The short version
30-second read- Grey chins at 45, red 55, black 65. Each tier raises the rate, and Kruk's Dungeon needs chapter II of Monkey Madness II started.
- The chin rates assume two stacking alts. Expect less when playing alone, and swapping Rigour for Eagle Eye lowers them by roughly 5-7%.
- Use a cannon on ogres before 45. It hits up to 30 with steel cannonballs at any Ranged level, about 40,000 XP an hour east of Castle Wars.
- Ava's assembler saves 80% of your ammunition. It needs 70 Ranged and Dragon Slayer II, beats the accumulator's 72% and never drops the rest on the floor.
How to Train Ranged Fast (1–99)
The fastest way to train Range in OSRS is chinning: throwing chinchompas at maniacal monkeys in Kruk's Dungeon on Ape Atoll. Grey chins need 45 Ranged, red 55 and black 65, and the wiki's table tops out at about 1,030,000 XP an hour with black chins at 99 (with two extra accounts stacking monkeys). Before 45, quests and a dwarf multicannon get you there. After that, the main question is how much you want to spend.
Accurate and rapid give 4 Ranged XP per damage, longrange splits that into 2 Ranged and 2 Defence, and every point of damage also gives 1.33 Hitpoints XP.
In time: chinning from 45 to 99 is about 14 hours on the wiki's rates, while the AFK routes in Nightmare Zone need upwards of 74 hours for 80–99 alone. The tables below show where each number comes from.

Ranged 1–99 Level Path
This is the route the OSRS Wiki's Ranged training guide lays out, with the weapon upgrades that matter along the way.
- 1
1–32: Shadow of the Storm, Death to the Dorgeshuun and Horror from the Deep give 16,662.5 Ranged XP between them, enough for level 32. Shadow of the Storm's 10,000 alone is level 27; the other two alone (6,662.5) only reach 23 on the Experience table.
- 2
Optional, to 36: Temple of Ikov adds 10,500.
Its 40 Ranged requirement can be bypassed by wielding knives or darts while ice arrows are equipped.
- 3
1–45: a dwarf multicannon (Dwarf Cannon quest) has no level requirement and hits up to 30 with steel cannonballs whatever your Ranged level. The ogres east of Castle Wars give about 40,000 XP an hour from the cannon alone.
- 4
45–99: chinchompas at maniacal monkeys.
Grey at 45, red at 55, black at 65.
- 5
50–75: magic shortbow (50), rune crossbow (61) and Armadyl crossbow (70) for Slayer and general PvM.
- 6
75+: toxic blowpipe (75), then the venator bow and bow of Faerdhinen at 80 and the twisted bow at 85.
Pick Your Method
Rates are wiki figures for efficient play, taken from Pay-to-play Ranged training, Nightmare Zone/Strategies and the wiki's Ironman Ranged guide. Ammunition is listed as a quantity because GE prices move every day.
| Method | Levels | XP/hr (wiki) | Ammo used per hour | Attention | Requirements | Best for |
|---|---|---|---|---|---|---|
| Quests: Shadow of the Storm, Death to the Dorgeshuun, Horror from the Deep | 1–32 | 16,662.5 XP in total | None | Quest | 30 Crafting, The Golem, Demon Slayer; The Lost Tribe, 23 Agility and Thieving; 35 Agility, Alfred Grimhand's Barcrawl | Every account |
| Dwarf multicannon on ogres at Castle Wars | 1–45 | About 40,000 from the cannon | Up to 6,000 steel cannonballs (the cannon's fire-rate cap) | Low | Dwarf Cannon | Mains |
| Dorgeshuun crossbow and bone bolts at the Gemstone Crab | 28–55 | 14,500–27,000 | About 1,500 bolts fired; Ava's attractor returns 60% | AFK | The Lost Tribe (shop), Children of the Sun | Ironman |
| Bronze knives at loar shades | 40–55 | Up to 50,000 | Knives you smith or buy | Medium | Shades of Mort'ton teleport helps | Ironman, budget |
| Chinchompas at maniacal monkeys | 45–99 | 290,000–1,030,000 | About 1,970 chinchompas, none recovered | High, or low with two stacking alts | Monkey Madness II chapter II started; 45/55/65 Ranged for grey/red/black | Mains with GP |
| Venator bow and amethyst arrows at maniacal monkeys | 80–99 | 140,000–230,000 | Arrows (adamant is the cheaper choice) | Low | 80 Ranged, Monkey Madness II | Cheaper 99 |
| Nightmare Zone, absorption rumble | 70–99 | Venator 140,000–150,000; blowpipe 90,000–95,000; magic shortbow (i) 70,000 | 22,000 coins a dream (12,000 with max quest points), absorptions 1,000 points a dose, plus ammo | AFK, one click per 20 minutes | NMZ quests | AFK |
| Pest Control points | 70–99 | 76,600–157,100 | None | Medium | 100 combat recommended for the veteran boat | No-supply route, pures |
| Darts at the Gemstone Crab | 1–99 | No fixed figure | About 3,000 throws; 840 adamant darts lost with an accumulator | AFK | Children of the Sun | Idle training |
If you only remember one row: quests to 32, cannon to 45, then chins if you have the GP, NMZ or the venator bow if you do not. Ironmen swap the cannon for the bone crossbow, covered in its own section below.
