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RS3 Melee Leveling Guide (July 2026)
Last updated: 9 July 2026 (full accuracy pass)
Verified against: Combat Style Modernisation, Aura Overhaul (13 April 2026), Aspects, Bloodlust (incl. 29 June 2026), Hurricane, Adaptive Strike, Assault, Ek-ZekKil, Tumeken's Light, Masterwork Spear of Annihilation, Overpower, Meteor Strike, Strength master cape, Pay-to-play melee training (spots only — bars may be stale).
Audience: fresh accounts first; optional upgrades called out when they are worth the GP.
Why Melee in 2026
On 2 March 2026, Jagex shipped Combat Style Modernisation. Melee was rebuilt around:
- Level 120 Attack and Strength (same cap as Necromancy / modernised Ranged / Magic)
- A single Melee ability book — the old Strength book is gone; abilities unlock from Attack
- Bloodlust — basics build stacks; spenders consume them for empowered damage
- Bleed synergy — one multi-cast bleed line: Dismember → Slaughter → Massacre, with built-in healing
- No thresholds — adrenaline spenders fire when you have the adrenaline
- Weapon identity — dual-wield and two-handed change ability behaviour (notably Adaptive Strike and Flurry vs Hurricane)
Melee’s identity is burst + bleeds + on-kill / on-next-attack triggers. It is the most weapon-dependent of the four styles.
WARNING
Treat any guide as outdated if it still recommends thresholds, separate Attack/Strength ability books, or removed abilities such as Quake, Smash, Cleave, Decimate, Sever, Slice, Destroy, Frenzy, Blood Tendrils, Havoc, Kick, Stomp, Forceful Backhand, Balanced Strike.
The entire aura slot was removed in the Aura Overhaul (13 April 2026). Do not equip “Vampyrism aura” / “Penance aura” — those items are gone. Use the Aspect spells instead (one Aspect at a time).
The Wiki’s Abyss training bar may still list Quake on the incomplete Pay-to-play melee training page — do not copy that.
Core mechanics (read this once)
Combat XP
- You earn 50 combat XP per 1,000 damage dealt.
- Set XP in
Settings → Gameplay → Combat & Action Bar → Combat XPto Attack, Strength, Defence, or a split. - Constitution XP is gained separately from all styles.
Bloodlust (the Melee loop)
Current Wiki rules (Bloodlust, checked July 2026):
| Rule | Detail |
|---|---|
| Cap | 4 stacks normally; 8 during Berserk |
| Build | Most basic Melee abilities generate 1 stack (Bladed Dive does not); Rend generates 2; Berserk grants 4 on cast |
| Spend | At 4+ stacks, empower Assault, Hurricane, Flurry, or Greater Flurry |
| Berserk | Doubles Bloodlust from basics, raises cap to 8, melee damage ×1.75, you take ×1.25 damage; shortens Overpower cooldown |
Empowered effects (current):
| Ability | Bloodlust consume effect |
|---|---|
| Assault | Per-hit damage 130–150% → 170–190% (channelled 4 hits) |
| Hurricane | Extra hit of 75–95% to target + up to 9 nearby |
| Flurry / Greater Flurry | +1% damage per 1% target HP missing, up to +65% |
Practical loop: basics → 4 Bloodlust → Assault / Hurricane / Flurry → repeat. Inside Berserk, dump empowered spenders hard.
TIP
On dual-wield, Wiki comparison (Bloodlust): with Bloodlust, Flurry deals more total damage than Assault below ~61–62% target HP; if you plan to use both, spend Bloodlust on Flurry once the target is below ~70% HP.
DW vs 2H (both tracks)
| Track | Strengths | Signature tools |
|---|---|---|
| 2H / halberd-type | Best AoE training; Adaptive Strike cone + Hurricane; longer reach on spears/scythes/halberds | Halberds → Crystal Halberd → Laniakea’s Spear → Noxious Scythe → (Tumeken's Light if affordable) → Masterwork 2H / Ek-ZekKil |
| Dual-wield | Strong single-target burst; Flurry / Greater Flurry; flexible MH/OH | Whip + OH → Drygores → Abyssal Scourge → Leng blades |
Fresh-account default for leveling: prefer 2H / halberd-type when stacking mobs (Abyss, Shattered Worlds, Vyres). Switch to DW for bosses and single-target when you can afford Drygores or better.
