Slayer training


 * For the high-level powerslaying guide, click here.

Starting Out
Get tasks from the highest-level Slayer master that your Slayer level allows because the monsters they assign generally give more experience than lower-level Slayer masters.

Access to Slayer Masters
Requirements or quests for accessing different Slayer masters and areas include:
 * Edgeville Dungeon - Vannaka
 * Smoking Kills - Sumona (Highly recommended, since it unlocks slayer points.)
 * Lost City - Chaeldar
 * Shilo Village - Duradel
 * While Guthix Sleeps - Lapalok, Spria, and Achtryn (These slayer masters are only replacements for others, so you do not need this quest to slay with masters of these levels.)
 * Barbarian Training - Kuradal

Access to Slayer Monsters
These quests give access to new Slayer monsters. These slayer monsters will only be assigned after the completion of the required quest. Note that Waterfiends can only be assigned if you have spoken to Otto.


 * Horror from the Deep - Dagannoths (Dagannoths may also be killed in the Chaos Tunnels or in the Waterbirth Island Dungeon.)
 * Legacy of Seergaze - Zombie hands, Skeletal hands and Mutated bloodvelds.
 * Lunar Diplomacy - Suqahs
 * Priest in Peril - Morytania's monsters and the Slayer Tower.
 * Barbarian Training - Mithril dragons and single combat Waterfiends.
 * Cabin Fever - Jungle horrors and cave horrors.
 * The Path of Glouphrie - Warped tortoises and warped terrorbirds.
 * Ernest the Chicken - Killerwatts
 * Mourning's End II - Dark beasts (Dark beasts may also be killed in Kuradal's dungeon)
 * Rum Deal - Fever Spiders

Getting to Slayer Monsters Quickly
The following transportation methods help slayers get to their tasks faster.


 * Fairy Ring Teleport System - grants quick access to many high-level Slayer tasks. You can use the Fairy Rings after starting Fairytale 2 with a Lunar/Dramen staff (you won't need the staff if you have completed Fairytale part 3 ).
 * Lunar Magic - used for NPC Contact, allowing you to talk to any Slayer master without traveling to them. Also used for Spellbook Swap to access non-tablet teleports like Trollheim Teleport and Ghorrock Teleport in the Ancient Magicks book. You must complete Lunar Diplomacy to use Lunar Magic. You must complete Desert Treasure for Ancient Magicks.
 * Ring of slaying - can be used to teleport to several slayer locations (obtained from a slayer master for points).
 * Ferocious Ring - can be used to teleport to Kuradal's Dungeon (obtained by killing monsters in Kuradal's dungeon).
 * Player-owned Houses - the POH teleport can be strategically placed where there are no other handy means of teleportation. Completing Love Story can come in handy, too, as it enables you to teleport to any House Portal you like.
 * Karamja gloves 3 - Reward for Karamja Tasks 3. (It allows you to teleport to Shilo Village for quickly getting a new task from Duradel)

Weaponry
When training Slayer it is important to have a sufficient variety of weapons to cover any task that you will be doing.

Overview
Single-handed weapons held in the mainhand will deal damage as long corresponding to their level, regardless of class. This assumes that an autocasted spell and wielded bolts are of matching tiers.

Two-handed weapons and dual-wielded weapons will be 150% the damage of a mainhand of the same tier, at the loss of a shield. However, generally shields are unnecessary when training Slayer and you can use the more aggressive forms of weaponry.

The ideal weapon for the task will correspond to the target's exact weakness. This may be crush, thrown, or water spells, for example.

Melee weapons
In the case of melee, two-handed weapons have an edge in monster-packed training areas as they have access to Area-of-Effect abilities. Regardless, all types of weapons are listed below.

Stab
Single handed
 * Chaotic rapier (lvl 80)
 * Korasi's sword (lvl 68) - has 1.0% melee crit. While it serves as a level 68 weapon, it requires 78 Attack and Strength to obtain.
 * Dragon dagger/Toktz-xil-ek/Toktz-xil-ak (lvl 60)
 * Leaf-bladed sword (lvl 50)

Two-handed
 * Zamorakian spear (lvl 75)
 * Guthan's warspear (lvl 70)
 * Dragon spear (lvl 60)
 * Leaf-bladed spear (lvl 50)

Dual wield

Offhand equipment should simply be the offhand equivalent of the mainhand.

