A combat pure was an account that was created primarily for the purpose of efficient (usually PvP) combat. Combat pures would train specific combat skills, while deliberately keeping other combat skills at a minimum in order to excel in certain aspects of combat at a comparatively low combat level. The term "pure" generally referred to combat pures, as a skill pure was/is generally called a "skiller." These accounts fell into four main categories, depending on the variation of skill levels: Pures, PKers, Tanks, and Products. Due to the Evolution of Combat update and later changes to Wilderness functionality, the use of these accounts has become practically nonexistent on RuneScape 3.
- Pures limited both their offensive (usually keeping Attack on a certain level) and defensive capabilities in order to maximise damage at a lower level.
- PKers chose to increase some levels in Defence in order to acquire offensive boosts (e.g. getting 45 defence for the Berserker helm, getting 42 defence for Void knight equipment or getting 40 defence for the Lunar spellbook for Vengeance)
- Tanks reduced their offensive capabilities to further their defence (for example, staying Ranged/Magic based to have higher defence against meleers)
- Products chose to use methods such as Soul Wars, Pest Control, and/or Ranging Guild to increase their stats while keeping their Constitution level low. This allowed for a much higher damage output, however with far more vulnerability to players who use special attacks at the start of a fight. These accounts were similar to Wined Pures, a type of pure in RuneScape Classic. The term "product" was sometimes used as a pejorative.
- 1 Overview
- 2 Types of pures
- 3 Commonly suppressed skills
- 4 Melee pures
- 5 Magic pures
- 6 Ranged pures
- 7 Defence pures
- 8 Hybrid
- 9 Maxed account types
- 10 Twinning
- 11 See also
Overview[edit | edit source]
Combat pures would focus on training certain skills that they held most relevant for successful combat and were almost always made for player killing. The purpose of keeping an account "pure", i.e. refraining from training combat skills which are considered less effective or irrelevant for the concept of the account, was to keep the combat level as low as possible in order to excel against players of a similar combat level in PvP. Some combat pures would tend to neglect non-combat skills, although many would train a money making skill such as Woodcutting or Hunter to be able to buy equipment or to meet quest requirements for a combat-related reward such as Ancient Magicks or the bonuses offered by certain skill capes (defence and prayer bonus). Agility was also helpful for some pures, but as most wore low level armour (or none at all), this was not particularly common.
Combat pures were most commonly offence-oriented with high values in one or two offensive skills (Attack, Strength, Ranged and Magic), while having only minimal values in defensive skills, such as Defence, Prayer and/or Constitution. Such pures rely on a fast damage rate and/or a high max hit for quick kills, often catching their opponents off guard, killing their opponent in literally seconds. However, there were also defence-orientated pures and pures that combine certain offensive and defensive aspects while neglecting others. There were truly a variety of combat skill combinations which could have been considered favourable for different tasks and different types of opponents.
Due to the certain renown that was associated with combat pures within the RuneScape community, another motive to create a combat pure may have been the prestige and/or the self-imposed challenge. Pures with unusual combat skill combinations may have also been players experimenting with new combat concepts.
Types of pures[edit | edit source]
Hybrid Pures (Range/Melee/Mage): Usually equal Magic and Ranged stats to complement each other, melee is often used additionally. A tribrid uses all three sections of the combat triangle.
Free-to-play pures (F2P)[edit | edit source]
- 1 Defence.
- 50-60 Attack. 50 Attack allows for the always popular Rune scimitar and Rune 2h sword. 55 Attack allows for the Gravite rapier, Gravite longsword, and the Gravite 2h sword. Although rare, but not unseen, 60 Attack for F2P pures allows for Corrupt Dragon weapons, namely the Corrupt dragon battleaxe.
- 60+ Strength is a good level to start off with some nice hits, while you train for higher levels.
- 1-50 Ranged, some pures prefer not to train Range on their pure, but it can be a deadly force at all levels.
- 1-45 Prayer; Some players also do not train Prayer because it raises your combat, but raising Prayer can greatly increase your potential in the Wilderness.
- Level 13: Superhuman Strength: Raises your Strength by 10%. While not the full 15%, it's still useful as 13 Prayer compared to 31 Prayer will not raise your combat as much.
- Level 25: Protect Item: Allows you to keep one extra item. Very useful in all PKing, except in a High Risk Wilderness World.
- Level 31: Ultimate Strength: The best Strength boosting Prayer available to free players. A 15% boost to your hits will help you a lot.