Chinchompa XP Rates by Level
These are the wiki's figures for maniacal monkeys. They assume the best damage gear, Rigour, divine ranging potions, about 1,970 chinchompas an hour and two extra accounts stacking the monkeys, so expect less when playing alone. Eagle Eye instead of Rigour lowers them by roughly 5–7%. You need to have started chapter II of Monkey Madness II to enter Kruk's Dungeon.
| Ranged level | Grey chins | Red chins | Black chins |
|---|---|---|---|
| 45 | 290,000 | – | – |
| 55 | 360,000 | 430,000 | – |
| 65 | 470,000 | 540,000 | 690,000 |
| 75 | 570,000 | 670,000 | 830,000 |
| 85 | 640,000 | 740,000 | 930,000 |
| 95 | 710,000 | 810,000 | 1,000,000 |
| 99 | 740,000 | 840,000 | 1,030,000 |
Chinning vs Blowpipe vs Cannon for 99 Ranged
This choice decides what 99 costs you. The rates are the wiki's; the hours are the XP gap on the Experience table divided by those rates.
| Method | XP/hr (wiki) | Hours | Burned per hour | Attention | Unlock |
|---|---|---|---|---|---|
| Black chinchompas at maniacal monkeys | 690,000 at 65 to 1,030,000 at 99 | About 13 for 70–99 | About 1,970 black chins | High, or low with two stacking alts | 65 Ranged, Monkey Madness II chapter II |
| Red chinchompas at maniacal monkeys | 430,000 at 55 to 840,000 at 99 | About 16 for 70–99 | About 1,970 red chins | Same as above | 55 Ranged, same quest |
| Toxic blowpipe, NMZ absorption rumble | 90,000–95,000 | 124–131 or more for 75–99 | About 2,000 Zulrah's scales plus darts | AFK, one click per 20 minutes | 75 Ranged, NMZ quests |
| Dwarf multicannon | About 40,000 on ogres; 2–4 million Ranged XP over 99 Slayer | About 1 for 32–45; not a route to 99 | Up to 6,000 cannonballs | Low | Dwarf Cannon quest |
The scale figure comes from the Toxic blowpipe page: two scales for every three shots, and a full 16,383-scale charge lasts 8 hours 12 minutes on rapid. The cannon gives only 2 Ranged XP per damage and no Hitpoints XP (Dwarf multicannon), which is why it shines on Slayer and not as a 99 method.

Hours to 99 Ranged
Each line is the XP between the two levels divided by the wiki rate for that method. Where the wiki gives a range, so does the table.
| Levels | Method | XP needed | Hours |
|---|---|---|---|
| 1–32 | Shadow of the Storm, Death to the Dorgeshuun, Horror from the Deep | 16,456 | Quest time only |
| 32–45 | Cannon on ogres, about 40,000/hr | 45,056 | About 1.1 |
| 28–55 (ironman) | Dorgeshuun crossbow at the Gemstone Crab | 155,812 | About 7 (wiki estimate) |
| 45–99 | Grey chins, red from 55, black from 65 | 12,972,919 | About 14 |
| 70–99 | Black chinchompas | 12,296,804 | About 13 |
| 70–99 | Red chinchompas | 12,296,804 | About 16 |
| 70–99 | Grey chinchompas | 12,296,804 | About 18 |
| 80–99 | Venator bow at maniacal monkeys, 140,000–230,000/hr | 11,048,363 | 48–79 |
| 80–99 | Venator bow in NMZ, 140,000–150,000/hr | 11,048,363 | 74–79 or more (the rate is quoted at 99) |
| 75–99 | Toxic blowpipe in NMZ, 90,000–95,000/hr | 11,824,010 | 124–131 or more |
| 70–99 | Pest Control points, no Combat Achievements to hard tier | 12,296,804 | About 124 down to about 91 |
The chin hours use the wiki's table, which assumes two alts stacking monkeys, Rigour and divine ranging potions. At its 1,970 throws an hour, 45–99 is roughly 28,000 chins and 70–99 on blacks roughly 25,000. Solo, plan for more time and more chins.
