One-defence pure (free-to-play)
One-defence pure | |||||||||||||||||||||||||||||||||||||||
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Members | No | ||||||||||||||||||||||||||||||||||||||
Also called | 1 def pure, f2p pure | ||||||||||||||||||||||||||||||||||||||
Build type | 1-vs-1, Multicombat, No honour | ||||||||||||||||||||||||||||||||||||||
Combat level | 10 — 80 | ||||||||||||||||||||||||||||||||||||||
Primary attack style | |||||||||||||||||||||||||||||||||||||||
Uses attack styles | |||||||||||||||||||||||||||||||||||||||
Max hit with boosts | |||||||||||||||||||||||||||||||||||||||
Example combat stats | |||||||||||||||||||||||||||||||||||||||
99 | 40 | 99 | 1 | 99 | 99 | 45 | 78 | ||||||||||||||||||||||||||||||||
One-defence pure is an umbrella term for free-to-play combat pures that do not train the defence skill.
Combat skills
These combat pures commonly restrict defensive skills such as defence, hitpoints and prayer in order to maximise the damage output within their combat level ranges. However, the exact levels and ratios of trained offensive skills vary from account to account depending on the specific variant of the build.
Due to how combat level calculation works, it is possible to train melee, ranged or magic combat skills without increasing the overall combat level, as long as ranged and magic levels are both no higher than around ⅔ of the sum of attack and strength. For example, a player with 40 attack and 50 strength, total of which is 90, can train ranged and magic up to 60 without the combat level becoming ranged-based or magic-based.
In principle, all free-to-play 1 defence pures could be trained similarly and use all combat styles. However, pures specializing in certain activities or combat styles might limit selected offensive skills to restrict secondary hitpoints experience gains, or simply to save the time on training without affecting the efficiency in combat.
The following sections describe the main differences between the combat skills of free-to-play pures with 1 defence.
Melee
Strength is responsible for the maximum melee hits, while attack improves the melee accuracy. While strength is commonly trained without any restrictions, attack is often trained only high enough to unlock specific weapons, as further training does not have a major effect on damage output against other low defence pures. 40 is one of the most common attack levels among free-to-play pures, as it unlocks the rune weapons.
Players with 99 ranged or magic can train strength to 99 and attack up to 49 without any effect on the combat level.
Pures that do not use melee in combat tend to neglect both the attack and strength skills altogether in order to avoid raising the combat level and gaining extra hitpoints experience.
Melee skills ratio
Even when training melee skills, attack and strength can be kept in different proportions. Both of these skills have an equal effect on the combat level. Assuming equal levels of the defensive skills, a combination of 40 attack and 60 strength would put the player on the same combat level as 1 attack and 99 strength.
Neglecting attack in favour of strength can make the melee attacks stronger by reaching higher maximum melee hits at the cost of the accuracy and the variety of available weapons. Players that do not train attack can still wield warhammers up to rune, since they only have strength level requirements. Combat pures that tend to neglect attack in favour of strength are called strength pures. These accounts are especially effective on lower combat levels.
The following table lists the optimal sum of melee skills that do not affect the overall combat level given the respective ranged or magic level. Both melee skills have an equal effect on the combat level and can be distributed freely. For example, with a sum of melee skills at 100, a player might have 1 attack and 99 strength or 40 attack and 60 strength with the same combat level, given similar levels of other combat skills. Once the ranged or magic level surpasses 67, players have to start training attack even with 99 strength in order to optimise the build. Note that magic has an equal effect on combat level as ranged, so always pick the higher of the two skills to determine the optimal melee levels.
Training melee skills past the sum of 148, or 49 attack with 99 strength, always has an effect on the overall combat level, making it melee-based.
Attack
Starting from 94 ranged or magic level and 99 strength, attack can be trained past 40 to improve the melee accuracy. With 99 ranged or magic level in addition to 99 strength level, attack can be trained up to 49 with no effect on the overall combat level.
While it has neglible improvements on damage output during fights with other one-defence pures, the extra attack levels of maxed combat pures can increase the accuracy of rune weapons by roughly 7 percentage points against rune pures with typical 1-vs-1 equipment.
Depending on the chosen prayer cap, attack can be trained over 49 level without raising overall combat level. The combat level will become melee-based, but it will not increase. The following table lists the highest attack levels that do not increase the combat level of maxed one-defence pures with 99 strength, hitpoints, ranged, and magic.