- Level 44 (optional): Eagle Eye: While mainly based on Strength, the Ranged prayer is good to have if you are ranging. Level 44 in Prayer also allows access to the Protection prayers and Incredible Reflexes which increases your attack by 15%.
- Level 45: Mystic Might - Magic in F2P PKing isn't too useful at higher levels, but if you are group PKing and using Bind and Teleport Block, the prayer may prove to be slightly useful.
Recognise that at 40 Attack, 60 Strength, 1 Defence and 1 Prayer (assuming 50 Constitution), the player's magic AND ranged levels do not affect the player's combat level until level 67. The formula of training an F2P pure is shown below. The formula below is for F2P Strength pures and may not appeal to other F2P pures who may want to be magic F2P pures.
1 Defence Hybrid: 40-60 attack, 60+ strength, 70+ ranged, 60+ magic, 1-45 prayer.
Rune Pures: 50-60 attack, 90+ strength, 90+ range, 50-55 defence.
Good training spots for higher levels include Minotaurs, Flesh Crawlers, and also Giant spiders, although Giant Spiders will not be a good training place unless you are 40+ Defence. These are all in the Stronghold of Security.
Member pures (P2P)[edit | edit source]
Basic Member's Pure: 60 Attack, 80+ Strength, 82+ Magic, 80+ Range, 1 Defence
Obby Mauler Pure [EOC]: 1 attack, 60+ Strength, 1 Defence. These accounts get 60 strength for the TzHaar-Ket-Om (commonly referred to as the "obby maul") that has excellent offensive stats with no attack requirement. Due to changes introduced in EOC, attack has much less of an impact on hit chance, and the obby maul has a fairly high amount of base weapon accuracy. This allows an obby mauler pure to hit very often even against defence pures!
Attack Pure [EOC]: 60+ Attack, 1 Strength, 1 Defence. Due to weapons having a built-in damage bonus, it is possible to focus entirely on attack in EOC since weapon tier matters more in EOC. Furthermore, formerly expensive high-tier weapons like the Saradomin sword are much cheaper than they were years ago.
Black Pure: 25 Defence, 60+ Attack, 80+ Strength, 75+ Constitution, 80+ Range, 82+ Mage. These accounts have many advantages. These accounts are very good as they allow for Slayer helmet, Korasi's sword, and Black defenders. These can be very dangerous to other players in the wild because of their abilities at such low combat.
Turmoil/Proselyte Pure: 60+ Attack, 99 Strength, 94 Magic, 80+ Range, 28-35 Defence, 95 Prayer. These accounts will get 28 defence in order to access Turmoil, a powerful prayer. Often doing the quest for a hand cannon in the process getting 35 defence or training to 30 defence to wear solely Proselyte armour.
Barrows Pure: 70+ attack, 70+ strength, 70 defence, 94 magic, 70+ Prayer. These pures will get 70 defence in order to get access to the prayer Piety as well as Barrows equipment that allows for a variety of combat styles from hybriding to fighting in Edgeville.
Anti Pure [EOC]: 99 Attack, 1 Strength, 99 Defence, 1/52/99 Prayer, 1/50 Magic, 1/50 Range, 99 Constitution, 1/88/99 Summoning. These accounts make use of the defence abilities to mitigate or negate damage. Using resonance they absorb high-hitting special attacks. Rejuvenate to rapidly regenerate health. Barricade to negate damage to eat or use potions. Reflect to reduce and return some fast hitting attacks to the opponent. Revenge to increase damage and make up for the low hits. Preparation to reduce the cooldown of resonance. Debilitate to and immortality to reduce damage while the latter also revives the player with 40% of their life points. This build is very expensive and requires tier 90 gear to be effective such as drygores (and potentially a noxious scythe or Zaros godsword switch), malevolent kiteshield and armour, razorback gauntlets, steadfast boots, reefwalker's cape blood amulet of fury/brawler's blood amulet, deathtouch bracelet and leviathan ring. They seek to have a high strength bonus while also using opponents damage for their advantage to make up for their relatively low but consistent hits. With the right setup, they can devastate most if not all pures below their levels and some up to near maxed combat levels. Their main weakness is the binds and stuns from magic and ranged based opponents but with the deathtouch bracelet, anticipation, freedom and transfigure this threat can be reduced greatly. Fast hitting legacy special attacks are also a potential problem, but can be mitigated by using siphon at the beginning of the fight to reduce their special attack bar. Also making use of deathtouch bracelet (for the chance to reflect some damage), reflect (same as deathtouch) and debilitate(to reduce damage taken.) Barricade is rarely used by the anti pure as the other ultimates are more useful in most pvp situations.