Weapons, Ammunition and the Cape Slot
Ranged is the one combat skill where your ammunition bill can outweigh your weapon, so the cape slot and the choice of thrown weapon matter as much as the bow.
| Equipment | What it changes |
|---|---|
| Ava's attractor | Animal Magnetism below 50 Ranged (the quest needs 30). Returns 60% of your ammunition, drops 20% on the floor and breaks 20%, and pulls in iron arrows about every 3.5 minutes |
| Ava's accumulator | Animal Magnetism at 50 Ranged, or Ava upgrades your attractor for 75 steel arrows. Returns 72% |
| Ava's assembler | Requires 70 Ranged and Dragon Slayer II. Saves 80% of your ammunition against the accumulator's 72%, and never drops the rest on the floor |
| Dorgeshuun crossbow | 28 Ranged. Attack speed 5, one tick faster than most other crossbows, and the only crossbow that fires bone bolts |
| Toxic blowpipe | Requires 75 Ranged. Attack speed 3, the same as darts, and 2 ticks on rapid against monsters, with two extra squares of attack range. Consumes both darts and Zulrah's scales |
| Chinchompas | Thrown, and explode on impact across a 3x3 area. They cannot be picked back up, even on a miss |
| Bows and crossbows | Cheaper per hour than charged weapons, and the ammunition is recoverable when a cape saves it |
That 8% gap between the assembler and the accumulator sounds small until you multiply it by an hour of blowpipe darts, which is why the cape is usually the first Ranged upgrade worth buying. In the wiki's terms, one piece of ammo is used 2.5 times on average with the attractor, 3.57 with the accumulator and 5 with the assembler (Ranged training).

Most metal torso armour stops every Ava's device from collecting (the wiki lists the few exceptions). Check your body slot before blaming the cape (Ava's attractor).
Fastest XP Methods
Chinning is the fastest Ranged XP by a wide margin, and also the most expensive, since every chin you throw is gone. Grey chins are the budget version and already give about 290,000 XP an hour at 45 (with two extra accounts stacking monkeys), against roughly 40,000 from a cannon at that level.
Without chins, the venator bow at 80 Ranged is the next best monkey method: 140,000 to 230,000 XP an hour with amethyst arrows, and about 240,000 near 99. Maniacal monkeys drop prayer potions, which keeps a trip going.
On Slayer, a blowpipe and a cannon cover most tasks. Taking Slayer to 99 gives roughly 2–4 million Ranged XP from the cannon alone.
Cheapest / Budget Approach
Up to 45, a cannon you already own is cheap XP, with cannonballs as the running cost.
Pest Control costs no supplies. On the wiki's table, points spent on Ranged give 76,600 XP an hour at 70–73 with no Combat Achievements, up to 157,100 at 98–99 with the hard tier done. Use the veteran boat at 100 combat. Our Pest Control guide covers points, boats and the void set.
Mithril or adamant darts at the Gemstone Crab are the cheapest idle option the wiki lists. Do not chin if it empties the bank you were saving for raids.
If you would rather be paid to train, our profitable Ranged training guide covers revenants and dragons, where the drops cover the ammo.
AFK Range Training
Nightmare Zone is the most AFK Ranged training, with about 20 minutes between clicks on normal rumble with absorption potions. With a venator bow and super ranging potions the wiki lists 140,000–150,000 XP an hour at 99, or 180,000–190,000 on hard mode. An imbued magic shortbow with rune or amethyst arrows, or adamant darts with a twisted buckler, is the cheaper setup.
The wiki's NMZ strategy page puts the other weapons at 90,000–95,000 an hour for a toxic blowpipe, 70,000 for a magic shortbow (i) and 60,000–65,000 for a crossbow with broad bolts, with 3–5 hours per session. Our Nightmare Zone guide covers the rumble setup.
The Gemstone Crab takes darts all day: unlimited HP, no defensive stats, and it only burrows once every 10 minutes. It needs Children of the Sun.
AFK to a weapon breakpoint such as 75 for the blowpipe or 80 for the venator bow, then use real ammo on real content.
Ranged Gear Tips
- Void and blessed d'hide do different jobs. Void needs 42 in every combat stat plus 22 Prayer and Pest Control points; blessed d'hide needs 70 Ranged and 40 Defence.
