The short version
30-second read- Quests give the first 45 levels. Six early quests pay 63,600 Attack XP. The ironman list also reaches 44 Strength and 39 Defence before any training.
- NMZ, Slayer or crabs is a trade-off. NMZ gives 100,000–105,000 XP an hour AFK, Slayer gives drops and gear unlocks, and the Gemstone Crab needs no food.
- Monkeys are fastest past 75. Hallowfell at maniacal monkeys gives 200,000+ Attack XP an hour, so 70 to 99 takes about 61 hours.
- Irons follow weapon tiers. Rune scimitar from fire giants at 40, dragon scimitar from Daga after Monkey Madness I at 60, then the whip at 85 Slayer.
How to Train Attack in OSRS
Attack in OSRS sets your melee accuracy and which weapons you can wield. Train it on the Accurate style, which puts all 4 XP per damage into Attack. Quests take a new account to about 45, then the Gemstone Crab, sulphur naguas and maniacal monkeys carry it to 99.
The levels that matter most are weapon unlocks: 60 for the dragon scimitar, 70 for the abyssal whip, 75 for Voidwaker and the abyssal tentacle, and 80 for the blade of Saeldor and Ghrazi rapier. At 99 you can buy the Attack cape for 99,000 coins from Ajjat in the Warriors' Guild.
Attack 1–99 Level Path
Quests cover the first 45 levels. After that, pick the next weapon you want and train to its level.
- 1
1–45: quests.
Waterfall Quest (13,750 Attack), The Grand Tree (18,400, needs 25 Agility), Fight Arena (12,175), Tree Gnome Village (11,450), Vampyre Slayer (4,825) and Death Plateau (3,000) give 63,600 Attack XP, enough for level 45.
- 2
30–55: the Gemstone Crab in the Tlati Rainforest after Children of the Sun.
No food needed.
- 3
55–75: sulphur naguas in Neypotzli (partial Perilous Moons, 48 Slayer), or Nightmare Zone from 60 if you want AFK.
- 4
60: the dragon scimitar, which needs Monkey Madness I and costs 100,000 coins from Daga on Ape Atoll.
- 5
75–99: maniacal monkeys in Kruk's Dungeon with Monkey Madness II progress, the fastest melee spot on the wiki's list.
Pick Your Attack Training Method
Rates come from the wiki's melee training, Ironman melee and Nightmare Zone strategies pages. They are figures for efficient play with the gear those pages assume, and your Strength level drives every one of them. Where the wiki gives no hourly figure, the table says so instead of guessing.
| Method | Attack XP/hr | Cost per hour | Attention | Requirements | Best for |
|---|---|---|---|---|---|
| Six early quests | 63,600 XP once (level 45) | None | Quest | 25 Agility for The Grand Tree | Every account |
| Gemstone Crab | No wiki hourly figure; 3.5 XP per damage, no downtime | None, no food | AFK, follow it every 10 minutes | Children of the Sun | Ironmen, AFK, 30–55 |
| Sulphur naguas | 75,000 at 60 Strength; up to 130,000 at 75 Strength with Blood Moon and Piety | None: moonlight potions are made inside Neypotzli | Low | Partial Perilous Moons (48 Slayer), 55 Attack weapon | Mains, ironmen, 55–75 |
| Scurrius (group variant, solo, bone mace) | 100,000+ at base 70 stats | Drops cover supplies | High | 40 Prayer | Learning boss mechanics |
| Nightmare Zone, normal rumble with absorptions | 100,000–105,000 | 22,000 coins a dream (12,000 with max QP); absorptions 1,000 points a dose | AFK, one click per 20 minutes | 5 NMZ quests | AFK, 60–99 |
| Vyrewatch Sentinels | Up to 54,000 combat XP, plus about 130,000 GP from alchs | None | AFK | Sins of the Father, blisterwood flail | Ironmen |
| Maniacal monkeys with Hallowfell | 200,000+; up to 300,000 with top Strength gear, Death Charge and a lightbearer | Prayer potions drop there | Low to medium | Monkey Madness II, 75 Attack | Mains, 75–99 |
NMZ vs Slayer vs Crabs for Attack Training
These are the three options most players weigh for the long middle stretch. The XP gap is smaller than the gap in what else you walk away with.
