Skip to main content
RSGOALS · RS3

RS3 Melee Combat Guide

Melee is RS3's close-range style of burst damage and bleeds: basic abilities build Bloodlust stacks, and Assault, Hurricane or Flurry spend them for a big hit. Since the March 2026 rework every melee ability needs an Attack level, two-handed and dual-wield weapons get different abilities, and the Dismember chain replaced several old bleeds. This page explains how it all works, lists every melee ability and gives a simple Ironman rotation.

By the RSGoals team · Updated

Last verified against the RuneScape Wiki: 10 October 2026 ·

How does Melee combat work since the 2026 rework?

Melee is built around burst damage and bleeds. Its signature resource is Bloodlust: most melee basic abilities give you one stack (Rend gives two) up to a maximum of four, and Assault, Hurricane and Flurry can spend all four for a much stronger hit. Berserk raises the cap to eight while it lasts.

Since March 2026 every melee ability needs an Attack level (the separate Strength ability book was removed), and Strength sets your damage. Melee also has the biggest difference between weapon types:

  • Two-handed weapons get Hurricane and Pulverise, and Adaptive Strike becomes a cone attack.
  • Dual wield gets Flurry and Bladed Dive, and Adaptive Strike hits twice.
  • A main-hand weapon with a shield keeps your shield defensives, at some cost to damage.

The Dismember chain is new too: casting Dismember opens Slaughter, which opens Massacre, each a stronger bleed that heals you a little. Bleeds keep ticking while you use other abilities, so start them early in a kill.

Should an Ironman use a two-hander or dual wield?

Use whichever your gear ladder gives you first; both are viable. Two-handers are simpler (one item to upgrade, strong area damage through Hurricane) and many Ironmen start there. Dual wield gives Flurry, which shines on groups and on low-health targets with Bloodlust. If you want shield defensives for a hard boss, swap to a shield for that fight.

Which abilities does Melee have?

Melee has 23 abilities, grouped below the way the in-game ability book groups them. Each row gives the Attack level that unlocks it, what it costs or gives in adrenaline, its cooldown, any weapon it needs and what it is for.

Basic abilities (11)

AbilityLevelAdrenalineCooldownWeaponWhat it does
Attack1+9%3 ticks (1.8s)AnyYour basic attack: fires on its own, builds adrenaline and a Bloodlust stack.
Adaptive Strike7+12%9 ticks (5.4s)AnyChanges with your weapon: a cone with a two-hander, two hits when dual wielding. Gives 12% adrenaline.
Rend18+9%17 ticks (10.2s)AnyBuilds 2 Bloodlust stacks at once.
Fury21+9%25 ticks (15s)AnyA hit that makes your next melee attack more likely to critically strike.
Greater Fury(codex)21+9%25 ticks (15s)AnyCodex upgrade: your next melee attack is a guaranteed critical.
Backhand31+9%25 ticks (15s)AnyA short stun and bind; gains a second charge at 70 Attack.
Punish60+9%40 ticks (24s)AnyDeals two and a half times damage to targets under half life points.
Barge65+9%34 ticks (20.4s)AnyCharge 10 tiles to the target and hold it in place.
Bladed Dive65Varies34 ticks (20.4s)Dual wieldDual wield only: dash to the target and hit everything around you.
Greater Barge(codex)65+9%34 ticks (20.4s)AnyCodex upgrade: hits harder the longer you went without attacking.
Chaos Roar92+9%100 ticks (60s)AnyYour next melee ability within a few seconds deals much more damage.

Enhanced abilities (7)

AbilityLevelAdrenalineCooldownWeaponWhat it does
Assault3−25%10 ticks (6s)AnyFour fast hits; much stronger when it spends 4 Bloodlust.
Hurricane37−25%34 ticks (20.4s)Two-handedTwo-hander only: hits everything around you, and its cooldown shrinks per enemy hit.
Flurry45−25%34 ticks (20.4s)Dual wieldDual wield only: eight quick hits around you that stun the main target.
Greater Flurry(codex)45−25%34 ticks (20.4s)Dual wieldCodex upgrade: also extends Berserk while it is running.
Dismember500%40 ticks (24s)AnyA bleed that heals you a little and opens Slaughter.
Slaughter60−25%GCD onlyAnyThe second Dismember cast: a stronger bleed. Opens Massacre.
Massacre75−25%GCD onlyAnyThe third Dismember cast: one hit then a long, heavy bleed.

