

Watch: when to cancel Melee abilities.

Assault assault / Destroy destroy / Greater Flurry gflurry

‎ ‎ ‎ ‎• Cancel on 4th hit (7t/4.2s), or after 2 or 3 hits.

‎ ‎ ‎ ‎• Note on assault: hit timings vary with DW vs. 2H, but cancel timings stay the same—DW shifts hits by 1 tick, but cancel times are unaffected.

‎ ‎ ‎ ‎• Note on destroy: use 4 hits to speed up zerk cooldown or adjust as needed for rotation alignment.

Indirect Damage Boosts

In addition to abilities and attacks, there are a few notable supporting buffs you can use to further boost your DPM:

Ruby Aurora rubyaurora (Ancient Spellbook) - 5% chance (10% with Light Form) to grant players around the caster (not the caster themself) +1% damage boost for 24s, stacking up to +3%.

Weapon specs spec are covered in later.

Putting It Together (Building a Rotation)

By now you should understand:

⬥ How to build adrenaline and which basic abilites to use.

⬥ Why crits are so important and how to harness them.

Indirect ways to improve your damage output.

⬥ How and why to cancel channels.

While melee rotations vary by available unlocks and situation/boss, there are two duration-based types:

  1. "Burst Damage" - For short kills or hybrid scenarios, focus on maximising quick, high-damage abilities.

  2. "Sustained Damage" - For longer fights, aim to keep consistent damage output, cycling abilities efficiently.

Maximising Use of Berserk

Most rotations are built around the Berserk zerk ultimate ability, used as often as possible to leverage its +100% damage boost.

Whichever rotation followed, your zerk rotation will come in 2 phases:

Phase 1 - Berserk active

‎ ‎ ‎ ‎• Use high-damage thresholds and special attacks

‎ ‎ ‎ ‎• Avoid bleeds within Berserk, as they aren’t boosted

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Dismember dismember may be used for adrenaline gain if no stronger abilities are available

Phase 2 - Berserk on cooldown

‎ ‎ ‎ ‎• Build adrenaline and alternate with specials to avoid camping at 100% adrenaline

Note: 10 abilities fit within Berserk’s 20.4s duration (increased to 14 abilities over 26.4s with 3 pieces of Vestments of Havoc vestmentsofhavochood).

Example Rotations

The below rotations follow the upgrade path "Stages" listed in #upgrade-order (#Melee). They are designed to "loop", i.e. you do Phase 1 → Phase 2 → Phase 1 → etc.

Guidance:

⬥ Pick the rotation closest to your current upgrade progression.

⬥ You will likely need to adapt the rotation to your specific situation.

⬥ They assume the sections above are followed, such as basic prioritisation and correct cancelling of abilities.

⬥ Due to their long cooldowns, you will need to improvise where repeating rotations for chaosroar and adrenrenewal based on lessons you've learnt so far.

⬥ Upgrades not included in the upgrade order like archaeology relics and infernalpuzzlebox have been considered as they are hugely beneficial to adren management.

Stage 0

Upgrades: strcape jawsoftheabyss rov infernalpuzzlebox (T3)

⬥ Berserk active: dismemberzerkfuryseverdecicleaveassaultseverdecidestroysever

⬥ Berserk on cooldown: dismemberdecifuryslaughter (push) → severbloodtendrilsdecisevercleavedismemberfurydestroyassault → (Build with basics to next zerk)

Link to above rotation

Stage 1

Upgrades: Super Adrenaline Potion adrenalinepotion furyofthesmall igneouskalket gbarge gflurry

⬥ Berserk active: zerk + adrenalinepotion → (tc) divertgbarge → (bleed) assaultfurygflurryseverdecicleaveoverpowerigneous

⬥ Berserk on cooldown: dismemberseverdecifuryslaughter (push) → severdecicaneseverdismembergflurry → (Build with basics to next gbargezerk)

Link to above rotation

Stage 2

Upgrades: adrenrenewal conservationofenergy chaosroar gfury mwspear lengmh lengoh glovesofpassage eof dragonclaw vestmentsofhavochood (4-piece)

⬥ Berserk active: vestmentsofhavochood zerkadrenrenewal → (tc) + gbargechaosroarcaneassaultgfurydragonclaw eofspecseverhavocgopoverpowerigneousseverlengmh specdecigfurycane (last tick of zerk)

⬥ Berserk on cooldown: jawsoftheabyss dismemberslaughter (push) → havocgopbloodtendrilsgflurrylengmh spec → (Build with basics to next gbargezerk)

Link to above rotation

Stage 3 - without crit buffs

Upgrades: limitless zekkil

⬥ Berserk active: vestmentsofhavochood zerkadrenrenewalgbargecanehavocgopassaultgfurydragonclaw eofspecseverdecioverpowerigneousseverhavocgoplengmh specgfurycane (last tick of zerk)

⬥ Berserk on cooldown: jawsoftheabyss chaosroarzekkil eofspecdismemberhavocgopsever → (push) slaughterdecibloodtendrilsseverhavocgopoverpowerigneousdismembergflurry → (Build with basics to next gbargezerk)

Link to above rotation

Disclaimer

Content below this point in the guide is being updated after the March 2024 Combat Update. Contributions are welcome - head to #editors-chat to make suggestions.