Summoning Tank/Defence Pure [EOC]: 99 Defence, 1 Strength, 1 Attack, 1 Magic, 1 Range, 1/43/75/99 Prayer, 99 Constitution, 1/99 Summoning. These accounts make use of the defence abilities to mitigate or negate damage. Using resonance they absorb high-hitting special attacks. Rejuvenate to rapidly regenerate health. Barricade to negate damage to eat or use potions. Reflect to reduce and return some fast hitting attacks to the opponent. Revenge to increase damage and make up for the low hits. Preparation to reduce the cooldown of resonance. Debilitate to and immortality to reduce damage while the latter also revives the player with 40% of their life points. Devotion with Protection Prayer to negate 100% damage (75% PVP). These accounts make use of reflect damage from Armour Spikes ( Alloy Armour Spikes with 99 Smithing), Reflect Ability, Deathtouch bracelet. Summoning familiars provide a big damage boost if Summoning is trained (Steel Titan, Ripper Demon, Talon Beast are best in slot for damage). Best weapons to use are Darklight(one handed), Third-Age Druidic Staff(two handed). These accounts offer both the PVM and PVP aspects of the game. Combat Level will max at level 74 with 99 Prayer and 99 Summoning. It is possible to Base Tank at Raids (Liberation of Mazcab) and acquire Achto to further benefit the Defensive capability of these accounts.
Commonly suppressed skills[edit | edit source]
The most frequently suppressed skills combat pures keep as low as possible in order to minimize their combat level are Defence, Prayer, and Constitution. The debates on whether it is wise to forgo the benefits of each and all of these skills are as old as the concept of pures itself. Ultimately, it is a matter of preference for each player, keeping in mind that the "purer" they are in this offensive sense, the faster PvP combat will become and the higher the chance is, that fights will end with a kill rather than flight (for good or for bad). Here are a few considerations along those lines. It is worth mentioning that only the most radical pures insist on keeping all of the above skills at their extreme minimum once above a certain level, and will gain Constitution experience while fighting other players.
Defence[edit | edit source]
Defence is by far the most commonly suppressed skill for pures, both in the past and present. Due to the effectiveness of Defence being reduced due to EoC, it remains the most popular skill to suppress, though one loses access to certain defensive abilities.
In the past, some pures choose certain levels (i.e. 10, 20, 40, 42, or 45) Defence to gain access to certain stat-boosting equipment while having much more offensive power compared to main accounts of the same level. The Rune Pure (which kept Defence at 40), for example, had nearly the same strength bonus as a maxed account with 99 Defence, while the 20 Defence pure has Corrupt Ancient Warriors' equipment, which is stronger than Barrows equipment (70 Defence).
In order to avoid training Defence, turn off defence experience in the combat settings tab of the menu and avoid doing quests that give Defence experience.
Advantages of having high Defence[edit | edit source]
- If your Defence level is high, you will not have to buy as much food in both PvP and PvM situations. There is also a better chance of surviving if you are attacked by multiple players in a multi-combat zone.
- Defence grants access to very helpful abilities like Anticipation and Freedom. Without access to those abilities, it's very easy to get stun-locked by another player, resulting in a quick death without a chance to even heal or teleport.
- The higher the skill, the higher the chance of not getting hit—due to the skill itself, the higher effect of the armour you are wearing and the capability to wear better armour (with better Defence bonuses).
- The accumulated Defence bonus of good armour is by far greater than equipment bonuses for offensive skills. To profit from this given fact one must have a substantial Defence. Ironically, Defence has a much lower level gain (1/4 for every level) than Attack, which gains 1/3 for every level. This is the main reason many pures decide to keep a low Attack level and use Ranged to attack mains.
- The capability to wear armour with better other statistic bonuses. However, 40 Defence pures have a Strength bonus of only nine less than a 99 Defence account (from Dragon Boots, Bandos Tassets, Berserker helm and the Dragonfire shield), however many agree that Rune defenders and Rune/rock climbing boots are far more logical to use in unsafe PvP.
Disadvantages of having high Defence[edit | edit source]
Being a Defence pure mainly has two big cons. These are that if you have low offensive stats, it will be harder to level up (getting less XP per average hit), which makes creating a high-levelled Defence pure take a lot of time. Also, if you have low offensive stats as a Defence pure, it is harder to win a fight, as you will hit very low on your opponent, while the opponent might have methods like using a Ring of recoil or Vengeance, Verac's armour or another method that could hit through Defence.
