Slayer training
Slayer is a skill that allows players to kill monsters that may otherwise be immune to damage. Players must visit a Slayer master, who will assign them a task to kill certain monsters. Slayer experience is roughly equal to a slain monster's Hitpoints, and is awarded each time the player kills an assigned monster.
This guide focuses on the most efficient ways to train Slayer. Generally when slaying for the best experience rates, players will barrage multiple Slayer monsters at once for the majority of the experience, and use Melee with the dwarf multicannon when barraging is not viable. Players should also follow a task list which offers the fastest Slayer experience per hour, and use Slayer reward points to skip undesirable tasks as often as possible. However, some players may find that alternative priorities suit them best, as Slayer has the potential to be a highly profitable skill as well.
Slayer also provides a lot of passive experience in combat skills. Due to various bonuses afforded to players while training Slayer (such as the bonus given by the Slayer helmet (i)), it offers some of the best rates of melee combat experience in the game. It also is very efficient to train Slayer in overall because players will get significant amounts of experience in other skills on the road to level 99 Slayer or 200 million experience, resulting in less time wasted gaining extra combat experience, which is not necessary since it could have been obtained through Slayer. It is still recommended to start Slayer after obtaining at least level 40 in combat stats when beginning Slayer.
Contents
General information[edit | edit source]
Access to Slayer masters[edit | edit source]
Usually, you get tasks from the highest-level Slayer master that your Combat and Slayer levels allow, because the monsters they assign generally give more experience than lower-level Slayer masters. Duradel is the best Slayer master to use for the fastest experience, but some players may find that Nieve's (or Steve's) task weighting suit better for their preferences.
Typically players train Slayer by using one specific Slayer master appropriate to their level, then using a higher-leveled master they would normally not use. There are slayer completion milestones for every 10th, 50th, 100th, 250th and 1000th task completion that award additional slayer points. Higher-leveled masters will assign more difficult tasks than the typical slayer master would, either in monster assigned or quantity given. Some players train Slayer with one master, or use these point milestones to use two masters. Just because the player can access better slayer masters does not directly correlate to more experience per hour.
Each slayer master usually assigns various monsters based on a weight rating, which determines how likely the player is to get that task. Some slayer masters have unique tasks to themselves, such as Konar quo Maten, who is the only one who assigns hydras. The latter three slayer masters usually have a shared pool of assignable monsters, albeit with modifications to either the quantity or weighting.
Requirements or quests for accessing different Slayer masters and areas include:
Slayer Master | Location | Requirement to use | Points/task | 10th | 50th | 100th | 250th | 1000th |
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Turael | Burthorpe | Any level | 0 | 0 | 0 | 0 | 0 | 0 |
Spria | Draynor Village | A Porcine of Interest | 0 | 0 | 0 | 0 | 0 | 0 |
Mazchna | Canifis | Priest in Peril, 20 combat or 99 Slayer | 2 | 5 | 15 | 50 | 70 | 100 |
Vannaka | Edgeville Dungeon | 40 combat or 99 Slayer | 4 | 20 | 60 | 100 | 140 | 200 |
Chaeldar | Zanaris | Lost City, 70 combat or 99 Slayer | 10 | 50 | 150 | 250 | 350 | 500 |
Konar quo Maten | Mount Karuulm | 75 combat or 99 Slayer | 18 | 90 | 270 | 450 | 630 | 900 (more with elite diary) |
Nieve | Tree Gnome Stronghold | 85 combat or 99 Slayer | 12 | 60 | 180 | 300 | 420 | 600 (more with elite diary) |
Duradel | Shilo Village | Shilo Village, 100 combat+50 Slayer or 99 Slayer | 15 | 75 | 225 | 375 | 525 | 750 |
Krystilia | Edgeville | Any level (Done at least 1 task) | 25 | 125 | 375 | 625 | 875 | 1250 |
Access to Slayer tasks[edit | edit source]
While some monsters can be found during a quest or in other locations, you still need to complete the respective quest in order to unlock them for slayer assignments.