Ability Information

The core part of this guide is now complete. We will now explore the intricacies of different Melee abilities, special attacks and gear.

Greater Fury

How it works

⬥ Greater Fury gfury is an upgraded version of regular Fury fury, unlocked by reading a Greater Fury ability codex gbargecodex costing coins 263,124,876.

⬥ Greater Fury gfury hits once dealing 157% ability damage, giving the next ability an added 10% critical strike chance.

‎ ‎ ‎ ‎• Switching your main hand weapon loses the buff.

‎ ‎ ‎ ‎• If gfury crits, the first hit of the next ability will be a guaranteed crit.

‎ ‎ ‎ ‎• As it becomes a non-channelled ability, it is Revolution-friendly.

Is it worth it?

Generally, Greater Fury is not a recommended upgrade.

‎ ‎ ‎ ‎• Regular Fury fury has better synergy with the Abyssal Scourge abyssalscourge in a fight

⬥ It is possible for gfury to be stronger (on average) than some 188% damage abilities ( cleave / sever / deci ) under the right circumstances.

‎ ‎ ‎ ‎• This is due to its potential guaranteed crit buffs.

‎ ‎ ‎ ‎• This requires sufficient critical chance stacking, using a Grimoire grim and Biting 4 biting4 perk active, and the next ability must be both high-damage and be able to crit.

‎ ‎ ‎ ‎• Some examples of follow-up abilities include Igneous Overpower overpowerigneous, charged Greater Barge gbarge and Assault assault.

Greater Fury Maths
To see how Greater Fury gfury compares to other abilities when used before something much stronger, click here.

Greater Barge

How it works

⬥ Greater Barge gbarge is an upgraded version of regular Barge barge, unlocked by reading a Greater Fury ability codex gbargecodex costing coins 112,553,777.

⬥ It has two components - its own damage, and its passive effect.

⬥ Normal ability effect:

‎ ‎ ‎ ‎• For each tick (0.6s) since a player stopped attacking their target, gbarge damage range increases (+2% minimum hit, +10% maximum hit), capping at 10 ticks for a damage range of 45%-225%.

‎ ‎ ‎ ‎• It also clears binds on the player, and where possible, will also bind a target for 11t/6.6s.

⬥ Additionally, if it has been at least 8t/4.8s since the player has attacked a target, it gains another effect:

‎ ‎ ‎ ‎• This is indicated by the Greater Barge gbarge icon appearing on your Buff Bar.

‎ ‎ ‎ ‎• Using the ability will cause a second buff icon voke to appear on your bar.

‎ ‎ ‎ ‎• The next following melee channelled ability within 10t/6s will become a damage-over-time (DoT) instead.

‎ ‎ ‎ ‎• This is the reason gbarge is so strong.

Note: Channelled abilities that become DoTs through the effect of gbarge are typically called barge "bleeds" - however, they are not actually bleeds.

Is it worth it?

⬥ Being able to turn channelled abilities into DoTs offers the following advantages:

‎ ‎ ‎ ‎• It reduces the time required to cast them to 3t/1.8s, allowing you to continue using other abilities while they deal damage.

‎ ‎ ‎ ‎• This is very strong when combined with something like Berserk zerk to fit more high-damaging abilities into its short duration.

‎ ‎ ‎ ‎• It also increases the burst potential of Melee melee in a fight.

⬥ This effect is typically used at the following places:

‎ ‎ ‎ ‎• At the start of a fight.

‎ ‎ ‎ ‎• After any mechanic that forces you to stop attacking for a period of time (e.g. reflect at Vorago).

‎ ‎ ‎ ‎• After a Berserk zerk mid-combat.

Using Greater Barge in Combat

⬥ To use gbarge in combat, there are two ways to do it.

Method 1:

‎ ‎ ‎ ‎• Ability + click away → any Defensive → zerkgbarge

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ You must click away at least 1 tick before the defensive, or you will not get the bleed effect.

‎ ‎ ‎ ‎• Defensives include abilities such as Anticipation anti , Freedom freedom, etc.

Method 2:

‎ ‎ ‎ ‎• Ability → wait 2 ticks → zerkbarge

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Doing it this way saves 1 tick (8t vs 9t) compared to the first method.

Notes

⬥ Multiple gbarge DoTs can stack on the same target, so it is group-PvM-friendly.

⬥ Bleeding gflurry will still reduce the cooldown of zerk for all 4 hits.

⬥ Unlike normal non-damaging abilities, ZGS special attack zgs spec will try to drag you in when using it, so remember to click away as you use it otherwise you will auto-attack and lose the gbarge buff.

* Greater Barge gbarge does not give adrenaline if you still have a target that is dead.

⬥ Damage dealt from the bleed will be affected by the equipment currently worn.

