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Introduction

In RuneScape PvM, the meta at the time of writing is about pushing out as much damage in as little time as possible. It is important to understand that good and efficient PvM, especially at the higher tiers, is about squeezing out as much damage as possible in between mechanics.

This channel will go over general damage output lessons, ability prioritisation, crafting a rotation, a learning path, common mistakes, and tips and tricks.

For further information and reading, you can refer to the following resources.

Quick Navigation Links
Links to related channels and resources for more information about PvM and DPS.
DPM-Advice Channels
Misc. Info
Invention

Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in #pvm-help.

Revolution Bars and General Background Knowledge

For general PvM terminology, DPS tips, and revolution bars, check out their respective sections in #General DPM FAQ.

Ability Information

Ability Information Resources
The following links contain information about abilities and auto attacks.
Ability Information
For accurate tooltips and information about specific spells (auto attacks) and abilities and how they work refer to #Melee Abilities.
Ability Damage Maths
To calculate your ability hit damage in detail, click here. This is affected by factors such as your gear and other boosts.
Ability Hit Timings
To see detailed breakdowns on ability hit timings, click here. This refers to when hitsplats appear on your target.
Auto-attack Adren Gain
To see adrenaline gained with different auto attacks, click here.

Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in #pvm-help.

Ability Prioritisation

⬥ Generally, high damaging abilities should be prioritised and used more often than low damaging abilities.

⬥ To compare abilities, use RS Analysis' Melee Page, and add your gear.

Note: This does not give an ability rotation, only a damage comparison chart. It does not consider Ability Cooldowns, Adrenaline, or any specific PvM encounter.

Dual Wield vs 2H Camp

Note: This compares strictly camping dual-wield vs. camping 2H, but it is recommended to juggle, as it gives access to all the following benefits and more.

Dual-wield Camp Benefits abyssalscourge + lengmh lengoh

⬥ Access to both Hurricane cane and Destroy destroy using T85/95 weapons lengmh lengoh dropped by Arch-Glacor.

‎ ‎ ‎ ‎• The off-hand allows use of Hurricane cane with dual-wields.

‎ ‎ ‎ ‎• When both Leng weapons are equipped, the shared cooldown between cane and destroy is removed.

‎ ‎ ‎ ‎• The T95 main-hand also has a situational special attack lengmh spec that raises your damage cap for 30 seconds.

⬥ Easier to use switches.

‎ ‎ ‎ ‎• Can use malevkite or off-hand switches like Flanking flank4 easier, as no extra main-hand switch is required.

⬥ Access to Destroy destroy as an ability.

2H Camp Benefits noxscythe zgs mwspear

⬥ Access to 2H autos, which are much stronger than dual-wield autos.

⬥ Access to halberd-range weapons like Laniakea's Spear lanispear and Noxious Scythe noxscythe for bigger 5x5 AoEs.

‎ ‎ ‎ ‎• With Laceration boots Laceration even Bladed Dive bd can become a 5x5 AoE.

‎ ‎ ‎ ‎• Benefits abilities like Hurricane cane and Meteor Strike meteorstrike.

⬥ Some AFK Methods may benefit from the bleed-extending effect of the Masterwork Spear of Annihilation mwspear, etc.

⬥ Can be more revolution-friendly, such as for Slayer slayer tasks or AFK grinding methods.

Building a Melee Rotation

Here we'll cover some of the points to keep in mind to build a successful Melee DPS rotation. For more information on how these rotations are affected by certain items or switches, such as see the Important Items section.

Note 1: In the current meta, camping dual-wield > camping 2H, but you can juggle weapons at times. Additionally, some switches used in melee are 2H.

Note 2: If Greater Fury gfury is unlocked, you can replace Fury fury, with it.

Managing Cooldowns

High damaging abilities often come with long cooldowns - when building a rotation, ability prioritisation and cooldowns should be on your mind.

⬥ If you use all of the high damaging abilities at once, their cooldowns will force you to use multiple weak abilities in succession while waiting to use them again.

⬥ To avoid this problem, you want to use filler abilities to space out your high damage abilities, to pace yourself and manage cooldowns.

