OSRS Ironman Melee Guide 1-99: Best Training Methods
Waterfall Quest instantly to 30, Gemstone Crabs 30-70 (50k XP/hr AFK), Slayer 70-85 for Abyssal Whip unlock, Sulphur Naguas 85-99 (140k XP/hr AFK). Total 100-150 hours, Slayer drops offset costs making it profitable.
OSRS Ironman Melee Training – The Complete Strategy
Melee training defines your Ironman journey. You’ll spend more time attacking things than any other activity, and how you do it determines when you unlock critical gear, how much it costs, and how painful the grind becomes.
This guide cuts through the noise. Instead of generic lists of “methods you could do,” we’ll show you the progression path that works for ironmen: starting with Waterfall Quest, flowing naturally through Gemstone Crabs, transitioning into Slayer for equipment unlocks, and finishing with endgame AFK options.
Quick Start: Three Phases of Melee
If you just want the path:
Phase 1 (1-30): Quest Rush
- Waterfall Quest only: 13,750 Attack + 13,750 Strength XP (10-20 minutes)
- You’re now level 30 and ready for crabs
Phase 2 (30-70): Crabs & Slayer Transition
- Gemstone Crabs (30-70) for pure AFK, or start Slayer at any point for gear
- This is where the ironman advantage kicks in-Slayer drops equipment while you train
Phase 3 (70-99): Slayer for Gear, Then AFK Endgame
- Slayer 70-85: Unlock Abyssal Whip, gear progression
- Sulphur Naguas 85-99: 140k XP/hour completely AFK (or continue Slayer if gear-hunting)
The Early Foundation: Quests That Skip 30 Levels
Most players waste 15+ hours grinding early melee. You won’t.
Waterfall Quest gives 13,750 Attack XP and 13,750 Strength XP for 10-20 minutes of work. It’s not a suggestion-it’s mandatory. A single quest takes you from level 1 to level 30 in both stats.
Waterfall Quest - The Essential Start
The Setup:
- Requirements: None (level 3 combat minimum)
- Rewards: 13,750 Attack + 13,750 Strength XP (reaches level 30)
- Time: 10-20 minutes with safespots
Why This Works: The quest is designed around safespotting. You never need to fight anything directly. Use magic or ranged to kill Fire Giants and Moss Guardians from distance, or bring a halberd to attack over obstacles. Even a level 1 ironman can complete this.
After Waterfall Quest, you’ll have 30 Attack, 30 Strength, and be ready for crabs immediately.
Additional Early Quests (30-40 Attack)
After Waterfall, one or two more quests can push you toward 40 before you start training. These are optional but efficient:
- Shadow of the Storm (10,000 flexible XP) – Choose which stat gets the XP. Takes 15-20 minutes.
- The Grand Tree (18,400 Attack XP) – Requires 25 Agility (can fail obstacles), but gives huge XP. 20-30 minutes.
- Fight Arena (12,175 Attack XP) – Safespot the final boss. 15-25 minutes.
Total Quest Path to 40: ~50-70 minutes of gameplay = level 40 Attack, purely from quests, zero grinding. This is the ironman advantage.
The Mid-Game Transition: From Crabs Through Slayer
This is where melee training gets interesting. You’re no longer just grinding XP-you’re building gear simultaneously.
Gemstone Crabs (30-70 Attack) – The AFK Foundation
The Setup:
- Location: Tlati Rainforest, Varlamore
- Requirement: Children of the Sun quest (5 minutes)
- XP Rate: 50,000-60,000 XP/hour (but effectively higher due to 0% downtime)
- AFK Duration: 10+ minutes before needing to restart combat
Why Gemstone Crabs Replace Sand Crabs:
Sand Crabs give 20k-40k XP/hour but respawn slowly, creating downtime. Gemstone Crabs have no respawn mechanic-there are infinite spawns, so you’re always fighting. Even though the wiki lists them at 87.5% of normal damage, the complete lack of downtime makes them faster than Sand Crabs for pure AFK.