- Masori armour needs 80 Ranged but only 30 Defence, so it suits low-Defence accounts. The fortified version needs 80 Defence.
- The necklace of rupture upgrades the necklace of anguish with an etched elder venator fang from the Maggot King (84 Crafting). It needs 90 Hitpoints to wear and adds +5 ranged attack, +3 ranged strength and +1 prayer.
Ironman Ranged 1–70
An ironman's Ranged problem is ammunition, not XP rates. This route gets you to 70 on ammo you can buy from one NPC shop or make yourself.
- 1
Quests to 32.
Put the 10,000 XP from Shadow of the Storm on Ranged (level 27), then do Death to the Dorgeshuun (2,000) and Horror from the Deep (4,662.5). That is 16,662.5 XP, level 32. The two smaller quests alone are 6,662.5 XP, which is only level 23.
- 2
The Lost Tribe opens the shop.
Death to the Dorgeshuun needs The Lost Tribe, and that quest also unlocks Nardok's Bone Weapons in the Dorgesh-Kaan mine: the Dorgeshuun crossbow, bone bolts and bone bolt packs of 100.
- 3
Animal Magnetism at 30.
Below 50 Ranged it gives Ava's attractor: 60% of your ammo comes back on its own, and it pulls in iron arrows about every 3.5 minutes. Our Animal Magnetism guide walks through the quest.
- 4
28–55 on the bone crossbow.
The Dorgeshuun crossbow with bone bolts at the Gemstone Crab gives 14,500–27,000 XP an hour, and the wiki puts 28 to 55 at around 7 hours. You fire about 1,500 bolts an hour. With the attractor 20% break (300) and another 20% land on the floor, so you lose 300–600 an hour depending on whether you pick them up: roughly 21–42 packs of 100 for the whole stretch.
- 5
Upgrade the cape at 50.
Ava turns the attractor into the accumulator for 75 steel arrows, and returns go up to 72%.
- 6
Side options at 40–55.
Bronze knives on loar shades reach up to 50,000 XP an hour (the Shades of Mort'ton minigame teleport gets you there), and safespotted jungle spiders up to 40,000.
- 7
55–70 on red chinchompas.
Catch carnivorous chinchompas at 63 Hunter after Eagles' Peak, starting in the Feldip hunter area, and throw them at maniacal monkeys. On the table above, 55–70 is about an hour and roughly 2,100 red chins. Later hunting spots are Gwenith (Song of the Elves) and the red chinchompa hunting ground (hard Western Provinces Diary).
- 8
61: rune crossbow.
It needs 61 Ranged and no quest (Rune crossbow). Irons get it from the Crazy Archaeologist, or finish one from runite limbs (iron and steel dragons, the Deranged Archaeologist) at 69 Fletching, then fire broad bolts once a Slayer master sells you the unlock.

Making your own ammo
- 1
Darts:
dart tips come 10 per bar, and smithing them needs The Tourist Trap (Dart). The wiki's Ironman Smithing guide has you mine iron ore, superheat it (or smelt it at the Blast Furnace) into iron bars and smith those into iron dart tips.
- 2
Arrows:
15 arrowtips per bar, and 15 arrow shafts per normal log, 30 per oak log and 15 more for each tier above (Fletching).
- 3
Darts before the crossbow:
the wiki's Gemstone Crab strategies put 5 to 46 Ranged at around 5,000 mithril or steel darts with an Ava's attractor.
- 4
Cannonballs:
the Ironman Ranged guide does not recommend the cannon for irons. 40 to 70 costs about 35,000 steel cannonballs.
Ironman Notes
Ranged is the most ammunition-hungry skill on an Ironman. Arrows, bolts and darts all have to be made or dropped for you, which usually means training Fletching and Smithing alongside it.
So build a stock of ammo before you start. With a bank of darts or arrows you made yourself, you can train Ranged whenever you like instead of stopping every time you run dry.
Hardcore Ironman: the Crazy Archaeologist and black chinchompa hunting are both in the Wilderness, and the wiki tells hardcores to be extremely cautious with the archaeologist. Runite limbs from dragons and red chins from Feldip get you the same gear and XP without the risk.
Ultimate Ironman: bone bolts and chinchompas are both stackable, so a whole session's ammo sits in one slot. Group Ironman can split the work: one member hunts chins while another smiths dart tips.
Pure and F2P Ranged Notes
A combat pure can train Ranged and Magic to roughly two thirds of its Attack plus Strength without raising its combat level. A 1 Attack build with 99 Strength caps out at 67 Ranged that way.