⬥ The filler abilities that you can build your rotations around for melee can vary, based on camping a single weapon or juggling dual-wield and 2H:

‎ ‎ ‎ ‎• If camping weapons: (Greater) Fury gfury / fury will be used as fillers.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Both have decent damage (157% maximum damage) and short cooldowns (9t/5.4s, or 3 GCDs).

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ They can be used with both dual-wield and 2H.

‎ ‎ ‎ ‎• If juggling 2H/DW: (Greater) Fury is still an option, but now Cleave cleave and Decimate deci can form the backbone of rotations.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ cleave and deci are both strong (188% maximum damage) and have cooldowns of relatively short cooldowns (12t)

‎ ‎ ‎ ‎• Both have decent damage (157% maximum damage) and short cooldowns (12t/7.2s or 4 GCDs).

‎ ‎ ‎ ‎• They do not share cooldowns - if using 2H/DW switches, you can use both.

Basic Pattern

⬥ When camping either 2H or DW, Fury fury should form the foundation of your rotation. Aside from being a suitable filler ability, it also provides a crit chance buff that helps boost the following ability.

‎ ‎ ‎ ‎• Remember to cancel fury after 2 hits (3t/1.8s), by using the next ability as soon as possible. This is not required when using gfury

The basic pattern when camping 2H or DW uses fury often, in 'blocks' of 3 abilities:

‎ ‎ ‎ ‎• [ fury → Ability → Ability ] → Repeat

⬥ When building adrenaline, fill the empty slots with strong basics like the following, prioritising those that can crit. Various updates have evolved some basics into Elite versions. These are stronger than core basics and further elaborated later.

Elite Basics:

‎ ‎ ‎ ‎• Havoc (with Gloves of Passage) havocgop

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Ensure bleeds are active during the havocgop effect abyssalscourge mwspear

‎ ‎ ‎ ‎• Punish (if target has less than half health) punish

‎ ‎ ‎ ‎• Dismember (Lunge) dismemberlunge

‎ ‎ ‎ ‎• Backhand (Flanking) backhandflank

⬥ **Core Basics: **

‎ ‎ ‎ ‎• Decimate (DW) deci

‎ ‎ ‎ ‎• Cleave (2H) cleave

‎ ‎ ‎ ‎• Sever sever

‎ ‎ ‎ ‎• Dismember dismember

‎ ‎ ‎ ‎• Havoc (DW) havoc

‎ ‎ ‎ ‎• Smash (2H) smash

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Anything weaker than this (157% maximum damage) should be avoided.

Note 1: dismember cannot crit but is still a strong ability.

Note 2: With Gloves of Passage Glovesofpassage worn, havoc can potentially be stronger than abilities like cleave and deci - see the section on Gloves of Passage for more info.

⬥ When it comes to weapon juggling, some recent powercreep has made 2H/DW juggling for the sake of having more abilities to use less common.

‎ ‎ ‎ ‎• With Lengs lengmh lengoh you can use both cane and destroy just camping DW.

‎ ‎ ‎ ‎• Enhanced Gloves of Passage Glovesofpassage makes havoc strong.

‎ ‎ ‎ ‎• With Abyssal Scourge abyssalscourge camping DW becomes extremely strong due to its passive effect.

‎ ‎ ‎ ‎• cleave becomes more of a filler ability than something you aim to constantly use.

⬥ Prior to getting the above upgrades, if you juggle 2H/DW, a basic rotation using cleave and deci in 'blocks' of 4:

‎ ‎ ‎ ‎• [ cleavedeci → Ability → Ability ] → Repeat

Note: This pattern becomes less important as you add the upgrades mentioned earlier, and you may prioritise more dual-wield abilities over switching to 2H for cleave specifically.

⬥ Once your rotation gets going, you can start using abilities like thresholds or better to fill in the blanks.

Building The Rotation

Note: The default Berserk zerk duration is 34t/20.4s seconds, but can be extended to 44t/26.4s from the 3-piece set effect of Vestments of Havoc vestmentsofhavochood vestmentsofhavoctop vestmentsofhavocbottom vestmentsofhavocboots. Examples of full Berserk rotations can be found at the bottom of this guide in the General Berserk Rotations section.

⬥ Berserk zerk lasts 20 seconds, but only has a 60 second cooldown. We want to prioritise building to 100% adrenaline and using Berserk often, as it boosts damage by 100%.