Slash
Single handed
 * Chaotic longsword (lvl 80)
 * Chaotic Claw (lvl 80)
 * Abyssal vine whip (lvl 75)
 * Abyssal whip (lvl 70)
 * Dragon claw (level 60 + Melee crit)
 * Dragon longsword/Dragon battleaxe/Dragon scimitar (lvl 60)

Two-handed
 * Any Godsword (lvl 75)
 * Dharok's greataxe (lvl 70)
 * Dragon 2h sword/Dragon halberd (lvl 60)

Dual wield

Offhand equipment should simply be the offhand equivalent of the mainhand, except for a level 70 offhand – while there is no offhand Abyssal whip, the Enhanced Excalibur serves the same purpose and has a passive healing effect.

Crush
Single handed
 * Dragon mace/Tzhaar-ket-em (lvl 60)

Two-handed
 * Chaotic maul (lvl 80)
 * Saradomin sword (lvl 75)
 * Verac's flail/Torag's hammer (lvl 70)
 * Tzhaar-ket-om (lvl 60)
 * Granite maul (lvl 55)

Dual wield

Offhand equipment should simply be the offhand equivalent of the mainhand.

Bows and arrows
Shieldbows Shortbows Dual wield
 * Dark bow (lvl 60) - can be paired with Dragon arrows or lower.
 * Sighted magic longbow (lvl 55) - can be paired with Rune arrows or lower.
 * Zaryte bow (lvl 80) - provides its own level 80 ammunition
 * Crystal bow (lvl 70) - provides its own level 70 ammunition

Bows cannot be dual wielded.

Crossbows and bolts
Mainhand crossbows Two-handed crossbows Dual wield
 * Chaotic crossbow (lvl 80) - is best paired with level 80 Royal bolts
 * Armadyl crosbow/Karil's pistol crossbow (lvl 70) - can fire all bolts at or below Dragon bolts (e)
 * Dragon crossbow (lvl 60) - can fire Ruby bolts (e) and lower
 * Royal crossbow (lvl 80) - can fire all bolts, the best of which are level 80 Royal bolts
 * Hand cannon (lvl 75) - only fires level 75 Hand cannon shot
 * Karil's crossbow (lvl 70) - only fires level 70 Bolt racks
 * Dragon 2h crossbow (lvl 60) - can fire Ruby bolts (e) and lower

Offhand equipment should simply be the offhand equivalent of the mainhand.

Thrown
Mainhand weaponry Two-handed weaponry Dual wield
 * Blisterwood stakes (lvl 70) - these have to be crafted by the player with partial completion of Branches of Darkmeyer
 * Dragon dart (lvl 60)
 * Sagaie (lvl 72)

Offhand equipment should simply be the offhand equivalent of the mainhand, except for Blisterwood stakes as they have no offhand version.

Magic
It is worth noting that no abilities are restricted to two-handed or dual wield magic, meaning that there is very little difference in non-momentum combat.

Magic weapons take their damage from the autocasted spell, so choose the highest level of that element you can use - for example, Fire Surge over Fire Wave, but not over Earth Surge for earth-weak enemies.

Wands

 * Virtus wand (lvl 80)
 * Ahrim's wand (lvl 70)
 * Master wand (lvl 60) - has a 2% crit bonus
 * Grifolic wand (lvl 60)

Staves

 * Chaotic staff (lvl 80)
 * Armadyl battlestaff (lvl 77) - provides unlimited air runes
 * Polypore staff/Staff of Light (lvl 75)
 * Blisterwood staff (lvl 70) - free to obtain after The Branches of Darkmeyer
 * Ahrim's staff (lvl 70)
 * Toktz-Mej-Tal (lvl 60)

Dual wield
Unlike melee and ranged, magic offhands differ in style from their equivalent mainhands. These weapons come in the form of books and orbs. Orbs and books both speed up the casting rate of spells, in addition to providing a small accuracy bonus.
 * Virtus book (lvl 80)
 * Ahrim's book of magic (lvl 70)
 * Mages' book (lvl 60)
 * Grifolic orb (lvl 60)

Other

 * Dwarf multicannon - for faster killing. Moderately expensive to use but usually speeds tasks and experience up considerably: faster kill rates mean time saved that could have been spent doing more slayer or making money to make up for the cost of cannonballs. As the entire slayer world is multicombat, the cannon can be used at maximum efficiency. Keep in mind that cannoning also trains ranging.

Armour
It is rather easy to decide what armor to take on Slayer because you only have to compare its tier and its prayer bonus. This is made even easier when there is usually an available compromise at higher levels.