Prayer | Attack | Combat level |
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1 | 51 | 73.75 |
4 | 50 | 73.925 |
13 | 50 | 74.925 |
31 | 49 | 76.85 |
34 | 50 | 77.675 |
44 | 50 | 78.925 |
45 | 50 | 78.925 |
Note that the extra attack levels over 49 do affect the overall combat level, but in this case not enough to raise it. It would be possible get extra prayer or defence levels instead, which would also allow to stay at the same combat level.
Additionally, it should be noted that melee-based builds like the melee pure can keep their ranged and magic levels at no more than 93 and their attack level at 40 to save on 3 extra combat levels, since they do not have to train ranged or magic to maximise damage output. For reference, the following table shows the combat levels of one-defence pures with 40 attack, 99 strength and 99 hitpoints at various viable prayer levels.
Prayer | Combat level |
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1 | 70.175 |
4 | 70.675 |
13 | 71.675 |
31 | 73.925 |
34 | 74.425 |
44 | 75.675 |
45 | 75.675 |
Ranged
The ranged skill improves the accuracy and maximum damage of ranged attacks. It is commonly trained without restriction by pures that use it in combat, although some specialised accounts such as strength pures cannot train it too high without affecting their combat level.
Pures that do not use ranged attacks in combat choose to neglect it completely to avoid gaining hitpoints experience, or train it only to unlock certain tiers of equipment. In particular, 20 and 40 ranged levels unlock almost every piece of the studded armour and green d'hide armour sets respectively, with a notable exception of the body armours.
Magic
The magic skill unlocks spells and improves accuracy of magic attacks, as well as defence against them.
Out of all skills associated with combat styles, only magic can be trained consistently without gaining hitpoints experience on free-to-play worlds. This is why magic is often trained even by pures that typically do not use it in combat, since it grants access to useful utility spells and increases the magic defence.
Additionally, accounts such as magic pures that are focused on magic and neglect other combat styles tend to have lower hitpoints levels on average within the same combat level bracket as other pures.
Prayer
The prayer skill unlocks prayers with various bonuses. Every prayer level also affects how long the prayers can last without prayer points restoration.
Prayer is typically trained only high enough to unlock selected skill boosts or the protection prayers. Since the effects of prayers scale with the levels of the boosted skills, pures with low combat levels tend not to train prayer at all, or unlock only the very first prayers. Recommended prayer levels vary depending on specific combat activites and used combat styles.
Note that due to the combat level calculation formula, all even prayer levels can be trained 1 level further without affecting the overall combat level. As an example, a combat pure with 44 prayer level for Eagle Eye can train it up to 45 to unlock Mystic Might without increasing the combat level, regardless of the other combat skill levels.
Melee prayers
Pures that specialise in melee combat or use melee knockout attacks often train prayer up to 13 or 31 to gain access to Superhuman Strength or Ultimate Strength respectively. 34 is the last prayer level necessary to maximise melee damage output, as it unlocks the attack-boosting Incredible Reflexes prayer.
Magic prayers
Since magic prayers affect the magic accuracy and defence, but do not increase the maximum magic hits of combat spells, pures specializing in magic combat often completely neglect prayer training—especially on low combat levels.
45 prayer level is necessary to unlock the Mystic Might prayer with the highest magic boost at 15%. Since it is only 2 levels over the protection prayers, unlocking it has a negligible effect on the combat level of the accounts that already have 43 prayer level.
Ranged prayers
Since many pures use melee knockout attacks, increasing the maximum ranged hit is rarely the sole focus for training prayer. Pures often train prayer level up to 31, which also grants access to Hawk Eye with 10% boost unlocked at 26. However, many high level pures choose to train prayer up to 44 level to gain access to both all of the protection prayers, as well as the Eagle Eye prayer with a 15% ranged boost.
Protection prayers
Protection prayers, including Protect from Magic, Protect from Missiles and Protect from Melee, are unlocked on 37, 40 and 43 prayer levels respectively. In player-versus-player combat, they reduce the incoming damage from the respective combat style by 40%. While frowned upon in typical 1-vs-1 combat, they are commonly used in no honour fights and within the deep wilderness.
Although many pures choose to train prayer up to 44 or 45 to also gain access to ranged and magic skill boosts, protection prayers are a major consideration when choosing the overall prayer level.
Hitpoints
Hitpoints dictate how much damage can a player take before death.