Quests[edit | edit source]
- Horror from the Deep - Dagannoths
- Lunar Diplomacy - Suqahs and NPC contact spell
- Elemental Workshop I - Skeletal Wyverns
- Priest in Peril - Morytania's monsters and the Slayer Tower
- Barbarian Training - Mithril dragons and Waterfiends
- Cabin Fever - Jungle horrors and cave horrors
- Ernest the Chicken - Killerwatts
- Mourning's End Part II - Dark beasts
- Rum Deal - Fever Spiders
- Death to the Dorgeshuun - Molanisks
- Olaf's Quest - Brine rats
- Desert Treasure - Dust devils
- Monkey Madness II - Demonic gorillas (simply an alternative monster for black demons)
- Bone Voyage - Fossil Island Wyverns
- Dragon Slayer II - Adamant and Rune dragons
- Death Plateau - Spiritual creatures, aviansie (also requires a toggle)
- The Fremennik Exiles - Basilisk knights (simply an alternative to normal basilisks)
- A Porcine of Interest - Sourhogs
Combat levels[edit | edit source]
Slayer masters can sometimes assign you a task where you may be asked to kill monsters that you may have extreme difficulty fighting. Such examples include green dragons from Vannaka, which can be a challenging task for low levelled players. While baby green dragons are an option, there are a few requirements to access them. The player can speak with slayer masters regarding their combat level, and they will let you know if you have any handicaps on.
By default, slayer masters will assign tasks based on your combat level, essentially blocking tasks that are "too strong" for you until you reach the recommended level. You may speak to them to let them assign tasks regardless of your combat level. This can be changed at any time by speaking to them again.
Recommended stats, quests, diaries[edit | edit source]
It is strongly recommended to have fairly high combat stats and have completed a lot of quests for blocks before starting Slayer training. While there are no real requirements for Slayer training and it can technically be started at a low level, high combat stats increase damage output considerably and allow the player to use the best equipment available. Low-level Slayer masters also have poor task lists and give fewer Slayer reward points than the higher-level ones.
Recommended skills[edit | edit source]
- 100+
- 80+
- 80+
- 80+
- 75+
- 75+
- 70+
for Piety
90 for the ornate rejuvenation pool, occult altar and fairy ring
82 is only required if using spicy stews and crystal saw to boost the Construction level
- Having at least
80 (or
75 with stew boost) is strongly recommended for the ancient altar to quickly switch spellbooks
81 for access to most shortcuts up to the Fremennik slayer cave shortcut.
75 for slayer rings
Recommended quests and diaries[edit | edit source]
- 200+ or 250+ quest points for Dragon Slayer II rewards or a 5th slot to block a slayer task respectively.
250 quest points are needed to unlock a 5th slot to block a slayer task.
- Completion of Desert Treasure for access to Ancient Magicks
- Started Fairytale II - Cure a Queen for access to fairy rings
- Completion of Dwarf Cannon for the ability to use a dwarf multicannon
- Completion of King's Ransom and Knight Waves Training Grounds for Piety
- Completion of hard tasks in the Karamja Diary for Karamja gloves 3
- Karamja gloves 4 offer a straight teleport to Duradel, but the elite tasks have much higher requirements
- Elite tasks in the Lumbridge & Draynor Diary for 6th block slot and removing the need for Dramen staff/Lunar staff for fairy rings (requires the quest point cape)
- Completion of Bear your Soul miniquest for access to the Soul Bearer
Equipment[edit | edit source]
Players should use the best equipment they can afford in order to maximise experience rates. If the player cannot afford best-in-slot equipment, it is best to sacrifice from Magic accuracy and Melee bonuses before Magic damage, as the majority of the Slayer experience is likely gained through barraging and most monsters are very weak to Magic. It is strongly recommended to have a kodai wand, as it has significant offensive bonuses, 15% chance of negating rune costs and it provides unlimited water runes, all of which end up saving a lot of money in the long run.
An imbued slayer helm is mandatory for training slayer, as it provides increased accuracy and damage for all combat styles, along with innate protection against aberrant spectres, dust and smoke devils as their protection items are part of the equipment.
Players should always wear a bracelet of slaughter or an expeditious bracelet to extend or speed up tasks. The former is recommended for desired tasks, which is usually brought along when killing bosses. It is not recommended to use it for general training. The latter is recommended for general training or completing undesired tasks, as it speeds up the time it takes to clear a task, allowing the player to get a new one quickly.