Melee Armour

 * Black mask, Slayer helmet, or Full slayer helmet - while they have very low defensive stats, they give a 15% increase to strength and attack when slaying assigned monsters (a full slayer helmet also gives a 15% increase to ranged and magic). A Slayer helmet incorporates all Slayer headgear effects. The slayer helmet may be enchanted so that it may be charged with special attack scrolls for combat familiars to save special attack energy for the familiars.
 * Verac's armour - has the decent defence of level 70 equipment and a small prayer bonus as an extra benefit.
 * Proselyte armour - while it has very low defensive stats, its prayer bonus is substantial and may be considered worth it on easier tasks by some players.
 * Salve amulet (e) - provides a 20% boost to Attack and Strength. Neither stacks with the Black mask/Slayer helmet effect - only the larger boost takes effect.
 * Saradomin's whisper - provides 4.4% crit to melee and 2 prayer bonus.
 * Tokhaar-Kal - The Tokhaar-Kal is the best melee cape for slayer. It provides some defence along with 2.4% melee crit and 2 prayer bonus.
 * Fire cape - a toned down version of the Tokhaar-Kal, this cape has lower stats, although its 2.2% melee crit is very decent.
 * Blessed spirit shield - an affordable level 70 shield
 * Dragon defender - a tier 60 offhand weapon that provides a decent boost to armour and life points.
 * Dragonfire shield - for those without access to Super antifires, this is a superior alternative to the Anti dragon shield. It also has good defensive bonuses.
 * Goliath gloves - level 85 gloves from Dominion Tower that deflect some damage to ranged-based monsters.
 * Dragon slayer gloves - gives a 10% increase to attack when slaying the assigned dragon task. This effect stacks with the Black mask or Slayer helmet's effect. Despite its benefits, the time required to obtain this is not worth the bonus effect.
 * Dragon boots, Bandos boots, and Steadfast boots - provide increasingly high defence stats along with increasing cost.
 * Warrior ring or Warrior ring (i) - provide 2.7% and 3.0% melee crit respectively.
 * Guthan's armour, Dharok's armour, and Torag's armour - if not planning to use their respective set effects, Verac's armour is better because it has prayer bonus.
 * Bandos armour - while it has a lesser prayer bonus than Verac's armour, Bandos doesn't degrade.
 * Torva armour - for those wanting very high defensive stats.

Ranged armour

 * Focus sight or Full slayer helmet - while they have very low defensive stats, they give a 15% increase to Ranged accuracy and damage when slaying assigned monsters. A Slayer helmet incorporates all Slayer headgear effects. The slayer helmet may be enchanted so that it may be charged with special attack scrolls for combat familiars to save special attack energy for the familiars.
 * Dragonhide armour and shields - Have increasingly better stats in order of green, blue, red, black, and royal. In order to use the green d'hide body Dragon Slayer must be completed. Note that the coifs require charging at Fist of Guthix.
 * Armadyl buckler - a level 70 shield with a prayer bonus.
 * Armadyl armour - unlike Melee and Magic, Armadyl armour does not degrade has a prayer bonus unlike its Barrows tier equivalent. However, this bonus is very slight and some players prefer to use the cheaper Karil's armour.
 * Karil's armour - a relatively cheap but effective substitute for Armadyl armour.
 * Pernix armour - extremely expensive and degradeable. However it provides better stats then any of the other ranging armour choices above.
 * Archers' ring and Archers' ring (i) - have 2.7% and 3% ranged crit respectively.
 * Saradomin's murmur - provides 4.4% ranged crit and 2 prayer bonus.
 * Amulet of ranging - a very good substitute for the murmur, this has 4.3% ranged crit and is cheaper.
 * Snakeskin boots/Carapace boots, Armadyl boots and Glaiven boots - provide increasingly better bonuses.
 * Swift gloves - level 85 gloves from Dominion Tower that deflect some damage to mage-based creatures.
 * Ava's alerter, Ava's accumulator, Ava's device - provide Ranged crit and will retrieve some ammunition from autoattacks.