Since all combat skills can be trained without gaining hitpoints experience on members worlds, the hitpoints levels of pures with the same combat level might vary greatly. Minimizing the hitpoints level is among the best ways to optimise the account within a chosen combat level bracket.
Variants
This section lists different variations of the 1 defence builds.
Many builds are compatible with each other or even complement one another—for example, a pure that trains both melee and magic skills can effectively use strategies of both melee pures in 1-vs-1 combat and magic pures in multicombat areas. However, pures that specialise in specific combat styles might have a slight advantage within their combat level range as long as this allows them to keep a lower hitpoints level.
The only variants that are inherently incompatible with each other include builds that require different ratios of attack to strength levels, like the classic melee pures that train attack, and the strength pures that do not.
Tribrid
The versatile combat pures that use all three combat styles are called tribrids. They commonly use range-to-melee combos in arranged 1-vs-1 combat, with the addition of utility and combat spells in no honour and multicombat fights.
The build that most closely resembles this variant is the ranged-melee hybrid, as well as the one-defence variant of the clan pure.
Hybrids
- Ranged-melee hybrids train ranged and melee skills. In 1-vs-1 combat, they commonly use quick ranged attacks to deal most of the damage along with a melee knockout weapon to perform combos.
- Ranged-magic hybrids use ranged and magic combat styles. They are especially popular for multicombat fights and clanning on ultra low combat levels.
Mono
- Melee pures train attack and strength to maximise melee damage output. In 1-vs-1 combat, they typically use a quick melee weapon such as a scimitar along with a knockout weapon such as a 2h sword or a battleaxe.
- Magic pures focus on training magic, usually preserving a low hitpoints level. They are very popular on ultra low combat levels due to relatively high damage output of early combat spells.
- Ranged pures are uncommon pures that focus on training ranged. Since there are no free-to-play ranged knockout weapons, they are largely unsuccessful in typical 1-vs-1 combat outside of ragging, but they do find some use in multicombat areas.
- Strength pures neglect attack and focus on training strength to raise the maximum melee hit while preserving a low combat level. With access to warhammers, they have particularly dangerous knockout attacks at the cost of their accuracy.
Summary
Variant | Combat skills | Combat styles | Type | Level range | ||
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Primary[1] | Secondary[2] | DPS[3] | KO[4] | |||
Clan pure | Attack | Ranged | Multicombat | High | ||
Ranged-melee pure | Ranged | Attack | Ranged | Melee | 1-vs-1
Multicombat |
Medium to high |
Ranged-magic pure | Ranged | Ranged | Magic | Multicombat | Low to medium | |
Melee pure | Strength | Attack | Melee | Melee | 1-vs-1 | Medium to high |
Strength pure | Strength | Ranged | Melee | Melee | 1-vs-1 | Low to medium |
Magic pure | Magic | Magic | Magic | Multicombat | Low to medium | |
Ranged pure | Ranged | Ranged | Multicombat | Low to high |
Equipment
See the low defence setups section of the free-to-play PvP equipment article for examples of equipment sets and inventories of 1 defence pures for different activities and combat styles. The guides for specific variants of combat pures listed above also contain optimal equipment guides for their respective builds.
Armour
One-defence pures have access to iron armour, leather armour, wizard robes, zamorak monk robes, and monk's robes, all of which have no requirements to wear. Additionally, pures with at least 20 ranged level can wear studded chaps and coif, and pures with at least 40 ranged level can wear green d'hide chaps and green d'hide vambraces, as well as the gilded d'hide chaps and gilded d'hide vambraces with higher defensive bonuses. They can also use all enchanted amulets including the amulet of strength, amulet of power, and amulet of magic.
Weapons
One-defence pures can use any free-to-play weapons as long as they meet the appropriate attack, strength or ranged level requirements. Commonly used weapons include the rune scimitar, the rune 2h sword, the maple shortbow, and basic elemental staves. Some less commonly used knockout weapons include the rune battleaxe and the hill giant club.
Additionally, strength pures commonly use the rune warhammer to perform knockouts as it has no attack requirement to wield. Since they do not have access to any faster rune weapons and cannot train ranged too high at the risk of compromising their build, they might resort to 3-tick melee weapons such as the goblin paint cannon to deal consistent damage.
Training
When following a specific pure variant, see the customised training guides in the respective articles of the one-defence pure variants, and read through the free-to-play combat pure guide.