An eternal slayer ring is recommended for fast access to the Stronghold Slayer Cave, Slayer Tower and the Fremennik Slayer Dungeon. The first teleport also leads directly to Steve and is the fastest option to reach a slayer master outside of NPC Contact. The second teleport is useful for players wishing to fight the Grotesque Guardians, and the final teleport is useful for reaching turoths and kurasks. Although the slayer ring provides access to Tarn's Lair, none of the high level masters assign terror dogs, and the dungeon doesn't have any other notable monsters.
A Holy wrench can be brought to slayer tasks as this can help save prayer potions over time. This requires completion of Rum Deal quest.
Apart from point boosting, using Ranged is generally not recommended unless Melee or Magic is not a viable option, such as hydra tasks. The toxic blowpipe is the only viable option for most tasks in terms of damage output, and using it can be very expensive. Melee is also preferred for efficiency since Ranged is already trained on some tasks through the dwarf multicannon.
Powered staves and single-target Magic spells should not be used for general training, except when they are the only viable option (such as cave krakens. They generally offer worse damage output than Melee and using them costs money. Melee is also preferred for efficiency since Magic is already trained on some tasks through barraging.
For Melee tasks, players should use equipment that offers the highest strength and accuracy bonuses, such as Bandos armour and primordial boots. Proselyte armour can be used instead to give a higher Prayer bonus, reducing the amount of Prayer points drained per second.
The Ghrazi rapier is the best melee weapon for general use. However it can be very expensive, so many players will choose to use the much more affordable abyssal whip instead at a slight damage output loss. Avernic or dragon defenders should always be used except against wyverns, and for dragon tasks players should use extended super antifire potions.
The scythe of vitur can be used for some tasks (such as dark beasts, kalphites, and bloodvelds) for better damage output, but the weapon is very expensive and using it costs a lot of money. The dragon hunter lance is the best weapon to use against draconic enemies, and arclight should be used against demons if the player has enough charges for it. If the player cannot afford a dragon hunter lance or ghrazi rapier for dragons, a stab weapon such as Zamorakian hasta or abyssal dagger should be used.
Dragon claws are generally the best special attack weapon to use for single combat. Dinh's bulwark is better for certain multi-combat areas (such as dagannoth), but it can also be used to obtain aggression. The dragon dagger is much cheaper than the dragon claws however, and the special attack can outperform dragon claws against monsters that have low Defence. Alternatively, players can use Saradomin godsword to restore Hitpoints and Prayer points during a task, or an Eldritch nightmare staff to restore only prayer points at a rate better than that of the Saradomin godsword.
Equipment[edit | edit source]
Magic is commonly used to barrage or burst multiple monsters at once for fast Slayer experience. The Slayer helmet MUST be imbued in order to gain accuracy and damage benefits on an assigned Slayer monster.
Players should wear equipment that gives the highest Magic damage bonuses, such as kodai wand, occult necklace, imbued god cape and ancestral robes. Having a higher max hit increases damage output considerably and makes casts effectively cheaper as each cast deals more damage for the same rune cost. Considering that players will likely gain the majority of the Slayer experience through barraging, it is strongly recommended to invest into Magic damage-boosting equipment, most importantly the kodai wand, as this will save a lot of money and time in the long run.
Players will need to use a weapon that can autocast Ancient Magicks. The best option by far is the kodai wand, as it also has a 15% chance to negate rune costs and provides unlimited water runes. The nightmare staff is a decent alternative, although it lacks the rune-saving effect. Using other weapons is not recommended for long-term Slayer training, assuming the player does a lot of barrage tasks for the fastest experience.
Most Slayer monsters which are commonly barraged (such as Greater Nechryael and dust devils) have very low Magic defence, so having a higher Magic accuracy makes negligible difference on damage output. For those tasks players may wear equipment with high Prayer bonus, such as ring of the gods (i), devout boots and book of darkness. Certain monsters (such as smoke devils and Warped Jellies) do have Magic defence however, so Magic accuracy will matter against them and players should wear equipment with high Magic accuracy bonuses.
Dinh's bulwark special attack can optionally be used to draw aggression of monsters into a barrage pile.
Equipment[edit | edit source]
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Ranged is not commonly used for general Slayer training, as Melee is preferred for efficiency since Ranged is already trained on some tasks through the dwarf multicannon. However, toxic blowpipe is the best option when using Turael to boost Slayer points. Otherwise, players who do not value gaining Melee experience can use the toxic blowpipe, which can be faster than using Melee on certain tasks. However, using the toxic blowpipe is very expensive and worse Ranged weapons do not give sufficient damage output.