Key replacement ability: Adaptive Strike (7 Attack) replaced Cleave and Decimate. On 2H it hits a cone (main target + up to 8); on DW it is a double hit. Put it on every training bar.
Settings checklist
- Action bar cog → Auto-setup action bar for a starter Melee bar, then customise.
- Enable Target Information so you can see hit chance.
- Prefer monsters weak to melee (and your weapon type when listed).
- Chat:
/wiki <item>for live Wiki pages.
Leveling route (1–120)
Fresh-account path. Optional upgrades are marked Upgrade when affordable.
Levels 1–30 — Quests, then easy melee
Best start: complete early melee XP quests before grinding.
| Quest | Why |
|---|---|
| Waterfall Quest | Huge early Attack + Strength XP (commonly jumps you toward the high 20s / 30) |
| Tree Gnome Village, Fight Arena | More Attack XP with low requirements |
| Scorpion Catcher, Haunted Mine | Strength XP |
| Witch's House | Early Constitution |
Grind fillers if needed:
| Levels | Target | Location | Notes |
|---|---|---|---|
| 1–20 | Chickens / Troll Cave | Lumbridge / Burthorpe | AFK; buy bronze→iron gear in shops |
| 20–30 | Rock Crabs / Hill Giants | Fremennik north / Edgeville Dungeon | Upgrade to mithril weapons |
Gear (fresh): bronze → iron → steel → mithril armour; halberd of the same metal if you can afford it (better AoE later).
DW option: scimitar / longsword + off-hand of the same tier.
Key unlocks: Assault at 3 Attack; Adaptive Strike at 7 Attack. Keep both on the bar after Auto-setup.
Levels 30–50 — Flesh Crawlers / early AoE
| Levels | Target | Location | Notes |
|---|---|---|---|
| 30–40 | Flesh Crawlers | Stronghold of Security (level 2, SE room) | Excellent AoE practice with Adaptive Strike + Hurricane (when unlocked) |
| 40–50 | Flesh Crawlers / Ghouls / Moss Giants | Stronghold / Canifis / Moss Giant Island | Keep upgrading halberd tier |
Gear (fresh):
| Slot | 2H track | DW track |
|---|---|---|
| Weapon | Adamant → Rune halberd | Rune scimitar + OH / whip when available |
| Armour | Adamant → Rock-shell (cheap power) or Elite black if budget allows | Same |
Upgrade when affordable: better power armour, Blood amulet of fury later for sustain.
Levels 50–70 — Fire Giants → Abyss
| Levels | Target | Location | Notes |
|---|---|---|---|
| 50–60 | Fire Giants | Waterfall Dungeon | Solid mid XP; learn food/prayer habits |
| 55–70 | Hellhounds / TzHaar | Taverley / TzHaar City | Clues / obsidian side loot |
| 60–70+ | Abyss (inner ring) | Via Zamorak Mage (Edgeville) after Abyss miniquest | Best semi-AFK AoE grind in this bracket |
Abyss tips (Wiki): stand SW or SE for dense spawns; aggression drops after ~10 minutes — step out and back, or use aggression potions / scrimshaw of aggression. Prefer a halberd-type 2H for AoE range.
Post-modernisation Abyss bar idea (not the outdated Wiki Quake bar):
Meteor Strike (90+) → Berserk → Hurricane → Adaptive Strike + other basics → Assault on Bloodlust — press spenders manually if using basics-only Revo.
Gear (fresh → optional):
| Level | 2H | DW | Armour |
|---|---|---|---|
| 50 | Rune halberd | Rune DW | Rock-shell |
| 60 | Dragon halberd (Regicide) | Dragon DW / whip + OH | Dragon armour |
| 70 | Crystal halberd (Roving Elves, 50 Agility) or Necronium 2H +4 | Abyssal whip + strong OH | Bandos (non-degrading power) |
Upgrade when affordable: Bandos set, Dragon Rider lance / better spear, Vampyrism Aspect (69 Magic), aggression potions.