‎ ‎ ‎ ‎• 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 with 100% adrenaline so you can activate it immediately at the start.

You can think of your overall rotation as two repeating sections:

‎ ‎ ‎ ‎• [20.4s inside zerk] → [39.6s outside] → Repeat

⬥ Both in and out of Berserk zerk, you will want to prioritise your strong thresholds, special attacks, and modified ultimates.

‎ ‎ ‎ ‎• Assault assault

‎ ‎ ‎ ‎• Destroy destroy

‎ ‎ ‎ ‎• Hurricane cane

‎ ‎ ‎ ‎• Greater Flurry gflurry

‎ ‎ ‎ ‎• Forceful Backhand (Flanking) fbackhandflank

‎ ‎ ‎ ‎• Igneous Overpower overpowerigneous

‎ ‎ ‎ ‎• EZK zekkil eofspec

‎ ‎ ‎ ‎• etc.

⬥ Additionally, when not in zerk the following thresholds are also strong, especially with the Masterwork Spear of Annihilation mwspear:

‎ ‎ ‎ ‎• Slaughter (walked) slaughter

‎ ‎ ‎ ‎• Blood Tendrils bloodtendrils

⬥ The goal is to fit as many of these strong abilities within the duration of zerk as you can to maximise the damage potential.

‎ ‎ ‎ ‎• While inside zerk you deal double damage - take full advantage of this.

‎ ‎ ‎ ‎• As zerk is relatively shorter in duration compared to sunshine or deathsswift, so you will have to plan your cooldowns a little carefully.

‎ ‎ ‎ ‎• Continue to use the basic building block patterns to space out your abilities as required.

⬥ Typically, you do not want to use bleeds inside zerk as it does not boost them, but you may have to at times, such as:

‎ ‎ ‎ ‎• If you need the extra adrenaline dismember is an option.

‎ ‎ ‎ ‎• If you run out of good abilities (possible at times).

While waiting for zerk cooldown, you have time to make use of your thresholds (and stronger) adequately.

‎ ‎ ‎ ‎• You do not want to needlessly camp 100% adrenaline.

‎ ‎ ‎ ‎• There are a few options for this depending on your gear:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Ek-Zekkil special attack zekkil spec (typically used in an EoF zekkil eof)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Zaros Godsword special attack zgs spec

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Igneous Overpower overpowerigneous

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ All the other thresholds available to Melee.

‎ ‎ ‎ ‎• You can start building to 100% adrenaline when zerk is nearly ready to use again.

Note 1: For more information about these options, see the sections on the EZK vs. ZGS vs. Overpower.

Note 2: To see examples of how to maximise your damage inside zerk see the section at the bottom called General Berserk Rotations.

Tips

⬥ Any basic ability with damage lower than Fury fury is considered a weak ability and should be avoided when possible. Sometimes you may be forced to use them. Don't sweat it too much.

‎ ‎ ‎ ‎• Slice slice

‎ ‎ ‎ ‎• Sacrifice Sacrifice

‎ ‎ ‎ ‎• Tuska's Wrath Tuskas

‎ ‎ ‎ ‎• Backhand (no Flank) backhand

‎ ‎ ‎ ‎• Regular Barge barge

⬥ You may hear people refer to abilities as '188s' - this means abilities that have a maximum damage of 188%, including Sever sever , Cleave cleave , and Decimate deci amongst others.

⬥ The critical chance buff gained through fury is wasted if the follow-up ability cannot crit, but it may be unavoidable sometimes.

⬥ If Greater Fury is owned gfury, there are scenarios where it may be better than some strong abilities like sever / deci / cleave etc.

Cancelling Channels

Why Channelled Abilities are Important

⬥ It is important to properly cancel abilities in order to not lose any ticks, or damage potential.

‎ ‎ ‎ ‎• Animations can be unreliable, and longer than the actual hit duration of the ability.

‎ ‎ ‎ ‎• It can be higher damage-per-tick, or net you more adrenaline, to cancel long channels early.

‎ ‎ ‎ ‎• Abilities like fury and channels that are not cancelled, suffer significant delays with revolution.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ See the following example.