Pures that want low Hitpoints use XP with no Hitpoints attached: the cannon, Pest Control points and the target at the Ranging Guild. Dart pures stay on rapid or accurate, because longrange feeds Defence. The same goes for chins: long fuse gives only 37.5% of the rate each to Ranged and Defence (Maniacal monkey/Strategies). Full builds are in our pure builds guide.
Free-to-play has no chins, cannon or bone crossbow. The wiki's best F2P spot is Brutus (The Ides of Milk) at about 45,000–50,000 XP an hour at 63 Ranged with a maple shortbow and adamant arrows, and moss giants give 35,000–37,000 at 72 (Free-to-play Ranged training). Our F2P training guide has the full route.
Common Mistakes
- 1
Expecting level 32 from two quests.
Death to the Dorgeshuun and Horror from the Deep give 6,662.5 XP, which is level 23. Shadow of the Storm's 10,000 on Ranged is what makes it 32.
- 2
Wearing a metal body with an Ava's device.
Most metal bodies stop the cape collecting, and on a blowpipe or dart setup that is the difference between the 72–80% saving and nothing.
- 3
Chinning on long fuse by accident.
It splits the XP 37.5% each to Ranged and Defence. Fine for a main training Defence, ruinous for a 1 Defence pure.
- 4
Using bone bolts on a main.
The wiki says even steel darts outdamage them. Bone bolts are an ironman tool because they are cheap and easy to get, not because they hit hard.
- 5
Walking into Kruk's Dungeon without Monkey Madness II progress.
You need chapter II started. If you are not there yet, the skeletal monkeys in the Ape Atoll Dungeon (partial Monkey Madness I) are the wiki's fallback.
When Paid Training Makes Sense
The Ranged breakpoints that change an account are 70 (Ava's assembler, blessed d'hide), 75 (blowpipe), 80 (Masori, bow of Faerdhinen, venator bow) and 85 (twisted bow).
If you do order it, specify the route as well as the level range. Chinning and AFK ranging are different jobs on this skill, with different timelines and different supply bills for the same 99. Our Ranged page lists what we need from you, and the work is played rather than botted.
FAQ
What is the fastest range XP in OSRS?
Black chinchompas at maniacal monkeys: about 690,000 XP an hour at 65 Ranged, rising to 1,030,000 at 99 on the wiki's table (with two extra accounts stacking monkeys).
When should I chin?
From 45 Ranged, when you can afford it and will use the levels straight away for PvM goals.
What is the best AFK range training?
Nightmare Zone with a venator bow at 140,000–150,000 XP an hour at 99, or darts on the Gemstone Crab if you want it cheaper.
Bowfa or BP?
Different roles. The bow of Faerdhinen needs 80 Ranged and 70 Agility and pairs with crystal armour; the blowpipe needs 75 Ranged and fills many fast-attack DPS niches.
How long does 1–99 Ranged take?
About 15 hours of play if you chin: the quests to 32, roughly an hour of cannon to 45 and about 14 hours of chins to 99 on the wiki's rates. The AFK route is far longer: 80–99 alone is at least 74 hours in NMZ with a venator bow.
Does the rune crossbow need Dragon Slayer?
No. It needs 61 Ranged and no quest. Dragon Slayer I is the requirement for wearing a green d'hide body, which is probably where the mix-up comes from.
Where do ironmen get ranged ammo?
Bone bolts from Nardok after The Lost Tribe, darts and arrows they smith and fletch themselves, iron arrows from Ava's attractor, red chins they hunt, and broad bolts once a Slayer master sells the unlock.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Final Takeaway
Quest to 32, cannon to 45, then choose: about 14 hours and roughly 28,000 chinchompas to 99, or a long AFK stretch in Nightmare Zone for far less GP. Ironmen take the bone crossbow and Ava's attractor to 55, then red chins.
Browse Ranged training, more skill guides, or the full blog for related progression help.
Sources
Numbers and mechanics on this page come from these 23 OSRS Wiki pages:
- Pay-to-play Ranged training
- Experience
- Nightmare Zone/Strategies
- Ironman Guide/Ranged
- Toxic blowpipe
- Dwarf multicannon
- Ava's attractor
- Shadow of the Storm
- Death to the Dorgeshuun
- Horror from the Deep
- The Lost Tribe
- Nardok's Bone Weapons
- Dorgeshuun crossbow
- Bone bolts
- Carnivorous chinchompa
- Rune crossbow
- Dart
- Ironman Guide/Smithing
- Fletching
- Gemstone Crab/Strategies
- Combat pure
- Maniacal monkey/Strategies
- Free-to-play Ranged training
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