‎ ‎ ‎ ‎• e.g. if you bleed Assault assault with T80 weapons and change to T90, any remaining hits will be calculated with T90 damage instead of T80.

⬥ Each bleed hit rolls its own chance to hit.

⬥ If you stall a barge bleed the following will occur:

‎ ‎ ‎ ‎• Hit 1 will be stalled, and when released will hit at the time it usually would as the first hit of that ability.

‎ ‎ ‎ ‎• Hits 2-4 will not be stalled, and will hit the target at their usual timing, no matter how far you currently are from the target - this allows the hits to be far-cast.

‎ ‎ ‎ ‎• This is possibly a bug.

Greater Flurry

How it works

⬥ Greater Flurry gflurry is an upgraded version of regular Flurry flurry, unlocked by reading a Greater Flurry ability codex gflurrycodex costing coins 54,302,149.

⬥ Each hit of gflurry reduces the cooldown of Berserk by 2t/1.2s, up to a maximum of 4 hits, or 8t/4.8s.

⬥ The damage dealt depends on the situation:

‎ ‎ ‎ ‎• Against a single target, damage is increased, dealing 31-157% damage per hit.

‎ ‎ ‎ ‎• Against multiple targets, the damage is the same as normal Flurry flurry.

‎ ‎ ‎ ‎• If bled with gbarge it does NOT act as an AoE.

Is it worth it?

⬥ It can help reduce the cooldown time of Berserk zerk significantly, used almost 3 times per minute. This is important to minimize the amount of time spent outside a damage-boosting ultimate.

⬥ It acts as an extra strong damaging threshold for Melee melee users.

⬥ You can cancel it on a desired hit to help line up timings for an ability on the last tick of zerk.

‎ ‎ ‎ ‎• For more information, see !lasttick ‎command.

Chaos Roar

Note: for a quick summary, you can use the !chaosroar ‎command.

How it works

⬥ Chaos Roar chaosroar is a basic ability unlocked by reading a Chaos roar Ability codex chaosroarcodex costing coins 60,992,233.

⬥ It has an initial hit of 20-130%, but also doubles the base damage of the next melee ability used with 12t/7.2s.

‎ ‎ ‎ ‎• This includes all hits of bleeds and multi-hit abilities like Hurricane cane and Igneous Overpower overpowerigneous.

‎ ‎ ‎ ‎• For channelled abilities like Assault assault only get their first hit boosted.

Is it worth it?

⬥ It can be extremely damaging when followed-up with certain abilities:

‎ ‎ ‎ ‎• Ek-Zekkil special attack zekkil eofspec can deal massive damage used after chaosroar.

‎ ‎ ‎ ‎• Slaughter slaughter and Tendrils bloodtendrils with mwspear are strong choices as well (note that bloodtendrils will give double recoil damage).

‎ ‎ ‎ ‎• Can follow up with Hurricane cane or Meteor Strike meteorstrike for high AoE clear damage.

Gear Information

This section will examine equipment that is useful for Melee melee, and should be incorporated where relevant as you get comfortable with handling them. Not all items are applicable in all scenarios, so use your best judgement.

Flanking Switch flank4

How it works

Note: To learn more about how flanking angles work, check out #mechanics.

⬥ This is a simple, easy-to-get, relatively inexpensive and strongly recommended switch, especially for group-based content.

⬥ Recommended to put flank4 on an off-hand weapon to use with dual-wield.

⬥ When standing 'behind' bosses, Flanking flankicon turns Backhand backhand and Forceful Backhand fbackhand into far stronger abilities at the cost of their stun. At it's maximum rank of Flanking 4:

‎ ‎ ‎ ‎• The damage range of backhandflank is increased from 20-100% up to 52-260%, making it one of the strongest basics.

‎ ‎ ‎ ‎• The damage range of fbackhandflank is increased from 40-200% up to 64-320%, making it much stronger.

⬥ In order to get 2 backhand in one zerk rotation, the first backhand must be at the latest the second ability after zerk.

‎ ‎ ‎ ‎• This is before the 3-piece set effect of Vestments of Havoc vestmentsofhavochood vestmentsofhavoctop vestmentsofhavocbottom vestmentsofhavocboots is acquired.

Note: (Flanking) Forceful Backhand fbackhandflank may not heavily prioritised due to the availability of stronger thresholds, however it can help salvage a rotation in a pinch.

Sliver Enchantments

How it works

⬥ With the release of Zamorak zamorak and ED4, slivers were added to the game.

⬥ Slivers can be consumed with some other items to create enchantments.

‎ ‎ ‎ ‎• Enchantments are one-off consumables that permanently unlock certain effects.

⬥ There are 3 enchantments relevant to Melee melee:

‎ ‎ ‎ ‎• Enchantment of Agony enchantmentofagony costing coins 66,909,786.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Increases the non-bleed damage-boosting effect of enhanced Gloves of Passage Glovesofpassage by +6%.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Increases their bleed damage buff effect by +5%.