Hurricane unlocks at 37 Attack — put it on every 2H AoE bar from here on.
Levels 70–90 — Abyss, Slayer, Shattered Worlds, Vyres
Pick intensity:
| Method | Intensity | Rough XP | Requirements / notes |
|---|---|---|---|
| Abyss | Low | 500k+ /hr with good AoE setup | Halberd-type; Blood amulet / Soul Split later |
| Slayer | Medium | Varies; best long-term | Slayer helm damage/accuracy; GP + unlocks |
| Shattered Worlds | High | Can approach ~1–2M /hr at high worlds | Safe death; bring own gear at higher worlds |
| Vyrewatch (Darkmeyer) | Medium-low | ~490k–655k combat + Prayer/FM | River of Blood; Sunspear (melee); Morytania legs 4 for best Prayer XP |
Gear ladder:
| Level | 2H (training) | DW (single-target / bosses) | Armour |
|---|---|---|---|
| 70–80 | Crystal Halberd → Laniakea’s Spear (T90 damage / T75 accuracy feel) | Whip + OH → early Drygore pieces | Bandos → Anima Core of Zaros (budget non-deg) |
| 80–90 | Laniakea’s / Dragon Rider lance → Noxious Scythe | Drygore set | Torva (degrades) or Anima Core |
Upgrade when affordable: Noxious Scythe for AoE training; full Drygores for DW; Torva or Masterwork path; Invention unlock for perks.
Levels 90–99 — Peak training before 120
| Method | Notes |
|---|---|
| Vyres + Sunspear | Best “train combat while training Prayer” loop after River of Blood |
| Abyss / Slayer | Still excellent; use T90+ halberd-type |
| Arch-Glacor (0 mech) | Active XP + GP; good bridge into bossing |
| GWD1 (Graardor / K’ril) | Practice mechanics with Melee; Soul Split recommended |
Gear targets:
- 2H: Noxious Scythe → Masterwork 2H Sword (smithable T100 stats; strong generalist) or Masterwork Spear of Annihilation (extends Dismember bleeds) → Tumeken's Light (T95 non-degrading halberd from Amascut — excellent but very expensive) / Ek-ZekKil
- DW: Drygores → Abyssal Scourge → save for Leng
- Armour: Masterwork → Trimmed Masterwork; Vestments of Havoc is the expensive power endgame set
Levels 99–120 — Cap push
Combat Modernisation uses a stronger mid-level damage curve (logarithmic scaling) — you do not need 120 to start bosses. 120 unlocks mastery cape perks:
| Skill | 120 mastery perk (Wiki) |
|---|---|
| Attack | +2% hit chance on Melee attacks |
| Strength | Dismember / Slaughter / Massacre heal an additional 3% of damage dealt |
Training: keep using Vyres, high Slayer, Abyss, or bossing (GWD2, Arch-Glacor, ED trash) — XP from damage still scales with your kill speed. Use Inspire Awe (Archaeology) and other XP boosts when available.