When to Cancel Channels

Reminder: 1.8s = 3t = 1 GCD

Fury fury

‎ ‎ ‎ ‎• Cancel after its 2nd hit as global cooldown ends (3t/1.8s).

Assault assault

‎ ‎ ‎ ‎• Typically cancelled on the 4th hit (7t/4.2s), but other cancel timings include 3 hit (5t/3s) and 2 hit (3t/1.8s).

Destroy destroy

‎ ‎ ‎ ‎• Timings to cancel on 2/3/4 hits are the same as Assault assault cancel timings.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ When Vestments of Havoc are worn, and Greater Barge gbarge is used, typically you'll end up doing a second 2 hit destroy in your rotation.

Greater Flurry gflurry

‎ ‎ ‎ ‎• Timings to cancel on 2/3/4 hits are the same as Assault assault cancel timings.

‎ ‎ ‎ ‎• You can 4 hit gflurry if you need to bring zerk off cooldown faster.

‎ ‎ ‎ ‎• Otherwise do the number of hits you require to align your rotation, so that you can fit one ability on the last tick of zerk for boosted damage.

⬥ Note that Assault suffers from different hit timings based on if cast with DW or 2H, but the cancel timings will remain un-affected.

‎ ‎ ‎ ‎• assault hit timings will change from ticks 2/4/6/8 to ticks 3/5/7/9 (delayed by 1 tick) if cast with DW, but the cancel timings remain the same.

Channelled Abilities
How to properly cancel channelled abilities.
Video Guides
How to Cancel Magic AbilitiesHow to Cancel range AbilitiesHow to Cancel melee Abilities ⬥ To see a clip of 2H vs. DW assault, click here.

Important Melee Abilities

Certain Melee abilities are worth noting, due to their behaviour and how they can be used. Here, we cover some of these abilities.

Greater Fury

How It Works

⬥ Greater Fury fury is an upgraded version of regular Fury fury, unlocked by reading a Greater Fury ability codex gbargecodex costing coins 294,469,358.

⬥ 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 149,233,572.

⬥ 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.

Why It's Good

⬥ 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

Note: points marked with * are likely unintended bugs.

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

⬥ Bleeding gflurry will 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.

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 60,850,284.

⬥ 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.

Why It's Good

⬥ 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 38,298,890.

⬥ 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.

Why It's Good

⬥ 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.

Important Items

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 67,447,956.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ 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 68,657,220.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ 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 29,292,983.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ 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 mainhand 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 mainhand lengmh over abyssalscourge when:

‎ ‎ ‎ ‎• The additional accuracy is required.

‎ ‎ ‎ ‎• Parasite stacks cannot be consistently built.

‎ ‎ ‎ ‎• Need to use Hurricane cane and Destroy destroy within 20 seconds of each other, using lengmh as a switch.

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 It Works

⬥ Lengs are T95 (or T85 for the weaker variant) dual-wield weapons that will be your primary dual-wield weapons, used alongside the Abyssal Scourge abyssalscourge as a switch.

⬥ The off-hand allows you to use Hurricane cane with dual wield.

When any combination of the T85/T95 main-hand and off-hand Lengs are worn, cane and destroy no longer share a cooldown.

‎ ‎ ‎ ‎• This effectively gives an extra threshold to that can be used.

⬥ The T95 main-hand Leng special attack lengmh spec is called Icy Tempest:

‎ ‎ ‎ ‎• Increases hitcap for all melee damage by 30%.

‎ ‎ ‎ ‎• Costs 20% adrenaline, and has a 100t/60s cooldown.

Key Considerations

Using lengmh lengoh to de-sync cane and destroy cooldowns lets you use both with dual-wield - this is more DPS due to the extra threshold.

destroy can be cast with lengmh and stalled, then released with abyssalscourge to benefit from both Parasite stacks as well as the cooldown benefits.

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

‎ ‎ ‎ ‎• The additional accuracy is required.

‎ ‎ ‎ ‎• Parasite stacks cannot be consistently built.

‎ ‎ ‎ ‎• Need to use Hurricane cane and Destroy destroy within 20 seconds of each other, using lengmh as a switch.

The special attack lengmh spec is recommended to be used pre-kill or in timegated phases, where you can benefit from the increased hitcap, such as:

‎ ‎ ‎ ‎• Taraket (Salve Amulet salveamulet damage boost).