Controversy[edit | edit source]
Many players believed that offensive pures with minimal Defence had a mathematical advantage over balanced players of the same combat level due to game mechanics (i.e. the formulas that determine who gets hit how often and how hard, etc.). The general success of such pures in low and mid level PvP seemed to endorse this theory. However, the precise game mechanics regarding Attack and Defence are unknown. Some players believe that the success of offensive pures is solely due to the factors mentioned above and have little to do with combat Attack/Defence mechanics, arguing that the fact that armour generally gives a good deal more Defence bonus than weapons of the same material give Attack bonuses suggests that balanced players should have a slight edge, profiting from the larger bonus.
However, despite the fact that a player with no defence should lose in a fight to a balanced player, in practice, pures were generally more effective than a balanced counterpart. There were numerous reasons for this, some of which are:
- In a fight which involves food, a pure character was better able to "combo", or hit high for multiple hits in a row. This prevented the opponent from being able to fight back, as they were forced to eat constantly to stay alive.
- Since pure players generally had high Attack, the effects of armour and defence were less significant for the balanced player, compared to when fighting another balanced player. For example, a player in the mid-50s who has 50 Attack, 50 Strength, and 40 Defence would be facing pures with 50-70 attack, and generally 80+ Range and magic, which greatly reduces the abilities of their armour. While they would still hit well on the pure players, they would be very vulnerable themselves.
Prayer[edit | edit source]
The problem pures had with Prayer is similar to the one they had with Defence: at low levels the skill was generally not beneficial enough to bother training, as low-level prayers were fairly ineffective and prayer points would deplete too quickly, and at higher levels it affected combat level too much for their liking. Prayer is also prone to being drained by hostile spells and effects in P2P. Despite these issues, some pures did still train Prayer. As defensive armour is fairly ineffective at Defence level 1, many pures wore cheap, Prayer-boosting equipment such as Monk's robes.
Low-level Prayer[edit | edit source]
- At level 11, players can use Burst of Strength, Mystic Will, and Sharp Eye. This is the minimum prayer level gained for a player to be allowed access to the Ancient Magicks.
- At level 13, they can pray Superhuman Strength. Although not as strong as Ultimate Strength, it has only half the drain rate, draining 10 Prayer points every 6 seconds. Raising Prayer to level 13 adds 1-2 combat levels, the prayer lasts for 78 seconds at level 13 with no further Prayer bonuses or potions. This is a common choice for Pay-to-play pures, as they believe that Ancient Magicks and the strength boost are worth the extra prayer levels.
- At level 25, players can use the Protect Item prayer which lets them keep an extra item on death, this means if skulled you get to keep 1 item.
- At level 31, players can access Edgeville Monastery. Also at this level, Warriors can pray Ultimate Strength. Although it has a fairly high drain rate (10 Prayer points every 3 seconds), it is often useful for the kill at end-phase combat. Raising Prayer to level 31 adds 3-4 combat levels, the prayer lasts for 93 seconds at level 31 with no further Prayer bonuses or potions. This prayer provides the highest damage boost for pures lower than Level 28 Defence, and has become more popular with the greater number of 1 Defence pures in PvP.
- At levels 37, 40 and 43 players gain the Protect from Magic, Protect from Missiles and Protect from Melee prayers, respectively. The Protection prayers are the most commonly used prayers, both inside and outside of PvP. Training Prayer to level 43 to use these prayers is a popular choice amongst pures to compensate for lack of Defence. Protection prayers are often frowned upon because player killers tend to think it drags out the fun; many will run if confronted with this. Protection prayers can be countered by using multiple different attack styles.
- At level 44, Archers can utilise Eagle Eye. Similar considerations apply to this prayer as to Ultimate Strength. Raising Prayer to level 45 (see notes below) adds 5-6 combat levels, the prayer lasts for 135 seconds at level 45 with no further Prayer bonuses or potions. Mystic Might can also be used.
High-level Prayer[edit | edit source]
- At level 50, maxed 60 attack pures can obtain the Barrelchest anchor, and have the highest prayer level possible for a maxed 60 attack, level 82 pure without levelling combat to 83.
- At level 52, players can use Smite, which takes away 1/4 of the damage you deal from the opponent's Prayer. Smite is still often used by Hybrids, as it often causes panic in the player under attack. It can also be deadly to players with low prayer levels.
- At level 74, players can use Rigour, the strongest Ranged boost prayer.