Gear progression tables
Weapons — two-handed / halberd track (default for leveling)
| Attack | Weapon | Notes |
|---|---|---|
| 1–50 | Bronze → Rune halberd | Cheap AoE foundation |
| 60 | Dragon halberd | Regicide |
| 70 | Crystal halberd | Roving Elves + 50 Agility; else Necronium 2H +4 |
| 82 | Laniakea’s Spear | Excellent mid/high training spear |
| 90 | Noxious Scythe | Premier mid-end AoE trainer |
| 92 | Masterwork Spear of Annihilation | Extends Dismember (bleed bossing / switches) |
| 95 | Tumeken's Light | T95 non-degrading halberd (Amascut); Wiki lists it above Nox for training if affordable |
| 95 | Ek-ZekKil | T95 2H sword; requires 95 Strength; see endgame note below |
| 99 | Masterwork 2H Sword | Highest raw T100 stats; smithable path |
Weapons — dual-wield track
| Attack | Weapon | Notes |
|---|---|---|
| 1–60 | Matching MH + OH metal weapons | Keep tiers equal |
| 70 | Abyssal whip + strong OH | Classic DW bridge |
| 90 | Drygore mace/rapier/longsword + OH | Mid-end DW standard |
| 92 | Abyssal Scourge | Strong DW upgrade path |
| 95 | Dark Shard + Dark Sliver of Leng | Endgame DW; expensive |
Armour (power preferred for training)
| Defence | Fresh / budget | Upgrade when affordable |
|---|---|---|
| 1–40 | Metal armour matching weapons | — |
| 50 | Rock-shell | — |
| 60 | Dragon | — |
| 70 | Bandos | — |
| 80 | Anima Core of Zaros | Torva |
| 90 | Masterwork | Trimmed Masterwork |
| 95 | — | Vestments of Havoc (BiS power; costly) |
Accessories (priority order for fresh accounts)
- Best amulet you can afford → Blood amulet of fury → Amulet of souls / Essence of Finality
- Ring of wealth → Asylum Surgeon’s → Champion’s / Reaver’s (when accurate)
- Cape: skillcape / Fire cape → TokHaar-Kal-Ket → Igneous Kal-Ket (Overpower hits twice)
- Pocket: Scripture of Wen/Jas early → Scripture of Ful / better later
- Sustain Aspects (not auras — aura slot removed 13 April 2026): Vampyrism (69 Magic) or Penance (67 Magic); only one Aspect active at a time; 12 minutes (extendable)
Ability bars (Revolution vs Manual)
Right-click the action bar cog → Auto-setup for a legal starter bar, then tune.
Mental model
- Basics (Adaptive Strike, Rend, etc.) build adrenaline and Bloodlust
- At 4 Bloodlust, fire Assault (single-target) or Hurricane / Flurry (AoE / DW)
- Berserk (76 Attack) for burst windows — you take more damage; bring sustain
- Overpower (15 Attack, 60% adrenaline baseline) as your main dump; Igneous Kal-Ket makes it a double hit (280–340% ×2)
- Bleeds: Dismember (50) → Slaughter (60) → Massacre (75) — multi-cast line with built-in healing
- Meteor Strike (90) — AoE ultimate that also buffs Melee adrenaline generation for 30s
Suggested 2H AoE training bar (Revolution basics + manual spenders)
Prioritise: Adaptive Strike, Hurricane, Assault, Berserk, Meteor Strike, Overpower, bleeds.
Do not look for Cleave, Quake, or Smash — they are gone.
Suggested DW single-target bar
Prioritise: Flurry / Greater Flurry, Assault, Rend, Adaptive Strike, Berserk, Overpower, bleeds.
Use DW for bosses; swap to 2H when stacking many targets.
TIP
Basics-only Revolution (automate basics; press Assault / Hurricane / Flurry / Berserk / Overpower / Meteor Strike yourself) is the best learning path after Combat Modernisation.
Invention perks (Melee-focused)
Unlock Invention (80 Divination / Crafting / Smithing) as soon as you can. Perk meta shifts; verify on Wiki / PVME before spending ancient components. Common Melee-oriented goals:
| Slot | Common goals |
|---|---|
| Weapon | Precise / Equilibrium / Aftershock / Eruptive (confirm current ranks) |
| Armour | Biting, Relentless, Impatient, Crackling, Devoted / Enhanced Devoted, Invigorating, Mobile |
| Utility | Scavenging on training sets; Wise if chasing XP caps |
Bleed note: Gloves of Passage / enhanced variants now key off Rend (not Smash/Havoc) after modernisation — useful for bleed switches and EZK setup buffs.
Supporting skills
Non-negotiables
| Skill / unlock | Target | Why |
|---|---|---|
| Prayer | 95 (92 Soul Split minimum) | Temple at Senntisten → Soul Split + Turmoil |
| Herblore | 96+ | Overloads; supreme overload salves later |
| Defence | Match armour tier (70 → 90 → 95) | Bandos → Masterwork → Vestments |
| Invention | Unlock ASAP | Perks dominate mid/late DPS |
Priority: Prayer 92–95 → Herblore 96 → Invention → Defence for your next armour tier.