This is where you’ll spend 40-50 hours if you’re training pure Attack/Strength without Slayer.
Slayer – Where Gear Meets XP (70 onwards)
Here’s where Ironman melee diverges from normal accounts.
For a regular player, Slayer is optional. For an Ironman, Slayer is your main training method because it unlocks gear while you train. Specifically:
- 85 Slayer: Abyssal Whip (85 Attack weapon with unmatched slash bonuses)
- 87 Slayer: Abyssal Tentacle (Whip upgrade, same stats but higher DPS)
- 75+ Slayer: Secondary gear drops (boots, necklaces, prayer armor)
- Bonus: Task completion trains Attack, Strength, Defence simultaneously
Should You Start Slayer at 70 or 40?
The answer depends on your equipment access. If you’re doing pure crabs:
- Start Slayer when you reach 70 Attack minimum
- Before 70, Slayer tasks are too slow (weak weapons, weak gear)
- At 70+, Slayer XP rates (60k-90k/hr) compete with crabs, but you unlock equipment simultaneously
If you want the whip ASAP:
- You can start Slayer at 40, but expect slower XP (task difficulty vs pure crabs)
- The whip at 85 Slayer is worth it-there’s no better melee weapon until 78 (Rapier, requires ToB)
The Slayer Masters
For Attack/Strength training, Duradel (Shilo Village) is optimal:
- Highest combat XP tasks
- Good task variety (no ultra-slow tasks like Spectres)
- Accessible at 50 Slayer
Alternative: Konar quo Maten (Kahlith)
- Slightly lower XP but bonus Slayer points per task
- Better for long-term farming if you want consistent gear drops
The difference in XP rates between masters is ~10%, so start with whoever you can access first.
Method Comparison: When to Use Each Approach
Here’s the reality: different methods are optimal at different times. This table shows you when each shines:
| Method | Level | XP/Hour | Supplies/Hour | AFK Duration | Cost per XP | Best For |
|---|---|---|---|---|---|---|
| Waterfall Quest | 1-30 | Quest Reward | None | N/A | $0 | Speed start |
| Gemstone Crabs | 30-70 | 50k-60k | None | 10+ min | $0 | Pure AFK |
| Sand Crabs | 30-70 | 40k-70k | None | 5 min (respawn wait) | $0 | No Varlamore |
| Slayer (Early) | 40-70 | 40k-60k | Variable | 2-5 min | Variable | Gear unlock |
| Nightmare Zone | 70+ | 70k-85k (AFK) | 1k-2k points/hr | 20 min | 10-20k/XP | AFK with supplies |
| Slayer (Optimal) | 70-85 | 60k-90k | Task drops | 2-10 min | -10k/XP (profit) | Gear + XP combo |
| Sulphur Naguas | 85+ | 110k-140k | Prayer pots | 10+ min | 5-15k/XP | Endgame pure XP |
Key Insight: Slayer becomes profitable around 75+ Slayer because task drops (salvageable gear, bones, herbs) offset food costs and generate net profit while training.
Weapon Progression: Getting Better Gear When You Need It
Your weapon directly impacts your XP rate. Faster weapons = faster XP. Here’s the ironman path:
Early Game (1-40)
| Level | Weapon | How to Get | Strength Bonus | Notes |
|---|---|---|---|---|
| 1-20 | Bronze/Iron Sword | Starting gear or drops | Low | Temporary only |
| 20-40 | Rune Longsword | Drops or shop | +45 | Slow but available |
| 30-40 | Rune Scimitar | Smithing (90) or drops | +45 | Fastest attack speed early |
Recommendation: Get a Rune Scimitar by level 30 if possible. Iron Scimitar works as budget alternative.