Magic armour

 * Hexcrest or Full slayer helmet - while they have very low defensive stats, they give a 15% increase to Magic accuracy and damage when slaying assigned monsters. A Slayer helmet incorporates all Slayer headgear effects. The slayer helmet may be enchanted so that it may be charged with special attack scrolls for combat familiars to save special attack energy for the familiars.
 * Akrisae's armour - level 70 armour with prayer bonus. Requires Ritual of the Mahjarrat to wear.
 * Ahrim's armour - level 70 armour without a prayer bonus. Has no quest requirements.
 * Robes of subjugation - level 70 non-degrading armour with a small prayer bonus.
 * Arcane stream necklace - a necklace from Dungeoneering with a 4.9% magic crit.
 * Saradomin's hiss - provides 4.4% magic crit and 2 prayer bonus.
 * Seers' ring and Seers' ring (i) - provide 2.7% and 3.0% magic crit respectively.
 * Spellcaster gloves - level 85 gloves from Dominion Tower that deflect some damage to melee-based monsters.
 * Virtus armour - very expensive but has superior stats to most other armours.
 * Lunar equipment - a cheap alternative to Barrows equipment but requires Lunar Diplomacy.
 * Ganodermic armour - level 75 armour. However, it degrades and is not cheap to repair.
 * Boots of subjugation and Ragefire boots - both provide decent defence, Ragefire boots being the better of the two.
 * Crystal shield - a great little-known shield. It is level 70 and requires completion of Roving Elves to obtain.
 * Any God cape - magic crit.

Hybrid armour
The following equipment can be used for Ranging, Maging, and Meleeing. It is worth noting that hybrid armour has hybrid defenses; for example, wielding Barrows Gloves when ranging will not provide any more magic defence than melee defence.


 * Full slayer helm - 15% bonus to all styles.
 * Amulet of fury - provides 4.2% crit to all styles, along with 2 prayer bonus.
 * Ardougne cloak 3 - has 4 prayer bonus, 1.5% crit to all styles, and a bit of armour.
 * Soul Wars Cape - for those preferring more prayer bonus to crit, this cape provides a hefty 6 prayer bonus along with a bit of armour.
 * Any Skill Cape - these provide 2% crit to all styles and 180 armour. A 2 prayer bonus is available if trimmed.
 * Barrows gloves - Cheap level 70 gloves that are classed for all.
 * Onyx ring (i) - 124 armour and 2.7% crit to all.
 * Berserker ring and Berserker ring (i) - provides 2.2% and 2.5% crit to all styles.
 * Void Knight equipment - armour with low defence but an actual offensive bonus. It is up to the Slayer to decide whether or not the set is beneficial to the task at hand.

Food
Food is not strictly necessary with abilities such as Rejuvenate, Regenerate, and the ancient curse Soul Split. However, food can be good to bring as it requires no adrenaline and provides cheap healing, although costing part of your adrenaline bar.

A certain Constitution level is necessary to receive the maximum healing from certain foods, meaning that, for example, it is foolish to bring Rocktail when below 93 Constitution.

Below is a chart listing the best food for your level.

See Calculators/Food healed for a detailed cost per lifepoint breakdown.

Other Useful Items

 * Dramen staff or Lunar staff. You don't have to finish the whole Fairy Tale II quest, just do it until the middle when you are allowed to use the rings. If you finish Fairytale III - Battle at Orks Rift, you can use the Fairy Rings without needing the Dramen or Lunar staff, saving you an inventory space. It can also be useful for accessing Kuradal in the ancient cavern using the fairy ring code BJQ.
 * Enchanted Gem or Ring of Slaying to check how many kills you have left in your assignment. The Ring of Slaying also provides teleport to several locations. The Relleka Slayer Caves teleport bring the player close to a fairy ring. The Sumona teleport will bring the player close to the slayer master and the smoke dungeon.
 * Combat stat-boosting potions (such as a Super set). These are a must-have for slayer. The time saved from using these will easily compensate for the price of the potions. Extremes should be used if avaliable, but only use Overloads if you plan to kill stronger variants of your task (e.g K'ril Tsutsaroth instead of Greater demons)
 * A fast method of teleportation. A house tab is a good idea, since it takes up one inventory space, is stackable, and can take you to your house, which may contain many teleports, an altar, and a summoning obelisk.
 * Karamja gloves 3 can be useful for accessing Duradel, using the Shilo Village gem mine teleport. It also gives free entry into Brimhaven Dungeon if you're planning to kill monsters there.
 * Bones to Peaches is useful for monsters that drop bones, for those desperate for food.
 * Energy potions and/or Super energy potions for getting around quickly.
 * Summoning pouches and scrolls - Beasts of Burden to carry extra supplies or drops; Healers to reduce food consumption or eliminate the need for it altogether. Combat familiar pouches for faster experience. The highest leveled players will use a steel titan with their helmet and their inventory loaded with special attack scrolls for faster tasks even on dragon tasks, using a Bonecrusher for those tasks. A unicorn would be brought if a steel titan may not.
 * Holy wrench - Boosts the amount that prayer restoring potions regenerate. It is worth bringing for tasks with empty inventory spaces left over.
 * Broomstick or Pollnivneach tablet - For those without a Ring of Slaying, a Chipped House Tablet may be used, although it required the quest Love Story to be done. A broomstick teleport along with a carpet ride is also a semi-decent way to reach Sumona or the Smoke Dungeon.
 * Runes for NPC Contact - Allows the player to quickly get a new task after finishing one.
 * Ferocious Ring - This is the best ring to use in Kuradal's dungeon, and allows fast teleport to Kuradal.
 * Tokkul-Zo - It has semi-decent stats, as it offer +4 to all offensive stats other than strength. Its Fight Caves and Fight Kiln teleports puts the player right next to a bank, and next to a Fairy Ring for the Fight Cave teleport. This ring provides an extra 10% damage against Tzhaar monsters, making it the best ring for those tasks.
 * Dwarf multicannon and Cannonballs - for faster killing in multicombat areas; moderately expensive to use but usually speeds tasks and experience up considerably; faster kill rates mean time saved that could have been spent doing more slayer or making money to make up for the cost of cannonballs. Although higher leveled players would find cannoning all possible tasks to be the most efficient route, lower leveled players or those on a budget should consider cannoning only the tasks in multicombat (Dagganoths, Hellhounds, Aberrant spectres, Mutated Bloodvelds, Suqahs, Greater Demons, and Kalphites). Keep in mind that cannoning also trains ranging. It is efficient to cannon, but it is not as efficient to range a task.