- At level 77, players can use Augury, the strongest Magic boost prayer. This is the highest level prayer that Pures with level 1 Defence can use.
- At level 95, players can use Turmoil, which provides bonuses greater than that of Piety. However, this requires a Defence level of 28 (gained entirely from quest experience rewards).
Constitution[edit | edit source]
Constitution was perhaps the most controversial skill amongst combat pures. Some believed it should be kept as low as possible, citing the increase in combat level that comes with a high Constitution level simply weakening one's offensive capabilities. Others believed it should be raised as high as possible (preferably level 99), arguing that Constitution is the only defensive skill that an offence pure really needs. Others still believed it should be about average for the given combat level, arguing that higher levels were of little gain, partially because offense pures preferred to end fights quickly (and therefore largely eliminate the need for managing Life Points), but also arguing that having less Constitution made no sense mathematically: there would be no point in having a high max hit that would reduce your opponent's Life Points by a large percentage if their average max hit would reduce your low Life Points by the same percentage. If the pure's constitution was too low (e.g. 20 or less), a pure could easily find themselves in the same situation they were created to perform themselves: being killed with an extraordinarily high hit comparatively to their total health pool. Others again believed it is best somewhere above the average for the given combat level (which was the most common outcome).
There are methods for gaining XP in combat skills without training Constitution, although at higher levels this becomes highly impractical, especially in F2P. Members can play Soul Wars and trade Zeal points for experience (though PvP in Souls Wars would give Constitution XP), trade Penguin points from the Penguin Hide and Seek minigame, and Pest Control, although this required Combat level 40 and generally required a pure to rebuild barriers and avoid combat as much as possible to avoid training Constitution in the minigame. Certain quests reward experience, although one had to be careful not to do quests that rewarded experience to unwanted skills.
Melee pures[edit | edit source]
They normally have either 1 attack, 40 attack, 45 attack, or 50 or 60 attack (P2P). However, some have 75 attack for Godswords, 80 attack for Chaotic weapons, or 5-30 attack for steel to adamant weapons, or they will have 20 attack to use Corrupt weapons.
Magic pures[edit | edit source]
These pures will mostly focus on having high Magic, and low other combat stats. This way, their combat level will remain low.
Ranged pures[edit | edit source]
These pures will mostly focus on having high Ranged, and low other combat stats. This way, their combat level will remain low.
Defence pures[edit | edit source]
These pures will mostly focus on having high Defence, and low other combat stats. This way, their combat level will remain low.
Hybrid[edit | edit source]
These pures will mostly focus on having 2 or 3 high combat skills, and low other combat skills. This way, their combat level will remain low, and they will be able to change style and keep hitting quite high.
Combat triangle[edit | edit source]
The combat triangle means that Magic hits high on Melee, melee hits high on ranged and ranged hits high on magic. Also, it works the other way for most cases, as ranged has high magic defence, melee has high ranged defence, but only magic doesn't have high melee defence, but is able to bind/freeze melee, and the melee won't be able to attack the mage.
Variations of hybrids[edit | edit source]
There are multiple variations of hybrids. These are listed here.
Maxed account types[edit | edit source]
These are only selected account types and stats, as there are many other different accounts that have different stats.
|Obsidian Mauler||Initiate Pure||Tank Ranger|
|Rune Pure||Piety Barrows PKer||Turmoil Adamant Pure|
|Berserker Pure||1 Defence Pure||Summoning Tank|
|Granite Tank||Dragonfire Shield Melee-Based Tank||Whip Melee-Based Tank|
|10 Hper||Blood Pure||Corrupt Pure|
|Maxed Divine Ranger||Prayerless Chaotic Tank||Rune Ranger|
|Hand Cannon Pure||F2P Gravite Hybrid||Prayerless F2P Gravite Hybrid|
|Maxed Anti Pure||Anti Pure||Divine Anti Pure|
Twinning[edit | edit source]
Two or more similar pures that had similar names were sometimes called twins. Twins may player-kill with each other. Similar named accounts sometimes caused confusion for another group of pkers that twins would attack, while the twins could synchronise their efforts on one target at a time. A very useful way to kill while twinning was for each twin to get a weapon that is very useful while pking, preferably fast ones with strong special attacks (such as the Dragon dagger, Dark bow or Dragon claws, which have significantly more powerful special attacks in Legacy/pre-Evolution of Combat mode). Some twins also preferred to wear away at the selected opponent by using ranged or magic attacks while they were almost unable to defend themselves from the constant attacks coming their way.