Mid-Game (40-70)
| Level | Weapon | How to Get | Strength Bonus | Access Timeline |
|---|---|---|---|---|
| 40-60 | Rune Scimitar | Smithing or drops | +45 | Immediate |
| 50 | Granite Hammer | Lizardman Shamans | +57 | Slower attack speed, skip |
| 60-70 | Dragon Scimitar | Monkey Madness I quest | +62 | ~1 hour quest |
| 60 | Dragon Warhammer | Lizardman Shamans | +60 | Good for KO, not training |
Recommendation: Do Monkey Madness I at 60 Attack (if you haven’t). Dragon Scimitar is the best training weapon until whip, and the quest unlocks significant content.
Late-Game (70-99)
This is where Slayer becomes critical. Your Slayer level gates your weapon access:
| Slayer Level | Weapon | Attack Req | Strength Bonus | Impact |
|---|---|---|---|---|
| 30 | Abyssal Dagger | 70 | +20 (stab) | Fast, low power |
| 75 | Blade of Saeldor | 75 | +89 (stab) | Quest-locked (Gauntlet) |
| 85 | Abyssal Whip | 85 | +82 (slash) | Quest drops, your goal |
| 87 | Abyssal Tentacle | 85 | +90 (slash) | Whip upgrade, slightly better |
| 92 | Scythe of Vitur | 92 | +82 (slash) | 2-handed, slower |
The 85 Slayer Milestone: When you hit 85 Slayer, you unlock the Abyssal Whip. This weapon is non-negotiable for ironmen. Every melee guide emphasizes it because once you have it, your training XP rates jump 10-15% due to its superiority over alternatives.
Progression Flow: How It Actually Feels
Let’s walk through what the journey looks like:
Level 1-30: Waterfall Quest Sprint
“I do one quest and suddenly I’m level 30. This is weird compared to normal MMOs.”
Duration: 15 minutes What You Do: Safespot Fire Giants with ranged or magic in Waterfall Dungeon Next Step: Walk straight to Gemstone Crabs
Level 30-50: Early AFK Crabs
“This is the most boring phase. I click once every 10 minutes and watch Netflix.”
Duration: 15-20 hours What You Do: Gemstone Crabs, completely AFK, full chat, you can alt-tab for 10+ minutes Supplies: None (bring a little food as safety buffer) Decision Point: Start Slayer now or push to 70 pure crabs first?
If you start Slayer here: Tasks are slow (you’re weak), but you unlock Rune gear, Climbing Boots, other essentials If you push to 70: Pure crabs are faster XP, you train pure combat
Level 50-70: The Efficient Middle
“Now I’m choosing: continue AFK crabs or do Slayer for gear?”
Duration: 20-30 hours if pure crabs, or 40-60 hours if Slayer for gear XP Rate: Crabs 50k-60k/hr pure XP vs. Slayer 40k-60k/hr with gear drops Equipment Unlocked (if Slayer): Dragon Boots, Rune Platelegs, Climbing Boots, various secondary gear
Most Ironmen: Start Slayer around 60 Attack. You get decent task variety, XP rates improve, and gear starts dropping consistently.
Level 70-85: Slayer for the Whip
“This is the payoff phase. Every task gets me closer to the Whip.”
Duration: 40-60 hours of Slayer What Changes: At 75+ Slayer, task loot starts offsetting food costs. At 85, you get the Abyssal Whip drop (or craft one from Unsired at 87 Slayer) XP Rate: 60k-90k/hr depending on tasks Game Changer: Once you hit 85 Slayer and get the Whip, your remaining melee training becomes 10-15% faster
Level 85-99: Endgame Efficiency
“I have options now. Do I keep Slayer for final gear, or AFK to 99?”
Duration: 15-25 hours Option A: Continue Slayer for final gear unlocks (Tentacle at 87, other drops) Option B: Switch to Sulphur Naguas (140k XP/hour, completely AFK, requires 85 Magic + Piety prayer) Option C: Nightmare Zone (85k-120k XP/hr, AFK, requires supplies but faster)
Most Efficient: Sulphur Naguas 85-99, then revisit Slayer later for final drops you missed
The Mid-Game Decision: Crabs vs. Slayer (The Gap Competitors Miss)
This is the biggest decision most guides gloss over.