Melee-specific unlocks
| Unlock | Source | Why |
|---|---|---|
| Adaptive Strike | 7 Attack | Replaces Cleave/Decimate; core 2H AoE basic |
| Hurricane | 37 Attack | Core 2H AoE spender (+ Bloodlust third hit) |
| Berserk | 76 Attack | Core burst + Bloodlust amplifier |
| Overpower | 15 Attack | Main adrenaline dump; better with Igneous Kal-Ket |
| Greater Flurry | Greater Flurry ability codex (Dragonkin Laboratory) | Stronger DW channel; extends Berserk duration per hit |
| Vampyrism / Penance Aspects | 69 / 67 Magic | Sustain after Aura Overhaul (not auras) |
| Igneous Kal-Ket | TzKal-Zuk upgrade path | Double-hit Overpower |
| Sunspear (melee) | River of Blood | Vyrewatch training |
Second tier
| Skill | Target | Why |
|---|---|---|
| Archaeology | 97 → 118+ | Fury of the Small; Conservation of Energy |
| Slayer | 70–99+ | Tasks, helm, GP, training variety |
| Smithing | 90–110 | Masterwork / MW2H / EZK component crafting path |
| Agility | 50+ | Crystal Halberd quest line |
Endgame gear snapshot (T90–T100)
| Slot | Strong option | Notes |
|---|---|---|
| 2H generalist | Masterwork 2H Sword | Highest raw T100 stats; smithable |
| 2H halberd | Tumeken's Light | T95 non-deg halberd; training / AoE; very expensive |
| 2H bossing | Ek-ZekKil (± Genesis shard to T100) | See current EZK note below — not the old bleed-EoF meta |
| Bleed support | Masterwork Spear of Annihilation | Extends Dismember; still useful, but not “required to make EZK work” |
| DW | Leng Shard + Sliver | Endgame DW |
| Armour | Vestments of Havoc / Trimmed Masterwork | Vestments = power BiS when affordable |
| Cape | Igneous Kal-Ket / Kal-Zuk | Overpower upgrade |
| Neck | Essence of Finality | Optional for storing a special; not mandatory for EZK’s current kit |
| Sustain | Vampyrism / Penance Aspects | Spellbook Aspects — not the deleted auras |
GP estimates move weekly — check GE / Wiki prices before buying.
Ek-ZekKil — current kit (do not use 2024–early-2025 bleed guides)
As of the May/June 2025 rework and Combat Modernisation cleanup (Ek-ZekKil):
- Special is Igneous Showdown (marks Flamebound Rival; big multi-hit when re-cast on the same rival) — not the old Igneous Cleave bleed
- Passive Ashen Vow is rival damage taken/dealt — it no longer buffs removed abilities (Quake / Smash)
- Requires 95 Strength (not Attack) to wield
- Can be upgraded toward T100 with a Shard of Genesis Essence
- Old “store EZK in EoF + camp Masterwork Spear to extend Cleave bleed” guides are outdated
Endgame DPS notes (Berserk-centric)
Optional deep dive for players with T90+ gear. Fresh accounts should finish the leveling route first.
Practical framing cross-checked against community endgame DPS guides (e.g. post–Combat Modernisation Melee DPS videos) and Wiki pages linked below. Numbers follow the Wiki.
Big picture
Build the fight around Berserk (76 Attack):
- Prep adrenaline (Meteor Strike helps — 4.5% adren every tick for 30s while Melee is equipped)
- Berserk → dump Bloodlust spenders + Overpower
- Filler until Berserk is ready again (often a Zamorak godsword special / EoF — ~25% damage in a planted area for ~20s)
- Repeat
With Vestments of Havoc (3+ pieces), Berserk lasts ~26.4s instead of ~20.4s. Greater Flurry extends active Berserk by 1 tick per hit (channelled), so two Flurries inside Berserk add a large chunk of uptime — still not a full minute, so you need a filler plan.