| Option | Attack XP/hr | What else you get | Attention | Requirements |
|---|---|---|---|---|
| Nightmare Zone (normal rumble, absorptions) | 100,000–105,000; about 70,000 in mid-game ironman gear | Points for imbues and herb boxes; no drops | AFK, 20 minutes a click | 5 NMZ quests; 60 Attack, Strength and Defence recommended |
| Slayer | No single wiki figure; varies by task | Drops, Slayer XP and gear unlocks such as the abyssal whip at 85 Slayer | Medium to high | A Slayer master |
| Gemstone Crab | No wiki hourly figure; 87.5% of normal XP per hit, no downtime | Gem mining if you are in the top 16 for damage | AFK, follow it every 10 minutes | Children of the Sun |
| Sulphur naguas (if you have Perilous Moons) | 75,000–130,000; 110,000 to 140,000 on the ironman page | About 4,000 Runecraft XP and 1 to 1.3 hard clues an hour | Low | Partial Perilous Moons, 48 Slayer |
Boss lists, absorptions and the 1 Hitpoints setup are in our Nightmare Zone guide. For task-based training, see the Slayer guide.
Hours to 60, 70 and 99 Attack
XP totals are from the wiki's Experience table: 60 Attack is 273,742 XP, 70 is 737,627 and 99 is 13,034,431. The quest route leaves you on 63,600 XP at level 45.
| Goal | XP needed | Method and rate | Hours |
|---|---|---|---|
| 45–55 | 103,036 | Gemstone Crab (no wiki hourly figure) | Depends on Strength and weapon |
| 55–60 | 107,106 | Sulphur naguas, 75,000/hr | About 1.5 |
| 60–70 | 463,885 | Sulphur naguas, 75,000/hr | About 6 |
| 60–70 | 463,885 | Nightmare Zone AFK, 100,000/hr | About 5 |
| 70–99 | 12,296,804 | Maniacal monkeys, 200,000/hr | About 61 |
| 70–99 | 12,296,804 | Maniacal monkeys, top setup, 300,000/hr | About 41 |
| 70–99 | 12,296,804 | Nightmare Zone AFK, 100,000–105,000/hr | About 117–123 |
| 70–99 (ironman) | 12,296,804 | Nightmare Zone in mid-game iron gear, 70,000/hr | About 176 |
Best Attack Weapons by Level
These are the training weapons the OSRS Wiki's melee guide lists at each Attack level. Several also need Strength, Slayer or Magic.
| Attack level | Weapons | Notes |
|---|---|---|
| 40 | Rune scimitar, brine sabre | The rune scimitar is the cheap choice |
| 50 | Leaf-bladed sword, granite hammer | Leaf-bladed sword needs 55 Slayer; granite hammer needs 50 Strength |
| 55 | Sulphur blades, glacial temotli | Built for sulphur naguas |
| 60 | Dragon scimitar, Viggora's chainmace | Scimitar needs Monkey Madness I |
| 70 | Abyssal whip, Saradomin sword, abyssal dagger, dual macuahuitl | Dual macuahuitl also needs 75 Strength |
| 75 | Voidwaker, abyssal tentacle, Saradomin's blessed sword, staff of the dead, Hallowfell | Tentacle degrades after 10,000 hits; staff of the dead needs 75 Magic |
| 80 | Blade of Saeldor, Ghrazi rapier, inquisitor's mace, soulreaper axe, noxious halberd, scythe of vitur | Soulreaper axe needs 80 Strength; scythe needs 90 Strength |
| 82 | Osmumten's fang | +105 stab, the highest stab bonus on the list |
The blade of Saeldor and the scythe both needed 75 Attack until May 2022, when the equipment rebalance raised them to 80. Older guides still list them at 75.
Attack Cape: Cost, Seller and Perk
The Attack cape costs 99,000 coins from Ajjat in the Warriors' Guild in west Burthorpe. You can enter the guild once your Attack and Strength add up to 130, or with 99 in either, so 99 Attack gets you in on its own.