Player-Owned Houses
Some players use their house as an advantage to quickly train slayer.

Note that there are many cases where using player-owned houses are not the most efficient method, not all of the following advantages are relevant to those who have unlocked high level teleportations.

After the quest Love Story, using Teleport to House tabs with a chisel can allow players to any POH portal without moving their house.

Quest Experience
Total: 476,000 Experience
 * 1,000 - Recipe for Disaster
 * 1,000 - Animal Magnetism
 * 2,500 - The Curse of Arrav
 * 2,500 - Fur 'n' Seek
 * 5,000 - Royal Trouble
 * 5,000 - Wanted!
 * 5,000 - Smoking Kills
 * 11,000 - A Clockwork Syringe
 * 20,000 - The Path of Glouphrie
 * 23,000 - Back to my Roots
 * 4 x 100,000 experience from Idria after the While Guthix Sleeps quest may be used for the Slayer skill if the player is Level 65 or higher.

Summoning
There are generally three types of familiars used to help with completing slayer tasks, Beasts of Burden, Healers and Fighters.

Beast of Burden familiars increase a player's inventory size which allows for longer stays on slayer assignments by either allowing the player to bring more food and/or equipment allowing the player to pick up more looted items before having to return to the bank.

Healer familiars provide sources of health restoration. This may consist of a constant heal over time, a scroll use spell, or the capability of creating food to eat. A healer familiar will still heal a player even if that player has no Summoning points left.

Fighter type familiars make up the largest portion of familiars and can also be a Beast of Burden or a Healer familiar. The use of a familiar as a fighter for slayer task is limited as they can only be used in multi-combat areas. When using a familiar to attack slayer xp will be halfed if the familiar deals the last blow or more than half the damage.

A fourth class of familiar, skill enhancing familiars, may be selected for a specific task to receive a desired effect. Example of this would be using a Macaw familiar while on an Aberrant Spectre assignment to improve the quality of herbs dropped.

Regardless of what class of familiar is selected, some thought must be taken when selecting a familiar for a particular slayer assignment. What works for one player may not work for another. Factors for selecting a familiar are location (multi-combat versus single combat), a player's combat level, gear and method of attack for the assignment, a player's desired effect (faster kills, longer session, better drops) and what a particular familiars a player has access to. For example, it would be better to bring a Pack Yack to a Metal Dragons task if ranging due to the fact you will not get hurt as much, due to free inventory space being a luxury. Compare this to a meleer, who gets hit all the time (save halberds, which are slow and should only be used as a special attack weapon) may want to bring a Unicorn. Another example would be using a Bunyip over a Unicorn on a Waterfiend task. Waterfiends drop tons of raw food if you ever get hurt, so it would be more cost-efficient to use a Bunyip here over a Unicorn.