RS3 Combat Basics
RS3 combat runs on 0.6-second game ticks, and every ability you press starts a 3-tick (1.8-second) global cooldown before the next one. Basic abilities build adrenaline, enhanced and ultimate abilities spend it, and your damage depends on your level, gear and hit chance against the target. This page explains each of those pieces as they work since the March 2026 combat rework.
By the RSGoals team · Updated
Last verified against the RuneScape Wiki: 10 October 2026 ·
What is a game tick?
A tick is the game server's heartbeat: 0.6 seconds. Anything you do (attacking, moving, eating, swapping gear) is processed at the start of the next tick, so all timings in combat are whole ticks. An ability with a 25-tick cooldown is ready again after 15 seconds; walking moves you one square a tick and running two.
You do not need to count ticks to play well. It helps to know that pressing two things in the same tick, such as eating and attacking, both happen together, and that longer channelled abilities hit once every one or two ticks.
What is the global cooldown?
Using an ability starts the global cooldown (GCD): 3 ticks, 1.8 seconds, during which no other ability can start. It is why abilities come out one at a time in a steady rhythm. Each ability also has its own cooldown, from none at all (the basic attack) to a minute or more (most ultimates).
A few utility abilities ignore the GCD, such as Magic's Runic Charge, so you can fit them in between two others. If a channelled ability is still going when the GCD ends, pressing the next ability cuts the channel short, so let a channel finish unless you need to move.
Since March 2026 every weapon attacks every 3 ticks, so the basic attack lines up exactly with the GCD and weapon speed no longer matters when choosing a weapon.
How does adrenaline work?
Adrenaline is the bar next to your life points, from 0% to 100%. You build it with basic abilities and your basic attack, usually 9% each (Adaptive Strike gives 12%), and spend it on stronger abilities:
- Enhanced abilities usually cost 20% to 25%. A few cost nothing but have long cooldowns.
- Ultimate abilities cost 60% (Overpower, Omnipower, Deadshot, Death Skulls) or 100% (Berserk, Sunshine, Death's Swiftness, Living Death).
- Weapon special attacks cost adrenaline too; click the adrenaline bar to use one.
- Eating food costs 3% adrenaline.
After 10 seconds out of combat the bar drains quickly, so start a boss fight soon after building it. Adrenaline potions, which an Ironman can make with Herblore, give a quick top-up before an ultimate.
What are basic, enhanced and ultimate abilities?
Each style's ability book splits abilities into four groups:
- Basic abilities deal modest damage and build adrenaline. The basic attack is a basic ability with no cooldown that fires on its own whenever you have nothing else queued.
- Enhanced abilities are your hard hitters. Most spend adrenaline and can be used the moment you have enough; they replaced the old threshold abilities, which needed 50% to use.
- Ultimate abilities spend a lot of adrenaline for a big hit or a damage buff, with cooldowns of 30 seconds or more.
- Utility abilities do not deal damage: movement like Surge, Dive and Escape, or buffs like Runic Charge.
Defence and Constitution abilities are shared by every style. Some of them are still threshold abilities, costing 15% adrenaline.
How is ability damage worked out?
Every style has an ability damage number, built from your level in the style (Strength for melee), your weapon's tier and damage bonuses from your armour and jewellery. Each ability then hits for a range of that number: a basic attack might deal 90% to 110% of it, a big ultimate 420% to 500%.
Since the March 2026 rework, levels give more damage early on and less near the top, so a mid-level Ironman feels stronger than before while the total at level 120 with boosts is unchanged.
Any hit can be a critical strike. The base chance is 10%, and a critical adds bonus damage that grows with your level in the style, from 10% at level 1 to 50% at level 90. Damage over time (bleeds and burns) usually cannot critically strike.
What is hit chance and how does it affect damage?
Hit chance compares your accuracy (your level plus your weapon's tier) with the target's armour, scaled by the target's affinity to your style. You can see it in the target panel when you attack.
Against monsters, hit chance scales your damage rather than deciding hit or miss: with 80% hit chance every hit deals 80% of its usual damage. Below 1% you miss everything. That makes hit chance worth fixing before damage, which is why accuracy boosts and using a monster's weakness matter so much.
How do monster weaknesses work?
A monster's weakness, shown next to its name in the target panel, sets its affinity: how easy it is to hit with each style. For a typical monster since March 2026:
- 90 with its exact weakness (for example stab, bolts or fire spells),
- 70 with the style that weakness belongs to,
- 60 with a neutral style, and always for Necromancy,
- 50 with the style it resists.
Many bosses ignore this and have their own values, often low across the board. Every monster page on this site lists its weakness, so check the bestiary before a Slayer task.
What is the combat triangle?