Its perk works in the same building: wearing it lets you stay with the cyclopes in the basement and on the top floor without spending Warrior guild tokens. It gives +9 to every defence bonus and becomes the trimmed version, with +4 Prayer, once you have a second 99.
Fastest XP Methods
Accurate gives 4 Attack XP per damage. Controlled splits it into 1.33 each for Attack, Strength and Defence, so use it only when you want all three rising together.
Maniacal monkeys are the fastest melee XP on the wiki's list, at 200,000 XP an hour or more with crystal halberd specials and good stacking. Sulphur naguas give up to 130,000 at 75 Strength with Blood Moon armour and Piety. Your Strength level drives both numbers, because it drives damage.
Slayer with a cannon is slower Attack XP, but it adds drops and Slayer levels, which is why most mains get a large share of their Attack there.
Cheapest / Budget Approach
Quests are free XP. The early list alone is worth 63,600 Attack XP before you buy a single potion.
The Gemstone Crab costs nothing: its max hit is 1 and it attacks once every 7 ticks. Save brews for PvM.
Buy the weapon for the level you are at. A rune scimitar at 40 and a dragon scimitar at 60 cover the early game, and a scythe needs 80 Attack and 90 Strength, so it does nothing for Attack training at 70.
AFK & Lower-Intensity Options
Nightmare Zone, north of Yanille, is the most AFK melee training, with about 20 minutes between clicks on normal rumble with absorption potions.
The Gemstone Crab is the other idle option. It stays in one spot for about 10 minutes, then burrows and you follow it.
AFK to a weapon breakpoint, such as 70 for the whip or 75 for Voidwaker, then go back to Slayer or the monkeys for speed.
Attack Gear and Prayer Tips
- Weapon breakpoints matter more than the skillcape: 60, 70, 75 and 80 Attack each open a new tier.
- Attack sets accuracy and Strength sets max hit. Each level of either adds 0.325 to the melee part of your combat level.
- Piety (70 Prayer, 70 Defence, King's Ransom) adds 20% to Attack and 23% to Strength, more than most single weapon upgrades.
Ironman Notes
On an Ironman the weapon is the bottleneck. You cannot buy the next tier, so the level often arrives before the weapon that justifies it. Check what your account can actually wield before deciding where to train.
The efficient answer is usually to stop training Attack directly and let Slayer supply it. Task XP arrives with drops attached, which an iron needs more than it needs a faster route to 99. The section below covers the early part, from a fresh iron to 60 in all three melee stats.
Ironman Melee 1–60: Quest XP, Weapons and Crabs
Quests do more work on an iron than on a main, because the XP is free and several rewards are gear you cannot buy. The quest list on the wiki's Ironman melee page takes a fresh account to 45 Attack, 44 Strength and 39 Defence before you train anything on purpose.

| Quest | Requirements | Attack | Strength | Defence | Fight |
|---|---|---|---|---|---|
| Witch's House | None | – | – | – | 6,325 Hitpoints XP; do it first. Safespot the experiment's last two forms with Magic |
| Waterfall Quest | None | 13,750 | 13,750 | – | No kill needed; avoid level 86 fire giants and the level 84 moss guardian |
| Death Plateau | None | 3,000 | – | – | None; unlocks climbing boots |
| Vampyre Slayer | None | 4,825 | – | – | Count Draynor, level 34 |
| Tree Gnome Village | None | 11,450 | – | – | Khazard warlord, level 112, safespot |
| Fight Arena | None | 12,175 | – | – | Levels 44, 63 and 137, safespot |
| The Grand Tree | 25 Agility | 18,400 | – | – | Black demon, level 172, safespot |
| Holy Grail | Merlin's Crystal, 20 Attack | – | – | 15,300 | Black Knight Titan, level 120, flinch it |
| Haunted Mine | Priest in Peril, 35 Crafting | – | 22,000 | – | Treus Dayth, level 95, far harder than his level |
| Dragon Slayer I | 32 QP | – | 18,650 | 18,650 | Elvarg, level 83 |
| In Aid of the Myreque | In Search of the Myreque, 25 Crafting, 15 Mining, 7 Magic | 2,000 | 2,000 | 2,000 | Several mid-level fights |
| Total | 65,600 (level 45) | 56,400 (level 44) | 35,950 (level 39) |
Haunted Mine needs 35 Crafting, not 35 Agility as some guides say. The Haunted Mine page only recommends 15 Agility, and only for the cart shortcut at the front entrance; without it you use the southern entrance.