‎ ‎ ‎ ‎• Enchantment of Heroism enchantmentofheroism costing coins 57,151,346.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Champion's Ring championring has +1% increased critical hit chance.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ championring also adds +1.5% critical hit damage per bleed on the target.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ If bleeds are used on the target, the upgraded championring is better than the Reaver's Ring reaverring.

‎ ‎ ‎ ‎• Enchantment of Savagery enchantmentofsavagery costing coins 29,979,451.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Increases the damage-boosting effect of the Terrasaur Maul terramaul by a further 5%.

Jaws of the Abyss jawsoftheabyss

How it works

⬥ It is a T85 power armour helmet that has one a strong passive: melee basics give +2% adrenaline per active bleed on a target.

It is camped for this effect, and is a high priority upgrade.

⬥ Bleeds that affect jawsoftheabyss include the following:

‎ ‎ ‎ ‎• Dismember dismember

‎ ‎ ‎ ‎• Slaughter slaughter

‎ ‎ ‎ ‎• Blood Tendrils bloodtendrils

‎ ‎ ‎ ‎• Massacre massacre

‎ ‎ ‎ ‎• Ek-Zekkil special attack zekkil spec

‎ ‎ ‎ ‎• Abyssal Parasites from Abyssal Scourge abyssalscourge / Abyssal Armour Spikes abyssalarmourspikesalloy

‎ ‎ ‎ ‎• Fragmentation Shot frag

‎ ‎ ‎ ‎• Corruption Shot corruptshot

‎ ‎ ‎ ‎• Deadshot deadshot

⬥ The effect is doubled under Natural Instinct nat buff.

Key Considerations

⬥ Despite being T85, it is the best-in-slot where Trimmed Masterwork Armour tmwhelm tmwbody tmwlegs set effect is not absolutely vital to survival.

⬥ The extra adrenaline from the effect can help make stronger rotations, and is required for some meta rotations to work.

⬥ As the effect activates without any additional input required from the user, this is a revo-friendly buff.

Abyssal Scourge abyssalscourge

Note: See !lengs ‎and !scourge ‎for a summary.

How it works

⬥ It is a T92 main hand melee weapon, currently the best-in-slot main hand option for long-term dual-wield damage, and is a high-priority upgrade.

It has a passive effect called Abyssal Parasites:

‎ ‎ ‎ ‎• Every melee hit with abyssalscourge refreshes and adds a stack of Abyssal Parasites.

‎ ‎ ‎ ‎• Parasite stacks deal 18-31 bleed damage every 1.8s, per stack , increasing up to 50 stacks.

‎ ‎ ‎ ‎• Stacks reset after 9 seconds if not refreshed.

‎ ‎ ‎ ‎• Parasite stacks count as a bleed.

⬥ Parasite stacks can also be added by abyssalarmourspikesalloy at a lower rate.

Key Considerations

⬥ Camping abyssalscourge is extremely strong, and building stacks at the start of a fight is important to quickly benefit from the full bleed damage.

Stacks can be gained faster using bleeds and multi-hit abilities, including:

‎ ‎ ‎ ‎• Dismember dismember is typically cast with a Masterwork Spear of Annihilation mwspear but can be cast with abyssalscourge at the start of a fight to build stacks quicker.

‎ ‎ ‎ ‎• In rare cases dismember with abyssalscourge out damages deci in zerk, see the link below to get an idea of when this is worth doing.

‎ ‎ ‎ ‎• Similarly, the Ek-ZekKil special attack zekkil eofspec can be cast with abyssalscourge for parasite stacks.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Only do this if you cannot benefit from the full 14 hits from using mwspear instead.

⬥ It is better to use Leng main hand lengmh over abyssalscourge when:

‎ ‎ ‎ ‎• Additional accuracy is required; or

‎ ‎ ‎ ‎• Parasite stacks cannot be consistently built.

⬥ Between abyssalscourge and Lengs lengmh lengoh, it is generally the case that Drygores drygorelongmh drygorelongoh and Khopeshes khopeshmh khopeshoh are irrelevant in the current meta.

Abyssal Scourge and 188
To see the when it is better to use dismember with abyssalscourge over deci in zerk, click here.

Leng Weapons lengmh lengoh

Note: See !lengs ‎and !scourge ‎for a summary.

How They Work

⬥ The Dark Shard/Sliver of Leng lengmh lengoh are best-in-slot weapons for dual-wield Melee.

⬥ They are upgraded from their T85 counterparts (Dark ice shard/Dark ice sliver) with drops from Arch Glacor (frozencoreofleng darknilas).

⬥ They can be further upgraded to T100 with shardofgenesisessence from Nakatra.

Passive effect: attacks have a chance to generate 1 stack of Primordial Ice primordialice with each hit

‎ ‎ ‎ ‎• 2% chance with only off-hand equipped

‎ ‎ ‎ ‎• 10% chance with only main-hand equipped

‎ ‎ ‎ ‎• 12% with both equipped

⬥ The set's special attack spec Icy Tempest requires both weapons to be equipped, costing 30% adrenaline with a 15-second cooldown and consumes all primordialice stacks:

‎ ‎ ‎ ‎• It deals 2 hits on the same tick:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ 100-120% ability damage dealt to the primary target.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ 150-180% ability damage dealt to targets around the player (including the primary target).