Ultimate abilities (4)

AbilityLevelAdrenalineCooldownWeaponWhat it does
Overpower15−60%50 ticks (30s)AnyOne huge hit for 60% adrenaline. Your most-used ultimate.
Pulverise71−60%100 ticks (60s)Two-handedA big hit that cuts the target’s damage for a while.
Berserk76−100%100 ticks (60s)AnyThe 100% ultimate: melee hits deal much more damage for about 20 seconds, but you take more too.
Meteor Strike90−60%100 ticks (60s)AnyHits a group and gives you fast adrenaline for 30 seconds.

Utility abilities (1)

AbilityLevelAdrenalineCooldownWeaponWhat it does
DiveAny0%34 ticks (20.4s)AnyJump up to 10 tiles to a spot. Usable during the global cooldown.

Level is your Attack level. One tick is 0.6 seconds. “GCD only” means the ability has no cooldown of its own beyond the 1.8-second global cooldown. “(codex)” marks an upgrade you unlock by reading a codex.

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.

What is a simple Melee rotation for an Ironman?

A single-target starting point with a two-handed weapon, from about level 60. It is a base to build on, not an optimised bar.

  1. Open with Rend for 2 Bloodlust, then Adaptive Strike and Fury to reach 4.
  2. Spend the stacks on Assault.
  3. Start the Dismember chain: Dismember, then Slaughter and Massacre as soon as you have the adrenaline.
  4. Use Overpower whenever you have 60% adrenaline.
  5. Save Punish for when the target drops under half life points.
  6. At 100% adrenaline use Berserk. While it lasts, Bloodlust builds twice as fast and Overpower comes back much sooner, so spend stacks and adrenaline freely.

With dual wield, swap Hurricane for Flurry and spend Bloodlust on Flurry when the target is low. On groups, lead with Meteor Strike, then Hurricane or Flurry with Bloodlust.

What does an Ironman need for Melee?

Melee costs no ammunition or runes, which makes it the cheapest style to keep running. Your main costs are food, potions and weapon degradation. Grow herbs for super attack and super strength (and their combinations later), and bring prayer restores for Piety or Turmoil; see the prayers guide.

Which gear should a Melee Ironman use?

Early melee gear comes from your own Smithing and Dungeoneering token rewards, then Barrows and God Wars Dungeon armour, then boss weapons. The Melee gear ladder lists every upgrade with where an Ironman gets it.

Which bosses drop Melee upgrades?

You can melee almost any boss; pick the style the boss is weak to when you can. The bosses tied to melee gear are General Graardor in God Wars Dungeon (Bandos armour), the Kalphite King (Drygore weapons), Rise of the Six (Malevolent armour), Arch-Glacor (the Dark Shard and Sliver of Leng) and Zamorak, Lord of Chaos (Vestments of havoc). Arch-Glacor is also the best boss to practise on because you choose its mechanics. The boss progression order puts them in order with gates.

Common questions

What is Bloodlust in RS3?

Bloodlust is a stack that most melee basic abilities build, one at a time (Rend builds two), up to four. Assault, Hurricane, Flurry and Greater Flurry can spend four stacks for a much stronger attack. During Berserk the cap rises to eight and stacks build twice as fast.

What happened to Strength abilities in RS3?

The March 2026 combat rework removed the separate Strength ability book. Every melee ability now unlocks with an Attack level, while Strength still decides your melee damage.

Is two-handed or dual wield better for melee?

Both are viable. Two-handers get Hurricane and Pulverise and are simpler to gear; dual wield gets Flurry and Bladed Dive and is strong on groups and low-health targets. Use whichever your gear ladder gives you first.

More Ironman guides

Game updates change things fast. If something here is out of date, and we'll fix it.