If using Ranged, the slayer helmet MUST be imbued in order to gain accuracy and damage benefits on an assigned Slayer monster.
Equipment[edit | edit source]
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Ranged is primarily used for Wilderness Slayer to boost Slayer points. Craw's bow is the best weapon to use for most tasks, but for some tasks toxic blowpipe is better due to its higher attack speed. Players should bring 4 expensive items and the rest of the equipment should be cheap that the player will not mind losing.
If using Ranged, the slayer helmet MUST be imbued in order to gain accuracy and damage benefits on an assigned Slayer monster.
Equipment[edit | edit source]
Slot | Item (most effective → least effective) | ||
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Inventory[edit | edit source]
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- Dwarf multicannon and some cannonballs
- Spare expeditious bracelets
- 1-2 divine ranging potions, 1 stamina potion and 1 anti-venom+
- Saradomin brews and super restores to survive player killers
- A teleport out of Wilderness such as royal seed pod or amulet of glory
- Teleport to house tablets or ring of dueling to restore stats
- 1 extended super antifire (when needed)
Using Slayer reward points[edit | edit source]
Slayer reward points are awarded for the 5th consecutive task and every task thereafter. These can be used to cancel undesirable tasks, permanently block assignments and unlock useful rewards.
When training Slayer for the fastest experience, this is generally an optimal order for spending Slayer reward points:
- Blocks (including the special Fossil Island Wyvern block)
- Superior Slayer monsters
- Slayer helmet
- Extensions
- Extra unlocks (such as slayer rings)
Cancelling and blocking tasks[edit | edit source]
Slayer reward points are mainly used to cancel undesirable tasks, which offer slow experience, poor profit or mediocre experience but take too long to complete. Cancelling a task costs 30 reward points each time, making it potentially expensive to try and get a specific assignment.
Tasks that the player does not wish to ever do can be permanently blocked at the cost of 100 reward points. Up to six assigned monsters (or monster groups) can be blocked. To block an assignment, 50 quest points are required per slot, totalling up to 250 reward points for five slots. A sixth slot is available only with the completion of the Elite Lumbridge & Draynor Diary. For toggled tasks like lizardmen, the player should simply cancel the toggle and the task itself, so that they cannot obtain the task anymore, which essentially acts as a block. With 500 slayer points, a block can be applied to Fossil Island Wyverns. While significantly more expensive than any task block in-game, the player has the ability to freely toggle on and off this block as they desire.
The main goal for Slayer training is to spend as much time as possible doing good tasks, and as little time as possible doing bad tasks. It is therefore optimal to make use of all the available blocks as soon as possible, and then use the cancel option as often as it can be used while maintaining a stable level of Slayer reward points. Players are also strongly advised to keep enough points in reserve to cancel several tasks in a row, in case of multiple undesirable assignments being given.
The undesirable tasks with the highest weighting (tasks are most commonly assigned) should be blocked as soon as possible, and tasks with lower weighting (less common tasks) should be skipped. Even if a certain task may be worse than another, it is better to block the one that is more common since you plan to cancel them both anyway. For example, if the player does not want to do greater demon or iron dragon tasks from Duradel but only has 1 block available, it is better to block greater demons as they have higher weighting (9) than iron dragons (5), and iron dragons should be skipped even though some would consider them as a worse task.
Blocking assignments should only be done for Duradel, as the lower Slayer masters will not assign some (if not most) of the monsters that they will have. Before banning a selected monster, consider if you will return to them again for Slayer (such as black demons, then completing Monkey Madness II and accessing demonic gorillas, which are far more profitable and count towards them), their location and the time it takes to complete an assignment. Common but very short tasks (such as killing baby black dragons) are also worthwhile to do for fast points, even if they do not provide fast experience or good profit.
Duradel assigns 39 different Slayer tasks. Each player can develop their own personal task list using a method like this:
- Sort the tasks from fastest to slowest Slayer experience, and choose 3–4 tasks that offer the highest experience per hour. These will be your main tasks where you want to spend as much time as possible.
- Sort the rest of the tasks from fastest to slowest experience and how long it takes to complete them on average. Sometimes it can be better to do a shorter task that offers slower experience than a longer one which offers faster experience, and vice versa.