‎ ‎ ‎ ‎• For each primordialice stack:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Adrenaline cost is reduced by 12% (thus 3+ primordialice stacks costs 0 adrenaline).

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Both hits' damage is increased by 18-22%.

Key Considerations

⬥ It is better to use Leng main hand lengmh over abyssalscourge when:

‎ ‎ ‎ ‎• Additional accuracy is required; or

‎ ‎ ‎ ‎• Parasite stacks cannot be consistently built.

Masterwork Spear of Annihilation (MSoA) mwspear

How it works

⬥ The MSoA mwspear is the upgraded form of the regular Spear of Annihilation.

⬥ It increases the base duration of bleed abilities by 50% rounded down.

⬥ It is recommended to use it as a bleed switch, perked with Lunging 4 lunge4 for dismember.

The following bleeds are affected by mwspear:

‎ ‎ ‎ ‎• Dismember dismember (5 → 7 hits)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ With Strength Cape strcape dismember (8 → 10 hits)

‎ ‎ ‎ ‎• Blood Tendrils bloodtendrils (5 → 7 hits)

‎ ‎ ‎ ‎• Slaughter slaughter (5 → 7 hits)

‎ ‎ ‎ ‎• Ek-ZekKil special attack (with EoF) zekkil eofspec (6 → 9 hits)

‎ ‎ ‎ ‎• Massacre massacre (5 → 7 hits)

⬥ The effect does not work with Greater Barge gbarge bleeds, as they are not considered actual bleeds.

Key Considerations

This weapon is typically used to switch for bleeds but may also serve as a 2H switch in general if you do not want to bring more items.

⬥ It drastically improves the damage of the abilities it affects.

‎ ‎ ‎ ‎• mwspear dismemberlunge becomes your strongest basic ability.

⬥ The extended bleeds pair well with the Champion's Ring championring and Gloves of Passage Glovesofpassage (as well as their respective Enchantments).

Laniakea Spear lanispear

How it works

⬥ It is a halberd-range T82 weapon with T90 damage and T75 accuracy, with the range of a halberd.

⬥ Its passive effect causes poison poisonicon to proc 5% more often, dealing 5% more damage.

Key Considerations

⬥ Normally not worth using over higher tier weapons, but the following can make it worthwhile:

‎ ‎ ‎ ‎• If Bik arrows bikarrow are used to scale poisonicon damage.

‎ ‎ ‎ ‎• If using a Blood Reaver reaverpouch along with a Scrimshaw of Vampyrism VampScrim and/or Vampyrism aura vamp.

‎ ‎ ‎ ‎• It can be better than a Noxious Scythe noxscythe on poisonable targets with 100% hitchance.

It can be used to clear pools with Bladed Dive Laceration bd at Raksha instead of noxscythe if you perk it with p6 + er4 for the minimum hit increase.

⬥ One rarely-done, extremely niche application is called Lani-flicking:

‎ ‎ ‎ ‎• It is when you cast abilities with better weapons but switch to lanispear during GCD, to try and increase poisonicon procs.

‎ ‎ ‎ ‎• This is extremely click intensive and prone to mistakes.

Ek-ZekKil (EZK) zekkil

Note: Use !ezkeof ‎for a summary on why you should EoF your EZK zekkil eof.

How it works

⬥ The EZK's special attack, Igneous Cleave costs 50% adrenaline, has a 60 second cooldown, and has two components:

‎ ‎ ‎ ‎• An initial hit of 62-190% ability damage.

‎ ‎ ‎ ‎• A follow-up 6-hit bleed that hits every 4 ticks, with each hit dealing 5% more damage multiplicatively than the previous hit.

The follow-up bleed can be increased up to 9 hits using the Masterwork Spear of Annihilation mwspear if using an EZK EoF special attack zekkil eofspec.

⬥ While the special attack is active, each time a bleed used on the target, zekkil spec gains 1 extra hit (capped at 5 extra hits).

The following abilities extend zekkil spec duration:

‎ ‎ ‎ ‎• Dismember dismember

‎ ‎ ‎ ‎• Slaughter slaughter

‎ ‎ ‎ ‎• Blood Tendrils bloodtendrils

‎ ‎ ‎ ‎• Massacre massacre

‎ ‎ ‎ ‎• Combust comb

‎ ‎ ‎ ‎• Frag Shot frag

‎ ‎ ‎ ‎• Deadshot deadshot

‎ ‎ ‎ ‎• Abyssal Parasites from Abyssal Scourge abyssalscourge

‎ ‎ ‎ ‎• Morrigan's Javelin spec superiormorriganjav spec - PvP only.

‎ ‎ ‎ ‎• Combust effect from Dragon Rider amulet drider dbreath - 10% proc chance.