- Scorpion Catcher adds 6,625 Strength (31 Prayer, Alfred Grimhand's Barcrawl), which takes Strength to 45.
- Daero's training after Monkey Madness I gives 35,000 XP in the two skills you focus on and 20,000 in the other two. The Attack and Defence focus puts you on 49 Attack and 46 Defence.
- The Fremennik Trials adds 2,812 to each melee stat, which takes Attack to 50 if you took Daero's Attack option.
HCIM-safe quest order
- 1
Train a little Hitpoints and get Fire Strike, then do Witch's House for its 6,325 Hitpoints XP.
The wiki's ironman page recommends this before any other melee quest on a hardcore.
- 2
Waterfall Quest once you have 17 Hitpoints, so a fire giant or the moss guardian cannot kill you in one hit from full health.
- 3
Death Plateau and Vampyre Slayer:
no real danger.
- 4
Tree Gnome Village, Fight Arena and The Grand Tree:
safespot every boss with Magic.
- 5
Holy Grail:
flinch the Black Knight Titan by stepping in and out of melee range, or kill it with a halberd.
- 6
The Fremennik Trials:
Koschei's duel is a safe death on the wiki's Ironman Mode list.
- 7
Dragon Slayer I and Haunted Mine last.
The wiki recommends 50 combat and 40 Prayer for Treus Dayth, and the nearest bank is in Burgh de Rott after In Aid of the Myreque, so bring every supply at the start.
Where an iron gets each weapon
| Attack | Weapon | How an iron gets it |
|---|---|---|
| 1–40 | Swords, bronze to rune | Shops sell every sword up to rune |
| 40 | Rune scimitar | Dropped by fire giants and Zamorak warriors; safespot both with Magic or Ranged |
| 60 | Dragon longsword | After Lost City; a stopgap before Monkey Madness I |
| 60 | Dragon scimitar | Daga on Ape Atoll, 100,000 coins, after Monkey Madness I |
| 65 | Zombie axe | Also needs 70 Smithing; better against crush-weak monsters |
| 65 (and 65 Strength) | Dragon defender | Warriors' Guild cyclopes |
| 70 (and 75 Strength) | Dual macuahuitl | Lunar Chest in Neypotzli (Perilous Moons) |
| 70 (and 85 Slayer) | Abyssal whip | Abyssal demons on task |

Gemstone vs ammonite vs sand crabs
| Crab | Requirement | Combat level | Hitpoints | Max hit | XP per damage | Downtime |
|---|---|---|---|---|---|---|
| Gemstone Crab | Children of the Sun | 160 | Infinite | 1 (every 7 ticks) | 3.5 (87.5%) | Moves every 10 minutes; follow it through the caves |
| Ammonite Crab | Fossil Island access | 25 | 100 | 1 | 4 | Stops being aggressive after 10 minutes; overkill wasted |
| Sand Crab | None (south Hosidius coast) | 15 | 60 | 1 | 4 | Same 10-minute reset; often crowded |
Pick the Gemstone Crab once you have Children of the Sun. Its 12.5% XP cut is outweighed by no overkill and no aggression resets. Use ammonite crabs if you have Bone Voyage but not Varlamore, and sand crabs only on a brand-new account. Our Gemstone Crab guide covers the spawn spots.
The full route to 70 in every combat stat is in our ironman combat training guide, and the HCIM guide covers the other risky quests. If you would rather skip the quest grind, our ironman quest service does them on your account by hand.
F2P Attack Training
Free-to-play has one Attack quest, Vampyre Slayer (4,825 XP), so most F2P Attack comes from monsters. These picks are from the wiki's F2P melee training page.