High-value basics (beyond Adaptive Strike / Rend)
| Ability | Level / unlock | Why it matters |
|---|---|---|
| Punish | 60 Attack | 2.5× damage when the target is below 50% HP — keep it on the bar for executes |
| Greater Fury / Fury | 21+ Attack (Greater via codex) | Guarantees a critical on your next ability — set up Overpower / Hurricane / big specs |
| Greater Barge | 65 Attack (codex) | After waiting off-target (~4.8s+), your next Assault / Flurry / Greater Flurry becomes a DoT so you can weave other abilities while it ticks |
| Chaos Roar | 92 Attack (Zamorak codex) | Next Melee ability within 7.2s deals 1.75× base damage — pair with Mercy dagger EoF or EZK Showdown, not Overpower (hitcap waste) |
| Backhand | 31 Attack (2 charges) | Stun utility; strong with Flanking perk when you can stand behind the target |
| Bladed Dive | DW only | Niche movement / AoE; most players keybind non-combat Dive instead |
Gloves of Passage (Rend trigger after modernisation): next Melee hit within 6s deals +10% damage (+16% enhanced + Enchantment of agony); target takes +20% bleed damage for 10s (+25% enchanted). Use Rend before a big hit or bleed dump.
Enhanced spenders (quick rules)
| Ability | Use when |
|---|---|
| Assault | Default Bloodlust dump; 6s CD; channelled — avoid if you need a free GCD for a defensive |
| Hurricane (2H) | AoE, or single-target when you need instant damage + free GCD (mechanics / defensives); CD shrinks 3s per enemy hit |
| Flurry / Greater Flurry (DW) | Berserk extend + Bloodlust execute below ~61% HP (see Bloodlust comparison) |
| Dismember line | Spear on → mash until Massacre is spent → swap back; MW Spear = +50% bleed duration |
Ultimates
| Ultimate | Role |
|---|---|
| Overpower | Main Berserk dump; 60% adren; Igneous cape → two hits; Berserk shortens CD to 9s. Do not Chaos Roar this under hitcap |
| Pulverise (2H, 71 Attack) | Single big hit; applies Pulverised so the target deals 25% less damage for 30s; +50% adren on killing blow — strong for trash / phase kills |
| Meteor Strike | Adren engine + AoE; open Berserk windows with it when you can |
| Berserk | Defines Melee — plan the whole kill around its uptime |
Specials / EoFs (shortlist)
| Tool | Role |
|---|---|
| Leng (Shard + Sliver) | Build Primordial Ice stacks on hits; special consumes stacks for Hurricane-like damage and can become very cheap at ~3+ stacks |
| Ek-ZekKil | First Showdown marks Flamebound Rival; second Showdown on the mark = multi-hit nuke (often Chaos Roar’d). Camp the physical sword for Ashen Vow while marked |
| Mercy dagger (EoF) | Popular Chaos Roar target — three hits in one GCD with ramping crit |
| Zamorak godsword (wield or EoF) | Planted +25% Melee damage zone (~20s) between Berserks |
| Annihilation / Gravitate (EoF) | Situational +% damage stacks; cancels if you swap weapons mid-buff — niche prebuilds |
Skip equilibrium-specific EoF swaps unless you already run that setup.
Example Berserk window (pattern, not a boss script)
- Stall / bank adren → Meteor Strike → Anticipate (optional) → Berserk
- Greater Barge (charged) → Assault or Greater Flurry (DoT weave) → Overpower
- Rend (Gloves of Passage) → Overpower / Assault while Bloodlust is up
- Chaos Roar → Mercy dagger or marked EZK Showdown (pick one big nuke)
- More Overpower + Flurry (Berserk extend) → Hurricane if you need a free GCD
- Berserk ends → ZGS filler + basics / Assault → rebuild → next Berserk
Bosses with immune windows: prefer Hurricane over Assault so you can still spend Bloodlust without locking into a long channel.
What this section is not
- Not a full PVME boss script
- Not required for 1–120 training
- Re-check Wiki / PVME after combat patches — 2026 balance is still moving
Short boss starter
You do not need 120 to begin. Aim for ~80+ Melee stats, Soul Split, and T80–T90 weapons before serious GWD2.