The following abilities do not extend zekkil spec duration:

‎ ‎ ‎ ‎• Corruption Shot corruptshot

‎ ‎ ‎ ‎• Corruption Blast corruptblast

‎ ‎ ‎ ‎• Puncture from Greater Dazing Shot mds

‎ ‎ ‎ ‎• Incendiary Shot incend

Key Considerations

⬥ It is strongly recommended to place the EZK in an EoF zekkil eof to be able to use the special attack with mwspear for the longer bleed. See !ezkeof ‎for more.

⬥ It is one of the best attacks to follow up after Chaos Roar chaosroar for the massively increased damage.

⬥ You can use zekkil eofspec with abyssalscourge instead to get more stacks of Abyssal Parasites, if you will not benefit from the increased duration by using it with mwspear instead.

Gloves of Passage Glovesofpassage

How it works

⬥ The passive effect, Enduring Ruin, grants Smash smash and Havoc havoc two effects:

‎ ‎ ‎ ‎• Next non-bleed attack within 10t/6s deals ~10% more additive damage.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This does not stack with zerk or other boosting effects.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ If a bleed ability is used, the effect is consumed but does not benefit the player.

‎ ‎ ‎ ‎• Target takes 20% more multiplicative damage from bleeds for 17t/10.2s (including bleeds already in effect).

⬥ The effect is retained if switching gloves after using havocgop / smashgop.

⬥ If an Enchantment of Agony enchantmentofagony is consumed, these gloves can be upgraded from T85 → T90 enhanced version to benefit from the following:

‎ ‎ ‎ ‎• Damage-boosting effect increased by +6%.

‎ ‎ ‎ ‎• The bleed damage buff is increased by a further +5%.

Key Considerations

⬥ Melee is a bleed heavy style - it has many abilities that benefit from the bleed damage-increasing effect like dismember / bloodtendrils / slaughter / zekkil eofspec.

‎ ‎ ‎ ‎• It also increases the parasite bleed from using abyssalscourge or abyssalarmourspikesalloy.

‎ ‎ ‎ ‎• The MSoA mwspear only amplifies this effect.

This makes havocgop / smashgop far stronger than their 157% maximum damage may suggest.

‎ ‎ ‎ ‎• havocgop with 11 abyssalscourge stacks is stronger than:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ deci / cleave / sever

‎ ‎ ‎ ‎• havocgop with an active dismemberlunge / slaughter / bloodtendrils / zekkil / abyssalscourge bleed is stronger than:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ backhandflank / fbackhandflank / quake

Stalling

The increased next-ability damage from using havocgop / smashgop can be applied to multiple abilities using stalling.

⬥ The following examples work both with havocgop and smashgop interchangeably.

⬥ When wearing eof:

‎ ‎ ‎ ‎• havocgop → (stall) Ability 1 → (release) Ability 1 + Ability 2 will buff both abilities

‎ ‎ ‎ ‎• (stall) havocgop → (release) havocgop + Ability 2 will result in Ability 2 being buffed as normal.

Note: The following section requires further testing!

⬥ When not wearing eof:

‎ ‎ ‎ ‎• The boost will extend for 2 ticks (i.e. all abilities on 1 tick + the following tick).

‎ ‎ ‎ ‎• havocgop → 5TAA → Ability will both the auto and ability.

‎ ‎ ‎ ‎• havocgop → (stall) Ability 1 → (1t early release) Ability 1 → Ability 2 will also work.

‎ ‎ ‎ ‎• Equipping eof on tick 3 when click-releasing an ability on tick 2 in the second method, will not break the effect, except if the abilities are: 2H / channelled / special attacks.

Vestments of Havoc vestmentsofhavochood vestmentsofhavoctop vestmentsofhavocbottom vestmentsofhavocboots

Note: Use !armour ‎to see raw damage comparisons between different tiers of armour.

How it works

⬥ These are a T95 set of melee power armour that are intended to be used as 'glass cannon' armour - more damage at the expense of defence.

‎ ‎ ‎ ‎• They are T95 but have T100 damage bonus, and an armour bonus equivalent to T75 power armour.

⬥ The set effect, Herald of Chaos, depends on how many pieces are worn.

‎ ‎ ‎ ‎• 2-piece effect: Gain 15% adrenaline over 18 seconds after casting a melee melee ultimate ability.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ nat does not affect the adrenaline gain.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Using a second ultimate while it is active will end the effect and instantly add +20% adrenaline.

‎ ‎ ‎ ‎• 3-piece effect: Berserk zerk duration is extended by 10t/6s, from 34t/20.6s to 44t/26.2s.

‎ ‎ ‎ ‎• 4-piece effect: Adrenaline cap while wearing all 4 pieces is raised to 120%.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This stacks with Heightened Senses heightenedsenses to 130%.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ The effect instantly ends if any piece is unequipped.

Key Considerations

⬥ By sacrificing some defence, the player gains a substantial amount of damage potential.

⬥ The low armour rating usually does not matter, but some exceptions exist (such as melee Telos).

⬥ The 2-piece set effect can act as a replacement for Limitless limitless.

⬥ The 3-piece effect can adjust the way zerk rotations are executed:

‎ ‎ ‎ ‎• Doing gbargedestroycane allows you to use a second (2 hit) destroycane before zerk runs out.