Training guide
This section contains general training tips for tribrid accounts that can utilise all combat styles.
- Train magic with methods that do not grant hitpoints experience to minimise the combat levels. These methods include splashing, curses, teleporting, enchanting jewellery and alchemy.
- If possible, train ranged and melee skills with on member worlds with methods that do not grant hitpoints experience. Ideally, keep the hitpoints level just above the maximum damage from a single range-to-melee combo within the respective combat range when creating an account specifically for 1-vs-1 combat.
- Keep in mind that ranged and magic can be both trained up to roughly ⅔ of the sum of attack and strength without affecting the combat level. For example, a player with 40 attack and 50 strength, total of which is 90, can train ranged and magic up to 60 without the combat level becoming either ranged-based or magic-based. Always try to level up the combat skills as high as possible without increasing the overall combat level. This is especially relevant for magic which not only unlocks more powerful spells, but also improves magic defence.
Low levels
- All combat skills can be trained up to 176 experience on tutorial island without gaining any hitpoints experience in the process. In order to do that, avoid killing the rats before leveling up combat skills to 3 in the respective combat tutorial parts, and damage several rats instead.
- Do not train attack on low combat levels. Instead, train only strength to gain access to the rune warhammer and maximise its damage output.
- Consider not training prayer initially in order to minimise the combat level. Prayers are much more effective when the base skill levels are high, while proper prayer switching adds a bit more complexity to PvP combat, making it more difficult for beginners.
- Finish the Imp Catcher, Witch's Potion and X Marks the Spot quests for some early combat experience.
Medium levels
- When training strength becomes too slow, or if the level of the ranged or magic skills is above 67, start training attack to gain access to other rune weapons like the scimitar and the 2h sword. The attack level is usually capped at 40 by free-to-play combat pures, which is just high enough to unlock the rune weapons.
- Some early attack levels can be gained by attacking the dummy and completing the Vampyre Slayer quest to avoid gaining hitpoints experience.
- Consider getting 13 prayer level for Superhuman Strength or 31 for Ultimate Strength prayer in order to increase the maximum melee hit. Finish The Restless Ghost quest for some early prayer experience.
High levels
- When achieving 99 ranged or magic level in addition to 99 strength level, attack can be trained up to 49 without affecting the overall combat level in any way. Depending on the prayer and hitpoints levels, attack can be trained further up to 50 or 51 level without increasing the combat level. The attack can be trained past 40 starting from 94 ranged or magic level.
- Consider getting 44 prayer level to unlock the protection prayers, as well as the Eagle Eye prayer which increases the maximum ranged hit. Since only even prayer levels affect the overall combat level, prayer can be further trained up to 45 to unlock the Mystic Might prayer increasing the magic accuracy and defence.
Quests
The following quests can be finished to gain combat experience without training hitpoints:
- Attack: Vampyre Slayer (4,825)
- Magic: Imp Catcher (875), Witch's Potion (325)
- Prayer: The Restless Ghost (1,125)
- Any skill : X Marks the Spot (300)
Restrictions
Quests
One-defence pures can finish most free-to-play quests, with the exception of Dragon Slayer I as it grants defence experience. Additionally, 1 prayer pures cannot finish The Restless Ghost quest due to a prayer experience reward, and strength pures cannot finish the Vampyre Slayer quest due to an attack experience reward.
Combat Achievements
One-defence pures can do all free-to-play tasks as long as they have access to the protection prayers and binding spells. Pures cannot finish the Protection from Moss and Squashing the Giant tasks without at least 37 or 40 prayer levels respectively.
Adventure Paths
One-defence pures cannot complete tasks from the Combat Path that require training defence up to 20. Additionally, strength pures cannot complete the Combat Path tasks associated with training attack.
Areas
Since one-defence pures cannot finish the Dragon Slayer I quest due to its defence experience reward, they may not enter the Corsair Cove Resource Area including the northern section of the Corsair Cove Dungeon.
Pures below 31 prayer level cannot enter the 1st floor[UK]2nd floor[US] of the Monastery, which contains the closest altar to Edgeville providing a small prayer points boost.
PvP worlds
Like all free-to-play players, combat pures must log over 20 hours of game time, earn 10 quest points, and reach 100 total level to enter the PvP worlds.
See also
Gameplay |
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Account builds |
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Community |
PvP gameplay |
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Free-to-play combat pures |
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Pay-to-play combat pures |
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Other builds |