Pure Crabs Path (40-70 Attack):
- Time to 70: 20-25 hours
- Cost: Basically free (bring minimal food)
- Supplies: None
- Gear Unlocked: None
- Best for: Pure speed, or if you want to get to other content fast
Slayer Path (40-70 Attack):
- Time to 70: 40-60 hours (slower pure XP)
- Cost: Food from task drops, small loss
- Supplies: Variable by task
- Gear Unlocked: Secondary equipment, skill unlocks, quest requirements completed
- Best for: Ironmen who want balanced progression
The Verdict: Most competitive ironmen do crabs 30-70 pure, then start Slayer at 70. This gives pure XP for the foundation, then gear + XP combo afterward. If you’re patient and want balanced progression, start Slayer at 50-60 and accept slightly slower XP for consistent gear drops.
Weapon Progression Detail: Getting the Right Tool at the Right Time
Here’s the complete upgrade path with realistic timelines:
Rune Scimitar (Your First Real Weapon)
- When: Aim for 30+ Attack, achievable via Smithing or drops
- Why: Fastest attack speed in tier, +45 Strength bonus
- Cost: Smithing 90 (expensive) or wait for rare drops
- Duration with this: 30-60 (until Dragon Scimitar)
Dragon Scimitar (Mid-Game Benchmark)
- When: Do Monkey Madness I at 60 Attack
- Why: +62 Strength bonus, quest teaches early combat patterns
- Cost: One 1-hour quest + quest requirements (loosely ~40 Agility, modest combat)
- Duration with this: 60-70+ (until Whip)
Abyssal Whip (The Payoff)
- When: 85 Slayer drop, or craft at 87 Slayer from Unsired
- Why: +82 Strength bonus, unmatched speed for melee training until late-game
- Cost: 85 Slayer progression (40-60 hours of Slayer tasks)
- Duration with this: 85-99 (your primary endgame weapon)
The progression is natural-each weapon upgrade corresponds with major milestones (quest, combat level, Slayer level).
Armor Progression by Level
What to wear at each stage (prioritize Strength bonus gear):
| Level Range | Head | Body | Legs | Hands | Feet | Neck | Ring |
|---|---|---|---|---|---|---|---|
| 1-30 | Iron Full Helm | Iron Plate | Iron Legs | Quest Gloves | Leather Boots | Amulet of Strength | Zerked Ring (if you have) |
| 30-50 | Steel Full Helm | Steel Plate | Steel Legs | Leather Gloves | Leather Boots | Amulet of Strength | Berserker Ring (luck) |
| 50-70 | Helm of Neitiznot | Rune Plate | Rune Legs | Rune Gloves | Climbing Boots | Amulet of Strength | Berserker Ring |
| 70-85 | Helm of Neitiznot | Rune Plate | Rune Legs | Rune Gloves | Rune Boots (or Climbing) | Amulet of Strength | Berserker Ring |
| 85-99 | Obsidian Helmet | Obsidian Body | Obsidian Legs | Rune Gloves | Rune Boots | Amulet of Strength | Berserker Ring |
Notes:
- Strength bonus is your priority (>= Defence)
- Most gear comes from drops or shops, not crafted
- Obsidian armor (85 Attack/Defence) is cheap and gives +4 Strength-good value for late-game AFK
- Berserker Ring is rare but significantly boosts training speed when available
Endgame AFK Options (85-99)
By 85 Attack, you have choices. Not all methods are equal.
Sulphur Naguas – The AFK Throne
The Setup:
- Requirement: 85 Magic minimum (for passive damage), ideally 95+ Magic (for max DPS)
- Prayer: Piety (prayer drain, not essential but major speed boost)
- XP Rate: 110,000-140,000 Attack XP/hour with Piety
- AFK Duration: 10+ minutes
- Cost: Negligible (Prayer points only)
Why This Wins: Fastest AFK method available. Pure melee (Dual Macuahuitl or best weapon), minimal supplies, no grinding for points or supplies. You just show up, attack, and leave every 10 minutes.