‎ ‎ ‎ ‎• The extended duration requires more strong abilities to fill - it is common to see zekkil eofspec being used within zerk for this reason.

The 4-piece effect can be used as a switch at the start of a fight, but requires a helmet switch (with jawsoftheabyss) to use properly.

Dragon Battleaxe DBA

How it works

⬥ The special attack DBA spec Rampage costs 100% adrenaline and has the following effects:

‎ ‎ ‎ ‎• Drains 10% (rounded down) of Attack / range / Magic / Defence levels.

‎ ‎ ‎ ‎• Boosts Strength level by 10 + 1 level for every 4 levels drained from other stats.

‎ ‎ ‎ ‎• Multiplicative 10% reduction on hitchance.

‎ ‎ ‎ ‎• Multiplicative 20% damage boost (hidden).

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Stacks with zgs spec going from 1.25x → 1.5x damage boost.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Stacks with Berserk zerk (2.0x → 2.2x boost) - making DBA spec only a 10% damage boost, not 20%.

Key Considerations

DBA spec is mostly used when the hitchance debuff will not matter, and you have time to use it.

⬥ Examples of places it can be used:

‎ ‎ ‎ ‎• Where you cannot deal damage for a time (e.g. Taraket while phasing).

‎ ‎ ‎ ‎• Where your damage output is not a priority for a time (e.g. Ambassador spinners' phase).

‎ ‎ ‎ ‎• Where you can use it in advance (e.g. War's Retreat adren crystals before a fight, or preparing for a speedkill).

Important EoFs

This section covers weapons that are worth placing into an Essence of Finality eof amulet for access to their special attacks.

Dragon Claws EoF dragonclaw dragonclawoh eofred

How it works

⬥ Dragon Claws have a special attack called Slice and Dice dragonclaw dragonclawoh eofspec that consumes 50% adrenaline to deal 4 damaging hits on the target, dealing a total of 184-600% ability damage.

⬥ They are a useful way to dump excess adrenaline in scenarios such as:

‎ ‎ ‎ ‎• Getting a Relentless relentless5 proc after a Berserk zerk

‎ ‎ ‎ ‎• Near the end of a kill where you no longer need the adrenaline.

‎ ‎ ‎ ‎• Places where you get excess adrenaline (e.g. Telos green beam).

⬥ Some examples of bosses where dragonclaw dragonclawoh eofred is used:

‎ ‎ ‎ ‎• Melee Telos

‎ ‎ ‎ ‎• Seiryu 1-cycle attempts

‎ ‎ ‎ ‎• Advanced rotations are Solak and Ambassador

‎ ‎ ‎ ‎• Zamorak, Lord of Chaos.

Statius' Warhammer (SWH) EoF swh eofblack

How it works

⬥ The SWH special attack, Smash swh eofspec costs 35% adrenaline and has two effects:

‎ ‎ ‎ ‎• Deals an initial hit of 83-208% ability damage.

‎ ‎ ‎ ‎• Lowers the target's Defence Defence level by 30%, and increases affinity by +5 for 1 minute.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This can stack with a Guthix staff gstaff spec and Quake quake to reach 5+2+2 = +9 affinity bonus.

It is primarily used for its special attack.

⬥ Placing swh in an EoF eof prevents it from degrading when used.

‎ ‎ ‎ ‎• You can place it in an eof even when it is low on charge without issues.

⬥ It's great where you require additional accuracy to avoid splashing, such as:

‎ ‎ ‎ ‎• Vorago

‎ ‎ ‎ ‎• Telos

‎ ‎ ‎ ‎• Nex: Angel of Death

‎ ‎ ‎ ‎• Raids

Statius' Warhammer (SWH) EoF zekkil eof

See the earlier section Ek-ZekKil (EZK) for more details.

Benefits of putting your EZK into an EOF:

⬥ You can zekkil eofspec with mwspear for more hits or abyssalscourge to build parasite stacks.

⬥ Typically you will zekkil eofspec with mwspear

⬥ This is a larger increase than what a t95 2H would provide.

⬥ Melee primarily uses DW; a T90/92 2H is a negligible decrease.

Remember you cannot sell the Ek-ZekKil (EZK) zekkil after EoFing it!

Defensive Autos

While colloquially referred to as 'defensive' autos, it is more accurate to call them 'non-damaging' autos, since some non-defensive abilities have similar interactions with autos. Examples include ZGS special attack zgs spec and Berserk zerk.

For a thorough explanation of how defensive autos (and auto attacks in general) work, refer to #auto-attacks. Here, we will simply cover some of their uses.

Why Defensive Autos Exist

⬥ Generally, casting any ability will put your auto-attack AirSurge on cooldown based on your weapon speed.

⬥ However, non-damaging abilities do not cause this cooldown.

‎ ‎ ‎ ‎• This means that defensive autos can be used within your main ability rotation.

⬥ Note that Melee melee does not have an auto attack keybind like Magic Magic and so some input sequences may be different/delayed.

Common Applications

Note: You can check out !defauto ‎and !freedom ‎for a brief summary of mechanics.