- 1–20: chickens, monks at Edgeville Monastery (they heal you for free) or seagulls, which cannot hit you.
- 20–40: big frogs (72 XP a kill) and giant frogs (92 XP a kill) in Lumbridge Swamp, or barbarians.
- 40–60: flesh crawlers in the Stronghold of Security. They are always aggressive and only hit 1s.
- 60–99: giant spiders (level 50, 50 Hitpoints, max hit 7) on the Stronghold's third level. Always aggressive, so they are the F2P AFK spot.
- Moss giants (level 42, 60 Hitpoints) give less XP than spiders but drop big bones and runes. Pick spiders for XP and moss giants for loot.
- Amulet of strength (+10 melee strength) or amulet of power (+6 plus accuracy and defence): wear strength only when it raises your max hit.
Prayer and Magic for F2P accounts are in our F2P training guide.
When Paid Training Makes Sense
The Attack levels worth paying for are weapon tiers: 70 for the whip, 75 for Voidwaker, 80 for the blade of Saeldor and rapier, 82 for the fang.
If you do order it, specify the route as well as the level range. Monkey stacking, Slayer and AFK Nightmare Zone are different jobs on this skill, with different timelines and different supply bills for the same 99. Our Attack page lists what we need from you, and the work is played rather than botted.
Common Mistakes
- 1
Expecting the whip to train Strength.
Its styles are Flick (accurate), Lash (controlled) and Deflect (defensive). Keep the dragon scimitar or dual macuahuitl for Strength.
- 2
Leaving controlled on while chasing a weapon level.
Controlled puts 1.33 XP per damage into Attack instead of 4, so 70 for the whip takes three times the kills.
- 3
Doing Haunted Mine early on a hardcore.
Treus Dayth is far harder than level 95 suggests and the bank is a long way back. Wait for 50 combat and Protect from Missiles.
- 4
Training on hard rumbles for XP.
In Nightmare Zone, hard rumbles give more points but lower XP. Normal customisable rumble with absorptions is the XP setup.
- 5
Pushing Attack to 99 before Strength.
Once your best weapon and armour are wearable, the wiki's fastest order is Strength to 99, then Attack, then Defence, because Strength drives every XP rate.
FAQ
How much is the Attack cape in OSRS?
99,000 coins from Ajjat in the Warriors' Guild, once you have 99 Attack. The hood comes with it.
What is the fastest Attack XP in OSRS?
Maniacal monkeys in Kruk's Dungeon on Ape Atoll, at 200,000 XP an hour or more. You need Monkey Madness II progress, and 75 Attack for Hallowfell, the wiki's top melee weapon there.
How long does 99 Attack take?
70 to 99 is 12,296,804 XP: about 61 hours at maniacal monkeys at 200,000 an hour, about 41 with the 300,000 top-end setup, and about 117 to 123 hours of AFK Nightmare Zone.
What is the fastest way to 60 Attack on an ironman?
Quests to 45 (65,600 Attack XP on the wiki's ironman list), the Gemstone Crab to 55, then sulphur naguas if you have Perilous Moons. Monkey Madness I unlocks the dragon scimitar at 60, and Daero's Attack option after it adds 35,000 Attack XP.
Whip on accurate to 99?
Common and fine for Attack. The whip has no aggressive style, so it never trains Strength on its own. Many players prefer Slayer-driven Attack with style swapping.
Should Attack equal Strength?
Keep them close until your best weapon and armour are usable. After that the wiki's order is Strength to 99 first, then Attack, then Defence. Pures and specialty builds differ.
Does Haunted Mine need 35 Agility?
No. It needs Priest in Peril and 35 Crafting. 15 Agility is only recommended, for the cart shortcut at the front entrance.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Final Takeaway
Quest the first 45 levels, then train to the next weapon you will actually use: 60 for the dragon scimitar, 70 for the whip, 75 for Voidwaker. Mains finish at maniacal monkeys; irons let Slayer and the quest list in the ironman section do most of the work.
Browse Attack training, more skill guides, or the full blog for related progression help.
Sources
Numbers and mechanics on this page come from these 9 OSRS Wiki pages:
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