The downside: Requires 85 Magic (magic attack level, not Damage), which takes additional training. If you’ve trained magic for slayer, you have this covered.
Nightmare Zone – The Affordable AFK
The Setup:
- Requirement: 70+ combat minimum
- XP Rate: 70k-85k AFK (Normal), 100k-150k Active (Dharok’s setup)
- AFK Duration: 20 minutes per session
- Cost: 1,000-2,000 Nightmare Zone points per hour (earned slowly)
When to Use: If you don’t have Sulphur Naguas unlocked yet (85 Magic), NMZ is your backup. The absorption potion mechanic is slightly tedious (you need to manage absorption points), but the method is very reliable and AFK-friendly.
Vyrewatch Sentinels – The Forgotten Option
XP Rate: 70k-90k (similar to NMZ) AFK Duration: 10+ minutes Cost: 10-20k per hour (blood shard drops) Requirement: 81+ Magic for decent damage
Less common than the above two, but viable if you’re training magic simultaneously.
Continued Slayer – The Gear-Hunting Route
Why You Might Keep Slayer:
- Final gear drops at 87+ Slayer (Tentacle, boots, necklaces)
- XP rates (60k-90k) are respectable
- You generate profit from task loot
- Natural sense of progression
The Trade-off: Less AFK (5-10 min between kills) vs. pure AFK methods, but you unlock final gear rewards.
Most Common Path: Sulphur Naguas 85-99, then revisit Slayer at 99 if you want final drops.
Cost Analysis: What Training Actually Costs
Waterfall Quest (1-30): $0 (free XP)
Gemstone Crabs (30-70): ~200-300k total
- You’ll bring some food as safety buffer
- Takes ~20-25 hours
- Cost per XP: ~0.01k
Slayer (70-85): -500k to +2m (profit)
- Task drops (gear, herbs, bones) offset food costs
- Most tasks are profitable or break-even
- At 75+ Slayer, you profit per hour
- Net cost: Potentially negative (you gain value)
Sulphur Naguas (85-99): ~50-100k (prayer potions)
- Takes ~15 hours at max efficiency
- Cost per XP: ~5-10k
- Very low cost for the speed
Total Cost (1-99): ~250k-5m depending on path
- Crabs-heavy path: 250k-500k (free but slow)
- Slayer-heavy path: -500k (profit with gear)
- Endgame AFK path: 50k-150k (speed, cost minimal)
For Context: This is cheaper than any other melee training path in the game. Bosses require gear. Wilderness training requires risk. Slayer profits.
Synergies: What You’re Unlocking Beyond XP
Melee training isn’t just XP. Each method unlocks related content:
Waterfall Quest → Fremennik Dungeon Access
- Opens up Slayer dungeons
- Unlocks Barbarian Agility shortcut
- Enables fire-cape training path
Slayer Progression (60+) → Unlock All Endgame Gear
- 75 Slayer: Guthix’s Blessing (prayer training)
- 81 Slayer: Black Mask / Salve Amulet (damage multipliers)
- 85 Slayer: Abyssal Whip (gear tier upgrade)
- 87 Slayer: Abyssal Tentacle (final melee weapon upgrade)
Dragon Scimitar (60 Attack) → Monkey Madness I Completion
- Unlocks Training Arena for combat experience
- Enables Ape Atoll access
- Opens quest chain for advanced content
Prayer Integration:
- Every Slayer task provides bones for prayer training
- Piety prayer (95 Prayer) boosts training XP by +25% at high levels
- Prayer training is passive if you’re Slaying
The Decision Framework: What Should YOU Train Right Now?
This is the question competitors don’t answer well.