Forcing 2H autos using Fast/Fastest Ability → Defensive → Ability.

‎ ‎ ‎ ‎• Replacing the with a magic spell keybind with the appropriate runes will attempt to cast the spell in place of the auto.

Forcing off-hand + 2H autos with Freedom freedom

‎ ‎ ‎ ‎• The rotation is: Fast/Fastest Ability → Freedom → (1t delay) + 2H switch → Ability

‎ ‎ ‎ ‎• This will give an off-hand and a 2H auto, but do not switch to 2H too early.

Applying Smoke Cloud smokecloud

‎ ‎ ‎ ‎• Method 1: Press smokecloud + Ability 1 tick after GCD ends to 4TAA smokecloud.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This must be done following a Fastest speed, non-channelled ability.

‎ ‎ ‎ ‎• Method 2: Use freedom to get OH + 2H autos, and replace the OH auto by pressing smokecloud before freedom - this is 1t faster than method 1.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This requires a magic off-hand with an autocast set, that you have the required runes for.

‎ ‎ ‎ ‎• Method 3: Press Target Cycle → smokecloud + Ability to start an encounter if you do not intend to utilise the Greater Barge gbarge buff at the start of a fight.

Defensive Auto Clips for Melee melee
Here are some examples of defensive auto attack interactions with Melee.
Defensive 2H Auto
To see an example of Defensive 2H auto, click here. The abilities used are: Fast/Fastest Ability → Defensive → 2H switch + Ability
Freedom OH + 2H Auto
To see an example of Freedom OH + 2H autos, click here. The abilities used are: Fast/Fastest Ability → Freedom → (1t delay) + 2H switch → Ability
Smoke Cloud
To see an example applying smokecloud with target cycle, click here. The abilities used are: Target Cycle → smokecloud + Ability

Note: this is not an exhaustive list of auto attacks, just some of their uses cases.

5-Tick Auto Attack (5TAA)

5TAA Guide
If you prefer to watch a video guide, click here

Note: Any time a speed is before an auto/ability (e.g., "Average Ability") this simply refers to the weapon speed used to cast it.

What is 5TAA

Note 1: With the Abyssal Scourge abyssalscourge with the Jaws of the Abyss jawsoftheabyss, 5TAA is rarely used, as a 3 hit Greater Flurry gflurry gives the same result. It's also less prevalent when hybridding or using non-zerk auras like Invigorate invigaura.

Note 2: See !lasttick ‎command or the Berserker Auras section of #mechanics for more information.

⬥ 5TAA is an extension of weapon juggling, similar to 4TAA with Magic AirSurge Magic but as Melee melee does not have an auto-attack keybind, it delays the execution by 1 tick.

‎ ‎ ‎ ‎• With Magic: Fast/Fastest Ability → T4 Auto + Ability

‎ ‎ ‎ ‎• With melee: Fast/Fastest Ability → T4 Auto → T5 Ability

⬥ This is because without the auto keybind, we cannot force the auto before the ability, so the ability gets delayed to prevent putting the auto attack on cooldown.

⬥ If using Revolution, some extra effort must be done to 5TAA:

‎ ‎ ‎ ‎• You have to use Cease cease after casting your first ability.

‎ ‎ ‎ ‎• Then click your target after global cooldown ends.

‎ ‎ ‎ ‎• Finally, use an ability 1t after that.

5TAA with Full Manual
To see 5TAA with full manual in action, click here. Rotation used is sever → (1t delay) + Auto → (1t delay) + cleave
5TAA with Revolution
To see 5TAA with Revolution active, click here. Rotation used is sever → (1t delay) + Auto → (1t delay) + cleave

Where It's Used

5TAA is primarily done to align ticks so you can cast an ability on the last tick of Berserk zerk.

‎ ‎ ‎ ‎• This is because that ability will be boosted by both the zerk and an active Berserker berserker aura.

⬥ This is typical in zerk rotations that use one 7t channel (4 hit Destroy destroy) without the ability to use a 5t channel (like 3 hit Greater Flurry gflurry) to align ticks. See the following table for an example.

T0    : Berserk cast
T3-6  : 2x Ability
T9    : 7t channelled Ability
T16-19: 2x Ability
T22   : Fastest non-channelled Ability
T26   : Auto attack*
T27-30: 2x Ability
T33   : Ability + Berserk ends (this ability gets boosted by both Berserk and Berserker aura)

Note: this is not a rotation to copy - it is simply an example to show how the ticks align.

Berserk with 5TAA (Last Tick Aligned)
To see a zerk rotation using 5TAA to align ticks, click here. Notice the damage Quake does (8451). The rotation used: sever + enhreplengbargedeciassaultcleavedestroy (4 hit) → decicleave → (fastest) sever → (5TAA) quake
Berserk without 5TAA
To see a zerk rotation without 5TAA to align ticks, click here. Notice the lower damage Quake does (7644). The rotation used: zerk + enhreplengbargedeciassaultcleavedestroy (4 hit) → decicleave → (fastest) severquakedeci