‎ ‎ ‎ ‎• Raksha (anima damage boost in phase 4).

‎ ‎ ‎ ‎• Seiryu (at the last crystal).

‎ ‎ ‎ ‎• Telos (under revenge and zerk in phase 5).

‎ ‎ ‎ ‎• At War's Retreat (using the adrenaline crystals) for fights where you zerk at the beginning.

Between abyssalscourge and Lengs lengmh lengoh, Drygores drygorelongmh drygorelongoh and Khopeshes khopeshmh khopeshoh are mostly irrelevant in the current meta.

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 ‎(or see the section on EZK EoF) 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.

‎ ‎ ‎ ‎• This allows you to lengmh speczerkgbarge at the start of a fight.

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

Ek-Zekkil (EZK) EoF zekkil eof

How It Works

⬥ The EZK special attack, Igneous Cleave zekkil eofspec costs 50% adrenaline and has two effects:

‎ ‎ ‎ ‎• Deals an initial hit of 62-190% ability damage.

‎ ‎ ‎ ‎• Applies a 6-hit bleed on the target with an initial hit of 30-105% ability damage, increasing by 5% multiplicatively each hit.

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

It is primarily used for its extremely strong special attack.

It is strongly recommended to EoF this weapon, as this allows it to be cast with a Masterwork Spear of Annihilation mwspear which extends the bleed by 3 hits.

⬥ Strongly recommended to cast with chaosroar as it boosts both the initial cleave and bleed hitsplats.

Note: See the section on Ek-Zekkil (EZK) for a list of abilities that do and don't extend zekkil eofspec duration.

EZK vs. ZGS vs. Overpower zekkil zgs overpowerigneous

Here we compare which of these options is recommended to use between Berserks zerk while waiting for the cooldown.

Briefly, zekkil eofspec > overpowerigneous > zgs spec when wearing Vestments of Havoc.

When to EZK zekkil eofspec

This is strongest option if all its hit can hit, and should be prioritised if possible.

‎ ‎ ‎ ‎• If you cannot get off all the hits after zerk which may often happen, then it gets use within zerk instead.

Multiple casts will override one another - only one person in a group encounter should use it at a time.

‎ ‎ ‎ ‎• This is even more important because the later hits deal more damage than the earlier hits.

When to ZGS zgs spec

⬥ Considering that Greater Flurry gflurry and other strong abilities exist, the duration of zgs spec is long enough that without Relentless relentless5 it's very difficult to get off a full rotation.

Mostly used if you won't really be able to use zerk a second time and zekkil eofspec is not an option.

⬥ Can be nice for AoE scenarios.

When to Overpower overpowerigneous

⬥ You will almost always use Igneous Overpower because you can it get off fully, and the adrenaline costs manageable enough to use it mostly off-cooldown.

⬥ You can use it twice per minute (50t/30s cooldown) if you do it early enough within zerk but that depends more on your specific rotations.

⬥ Will deal nearly identical damage outside of zerk with multiple stacking bleeds.

⬥ Due to hit-capping issues it's recommended to gfury before it.

Other

⬥ Bleeds like Slaughter slaughter / Blood Tendrils bloodtendrils / Dismember dismember are important and will also be used in this period.

gflurry is also often used to get the next zerk on time, but may not be needed if phases are long enough.

‎ ‎ ‎ ‎• It may also impact adrenaline remaining for other thresholds.

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 offhand 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

Pocket Slots

⬥ The following image describes when to use which option.

Note: For more information, you can check out the !pocket ‎command.

General Berserk Rotations

This section will cover usage of strong abilities (thresholds or better) within your Berserk zerk under different scenarios.

The following unlocks are assumed:

⬥ Ring of Vigour rov or its passive effect after Extinction quest.

⬥ Igneous Kal-Ket igneouskalket

Keep in mind the following:

⬥ These are only suggestions work from, and will not necessarily be applicable at all bosses or all scenarios.

‎ ‎ ‎ ‎• For boss-specific rotations, see their respective guides.

⬥ If Igneous Kal-Ket igneouskalket is not unlocked, use Forceful Backhand (Flank) fbackhandflank , Cleave cleave or other strong abilities to substitute.