If you’re 1-30 Attack: → Do Waterfall Quest (non-negotiable, 15 minutes)
If you’re 30-50 Attack with no gear: → Gemstone Crabs pure (fastest XP, most AFK) → OR start Slayer at 40-50 if you want gear immediately (slower XP, better long-term)
If you’re 50-70 Attack: → Continue Crabs if you pushed pure (almost done, don’t switch) → OR start Slayer now if you haven’t (gear payoff coming)
If you’re 70-85 Attack: → Slayer (primary method, whip unlock incoming) → Alternative: NMZ if you want break from Slayer tasks
If you’re 85+ Attack: → Sulphur Naguas (140k XP/hr AFK) if you have 85+ Magic → OR Nightmare Zone if you need the supplies/points → OR continued Slayer if chasing final gear drops
Frequently Asked Questions
Q: Should I do Waterfall Quest? A: Yes, without exception. It takes 15 minutes and saves you 15+ hours of grinding. Do it first.
Q: When should I start Slayer? A: The moment you can access it (minimum 10 Combat). But for serious training, 50+ Attack makes tasks reasonable. Most players start serious Slayer at 60 Attack.
Q: Is Gemstone Crabs or Slayer better? A: Pure Crabs = faster XP (50k-60k/hr). Slayer = gear drops + XP (40k-60k XP + loot). For endgame optimization, do Crabs 30-70, then Slayer 70-99.
Q: How long until I get the Abyssal Whip? A: From level 1, realistic timeline is 100-150 hours of gameplay:
- 20 min Waterfall Quest
- 15-20 hours Crabs to 70
- 40-60 hours Slayer to 85
- Then you get the Whip drop (or craft from Unsired)
Q: Should I train Defence? A: Defence trains alongside Attack in most scenarios. If you use Controlled stance (balanced), all three stats level equally. If you use Strength stance, Defence lags behind-that’s fine, catch it up later with Defensive stance.
Q: What about prayer training? A: Completely passive. Bury bones from Slayer tasks and crabs (bone drops). You’ll reach 80+ Prayer just from melee training.
Q: Is Sulphur Naguas worth it? A: If you’ve trained 85+ Magic already, absolutely. 140k XP/hour with zero supplies needed is the endgame standard. If you haven’t trained Magic, do Nightmare Zone or continued Slayer first.
Q: Can I do melee training without Slayer? A: Yes, but you’ll miss equipment drops. For pure speed 1-99, skip Slayer and do Crabs/NMZ/Sulphur. For balanced progression (gear + XP), integrate Slayer.
Q: How much food do I need? A: Crabs: 500-1,000 food total (safety buffer). Slayer: Varies by task, but drops offset it. Sulphur Naguas: Essentially zero food.
Summary: The Ironman Melee Path
- Waterfall Quest (1-30): 15 minutes, reach 30 Attack instantly
- Gemstone Crabs (30-70): 20-25 hours, pure AFK, zero cost
- Slayer (70-85): 40-60 hours, unlock Abyssal Whip at 85, gear profits
- Endgame (85-99): Sulphur Naguas for pure speed, or continued Slayer for final drops
Total Time 1-99: 100-150 hours Total Cost: Negligible to profit (Slayer gear drops) Gear Unlocked: Full endgame melee setup
This is the path that works. The alternatives exist-bosses, wilderness, hybrid training-but for consistency, efficiency, and ironman self-sufficiency, melee training through quests, crabs, and Slayer is unmatched.
Related Guides
- Slayer Guide - Gear unlocks and XP from tasks; the core mid-game driver
- Prayer Guide - Piety gives +25% melee DPS and is essential for late-game efficiency
- Gear Acquisition Guide - How to obtain weapons, armour, and combat upgrades
- Achievement Diary Guide - Diary rewards that directly boost melee and Slayer
- Mid-Game Ironman Goals - Where melee fits into your broader account progression
- Food Guide - Supplies needed for Slayer tasks and bossing