Heart of Gielinor (GWD2)
Entry is boostable around 80 in the relevant style.
NOTE
As of 9 July 2026, Jagex has previewed a Mid-Game Rebalance that would remove gold instance costs for most bosses (with keystone exceptions such as Ascensions). Treat that as upcoming, not guaranteed live — check the Wiki / patch notes the day you camp.
| Boss | Why Melee works | Starter tip |
|---|---|---|
| Twin Furies | Shared HP pool — AoE doubles up; Wiki recommends Melee | Bring 2H AoE (Adaptive Strike + Hurricane); Barge to chase ceiling collapse; save big spenders for bomb windows |
| Vindicta & Gorvek | Straightforward melee autos; learn two phases | Halberd range helps positioning; respect phase-2 fire walls |
| Gregorovic | Melee can stay outside his melee range with halberd-type weapons | Turn run off if you keep walking into melee distance; pray correctly vs melee/ranged swaps |
| Helwyr | Common Melee learning boss | Learn mushroom / cleave patterns; don’t panic-eat every hit |
Fresh-account GWD2 kit: Bandos or better, Laniakea’s / Nox scythe or Drygores, Overloads or extremes, Soul Split, food + emergency thralls/familiar, Vampyrism Aspect (or Penance Aspect if prayer is the bottleneck).
Beyond GWD2 (pointers only)
- Arch-Glacor — great mechanics + GP bridge
- TzKal-Zuk — path to Igneous Kal-Ket and EZK components
- Amascut — path to Tumeken's Light
- Rasial — Necromancy-first boss; Melee is not the intended learner path (see the Necromancy guide)
- Telos / raids — after GWD2 comfort and T90+ gear
Full rotations belong on Wiki strategy pages and PVME (attribute and re-check after every combat patch).
What “proficient Melee” looks like
Competent mid-game
- 90+ Attack/Strength, 80+ Defence, 92+ Prayer, Overloads, Invention started
- Nox scythe or Drygores, Bandos/Torva/Masterwork
- Comfortable Bloodlust loop: Adaptive Strike/Rend → Assault/Hurricane/Flurry
- GWD2 kills without panic
Strong endgame
- 120 Attack/Strength, 95+ Prayer, 96+ Herblore, BiS-leaning perks
- MW2H / Tumeken's Light / EZK / Leng + Vestments or Trimmed Masterwork
- Igneous Kal-Ket, Archaeology relics, Chaos Roar + Greater Barge when affordable
- Manual Berserk windows (Meteor → Berserk → Overpower / Flurry / Chaos Roar nukes → ZGS filler); EZK via Igneous Showdown
Sources and attribution
| Source | Use |
|---|---|
| Combat Style Modernisation (Wiki) | Mechanics, Bloodlust, ability adds/removes |
| Bloodlust, Assault, Adaptive Strike, Berserk, Overpower, Meteor Strike, Greater Flurry | Live ability details |
| Pay-to-play melee training (Wiki) | Training spots / gear ladder — cross-check ability bars (page still incomplete) |
| Ek-ZekKil, Tumeken's Light, Vestments of havoc armour | Current endgame 2H / armour options |
| Punish, Greater Barge, Chaos Roar, Pulverise, Gloves of passage | Endgame DPS ability details |
| GWD2 strategy pages (Twin Furies, Vindicta, Gregorovic, Helwyr) | Boss starter tips |
| Aura Overhaul / Aspects | Sustain replacements after aura slot removal (13 April 2026) |
| Community Melee DPS guides (post–EoC 2.0 / Combat Modernisation) | Rotation framing (Berserk → ZGS filler); verify numbers on Wiki |
| Official patch notes — Combat Style Modernisation (2 March 2026) + March follow-ups | Design intent / 120 caps |
| PVME | Optional advanced rotations — verify against Wiki after patches |
XP/hr figures are approximate and gear-dependent. Mid-Game Rebalance items previewed in early July 2026 (e.g. free boss instances) may still be upcoming — Wiki instance costs still list coin fees for many bosses as of this pass. Re-check Wiki after each combat/economy patch.