⬥ Conservation of Energy relic conservationofenergy is recommended for adrenaline refunds from zerk and overpowerigneous in order to execute a stronger rotation.

⬥ Replace Fury fury with Greater Fury gfury if you have it instead.

Berserk w/ Adren Renewal adrenrenewal

⬥ 1x Destroy destroy

⬥ 1x Greater Flurry gflurry (3 hit)

⬥ 1x Assault assault

⬥ 1x Hurricane cane

⬥ Example rotation:

‎ ‎ ‎ ‎• zerk adrenrenewalgbargeseverdecilengmh destroy + (equip abyssalscourge) → gflurry (3 hit) → havocgopdeciassaultcane

Berserk w/ Limitless limitless

⬥ 1x Destroy destroy

⬥ 1x Greater Flurry gflurry (3 hit)

⬥ 1x Assault assault

⬥ 1x Hurricane cane

⬥ Example rotation:

‎ ‎ ‎ ‎• zerkgbargeabyssalscourge dismemberGlovesofpassage havoclengmh destroy + (equip abyssalscourge) → decilimitless + gflurry (3 hit) → caneassaulthavocgop

Berserk w/ Adren Renewal + Smoke Cloud Berserk adrenrenewal + smokecloud

⬥ 1x Destroy destroy

⬥ 1x Greater Flurry gflurry (4 hit)

⬥ 1x Assault assault

⬥ 1x Hurricane cane

⬥ Example rotation:

‎ ‎ ‎ ‎• zerk + adrenrenewal → (DW) gbarge → (4t) smokecloud + deciseverlengmh destroy + (equip abyssalscourge) → gflurry (4 hit) → havocgopassaultcane

Berserk w/ 4-piece Vestments + Adren Renewal ‎ ‎vestmentsofhavoctop + adrenrenewal

⬥ 2x Destroy destroy (second Destroy is 2 hit)

⬥ 1x Igneous Overpower overpowerigneous

⬥ 1x Assault assault

⬥ 2x Hurricane cane

⬥ 1x Chaos Roar chaosroar + Slaughter slaughter

⬥ Example rotation:

‎ ‎ ‎ ‎• zerk + adrenrenewalgbargelengmh destroylengmh cane → (equip jawsoftheabyss) + mwspear dismemberhavocgopchaosroarmwspear slaughterdecifury (2 hit) → overpowerigneousassaultlengmh destroy (2 hit) → lengmh cane

Berserk w/ 4-piece Vestments + Adren Renewal + EZK EoF vestmentsofhavoctop + adrenrenewal + zekkil eof

⬥ 1x Destroy destroy

⬥ 1x Assault assault

⬥ 1x Greater Flurry gflurry (3 hit)

⬥ 2x Hurricane cane

⬥ 1x Backhand (Flank) backhandflank

⬥ 1x Chaos Roar chaosroar + EZK special attack zekkil eofspec

⬥ Example rotation:

‎ ‎ ‎ ‎• zerk + adrenrenewal → (DW) gbarge → (4t) smokecloud + lengmh canelengmh destroy → (equip jawsoftheabyss) + mwspear dismemberhavocgop → (equip vestmentsofhavochood) + chaosroarmwspear zekkil eofspec → (equip jawsoftheabyss) + gfurybackhandflankgflurry (3 hit) → assaultlengmh cane

Berserk w/ 4-piece Vestments + Adren Renewal + Limitless vestmentsofhavoctop + adrenrenewal + limitless

⬥ 2x Destroy destroy (second Destroy is 2 hit)

⬥ 1x Assault assault

⬥ 1x Greater Flurry gflurry (3 hit)

⬥ 2x Hurricane cane

⬥ 1x Forceful Backhand (Flank) fbackhandflank

⬥ 1x Igneous Overpower overpowerigneous

⬥ Example rotation:

‎ ‎ ‎ ‎• zerk + adrenrenewal → (equip jawsoftheabyss) + abyssalscourge gbargelengmh destroylengmh cane → (4t) abyssalscourge smokecloud + gfurybackhandflankgflurry (3 hit) → gfuryfbackhandflankoverpowerigneousassaultlimitless + lengmh destroy (2 hit) → abyssalscourge cane