Melee beats Ranged, Ranged beats Magic, and Magic beats Melee. Each style gets about 18% more accuracy against the style it beats and about 18% less against the style that beats it. Necromancy sits outside the triangle: it is neither strong nor weak against anything.
Your armour counts too. Wearing armour of another class with your weapon lowers your accuracy, so keep your armour and weapon the same style (hybrid gear and capes aside).
Which combat mode should I use?
- Revolution uses the abilities on your main bar for you, left to right as they come off cooldown. You choose which kinds it may use. Good for Slayer and for learning.
- Full manual leaves every ability to you (the basic attack can still fire automatically). This is where the extra damage is, and what boss guides assume.
- Classic mode (the old Legacy mode) only ever uses your basic attack, with special attacks on a separate energy bar.
A common path: Revolution with your basics on it while you learn a style, then Full manual with a few key abilities keybound once bosses get harder. See the keybinds guide for a layout.
Which defensive abilities matter?
Defence abilities work with any style. Most of the strong ones need a shield, but Anticipation, Freedom and Debilitate work with any weapon, and Devotion makes your protection prayer block everything it covers for a few seconds. Keybind Freedom and Resonance first; between them they answer most stuns and big single hits.
| Ability | Level | Adrenaline | Cooldown | Weapon | What it does |
|---|---|---|---|---|---|
| Aggression | 1 | 0% | 150 ticks (90s) | Any | Pulls nearby enemies onto you; useful when tanking for a group. |
| Cease | 1 | 0% | GCD only | Any | Stops your attacks and queued abilities for a moment. |
| Unsullied | 1 | 0% | 100 ticks (60s) | Any | Only for the corruption effect in Sophanem content. |
| Devotion | 1 | −15% | 100 ticks (60s) | Any | Makes your protection prayer block all damage it covers for a short time. |
| Anticipation | 3 | +9% | 41 ticks (24.6s) | Any | Cuts damage taken by 10% and stops stuns; cheap to keep on cooldown. |
| Bash | 8 | +9% | 25 ticks (15s) | Shield | A shield hit that scales with your shield and Defence level. |
| Revenge | 15 | −15% | 75 ticks (45s) | Shield | Builds damage as you get hit; a tanking tool. |
| Provoke | 24 | +9% | 17 ticks (10.2s) | Any | Forces the target to attack you. |
| Immortality | 29 | −100% | 200 ticks (120s) | Shield | Less damage for 30 seconds, and if you die you come back on 40% life points. |
| Freedom | 34 | +9% | 50 ticks (30s) | Any | Breaks stuns and binds and makes you immune to them briefly. |
| Reflect | 37 | −15% | 50 ticks (30s) | Shield | Halves damage taken and sends it back to the attacker. |
| Divert | 48 | +9% | 50 ticks (30s) | Shield | Blocks the next attack and turns it into adrenaline. |
| Resonance | 48 | +9% | 50 ticks (30s) | Shield | Blocks the next attack and heals you for part of it; great against one big hit. |
| Rejuvenate | 52 | −100% | 500 ticks (300s) | Shield | Heals you over 10 seconds and restores drained stats. |
| Debilitate | 55 | −15% | 50 ticks (30s) | Any | Halves the damage the target deals to you for several seconds. No shield needed. |
| Preparation | 67 | +9% | 34 ticks (20.4s) | Shield | Speeds up Resonance and Divert while you are being hit. |
| Barricade | 81 | −100% | 100 ticks (60s) | Shield | Blocks all damage for a few seconds; longer with a better shield. |
| Natural Instinct | 85 | −100% | 200 ticks (120s) | Any | Takes the target’s adrenaline for yourself. |
Level is your Defence level. One tick is 0.6 seconds.
Ability names, levels, cooldowns and adrenaline from the RuneScape Wiki's ability data (CC BY-NC-SA 3.0), checked 2026-10-10. The descriptions and advice are ours.
Common questions
How long is a game tick in RS3?
One game tick is 0.6 seconds. The server handles every action on a tick, so ability cooldowns, attack speed and movement are all whole numbers of ticks. The global cooldown between abilities is 3 ticks, or 1.8 seconds.
How much adrenaline do basic abilities give?
Most basic abilities and the basic attack give 9% adrenaline. A few give more: Adaptive Strike gives 12%. Enhanced abilities usually cost 20% to 25%, and ultimate abilities cost 60% or 100%.
Does hit chance make attacks miss in RS3?
Against monsters, not usually. Your hit chance scales the damage of every hit instead: at 70% hit chance an ability deals 70% of its normal damage. Below 1% hit chance every attack misses. In PvP, hit chance is still a chance to hit or miss.
More Ironman guides
Game updates change things fast. If something here is out of date, and we'll fix it.