- Decide how many tasks must be completed (instead of being cancelled) in order to keep Slayer reward points at a stable level in the long run (neither gaining nor losing a significant amount of points). This will probably be around 13–16 tasks.
- Draw a cut-off line after the nth best task (i.e., the 15th best task). All tasks below this line will be either blocked or cancelled.
- Of the tasks below the cut-off line, permanently block the six which are most commonly assigned.
- Cancel the remaining tasks below the cut-off line whenever they are assigned. Complete only the tasks above the cut-off line, and adjust the cut-off line if you are gaining or losing too many points.
Players who aim for the fastest Slayer experience should generally spend the majority of the time doing high experience tasks, and spend the rest of the time doing relatively fast tasks for points. Even though a certain task offers decent experience in itself but takes fairly long to complete, such as black demons, it is likely not worth doing as this would mean spending less time doing tasks that offer much better experience per hour, thereby decreasing overall experience rates.
Players who aim to make money from Slayer training should generally spend the majority of the time killing highly profitable bosses and monsters on task, such as Vorkath (blue dragons), Cerberus (hellhounds), Abyssal Sire (abyssal demons), and demonic gorillas (black demons). The rest of the time should be spent doing fast tasks for points, and optionally tasks that offer high experience rates. Before attempting alternative options however, players should consider whether a task is profitable enough or not, and how long the task takes to complete. For example, a player who would kill Cerberus and Vorkath for profit likely finds gargoyles (and the Grotesque Guardians) to be not worth doing, as this would mean spending less time doing tasks that offer much better profit. While gargoyles are profitable, they take fairly long to complete and offer mediocre profit in comparison, which would likely mean making less money overall.
Unlocking new tasks[edit | edit source]
With unlocking, you do not need a quest to access them. Instead, you pay with slayer points to get these monsters for your slayer assignment. Be aware that these task unlocks generally apply to high level Slayer Masters.
If you decide to stop doing assignments which are toggleable, consider if you will do the task again. If you will not do those tasks anymore, toggle the task off. This will essentially act as a "block", allowing you to block other undesired monsters if needed.
Generally it is not worth unlocking any new Slayer tasks when training Slayer efficiently, but in some cases it may be worth unlocking mithril dragons for a very fast point task.
Slayer Unlock | Monster task | Assigned By | Notes |
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Seeing Red | Red dragons | Konar, Nieve/Steve, Duradel | Baby or Brutal red dragons can be killed instead |
I hope you mith me | Mithril dragons | Konar, Nieve/Steve, Duradel | Requires the player to speak with Otto about Barbarian training |
Watch the birdie | Aviansies | Chaeldar, Konar, Nieve/Steve, Duradel | Kree'arra and his bodyguards also count for this task. |
Hot stuff | TzHaar | Chaeldar, Konar, Nieve/Steve, Duradel | TzTok-Jad can be killed instead if you take the challenge, or TzKal-Zuk if you have defeated him once. |
Reptile got ripped | Lizardmen | Chaeldar, Konar, Nieve/Steve, Duradel | Can kill Lizardman, Lizardman brutes or Lizardman shamans. No favour is required for ones west of the Shayziens' Wall; 5% for lizardmen in the Lizardman Canyon and 100% for the shamans there. |
Like a boss | All normal bosses | Konar, Nieve/Steve, Duradel | Corporeal Beast and The Nightmare not included. Assigned bosses are determined if you meet the access requirement(s). |
Task extension[edit | edit source]
Some tasks can be extended for Slayer points, which will greatly increase the number that you can be assigned if they give you that creature for a task. Only extend tasks that you generally do; it is a waste of points if you extend a task that you skip frequently or do not like. For efficient Slayer training it is recommended to extend nechryael and dust devils.
Superior Slayer monsters[edit | edit source]
With the Bigger and Badder perk unlocked (requiring 150 Slayer points), several monsters have a 1/200 chance of attracting a superior variant of the monster. Superior monsters are stronger than their normal counterparts, typically having a higher max hit and new mechanics, but grant additional Slayer experience. They can also drop the valuable and sought-after eternal gem and imbued heart, both of which sell considerably well on the Grand Exchange, along with a 10x increased drop rate on clue scrolls should the monster be capable of dropping clue scrolls.
Activating this perk is optional, but recommended since you can toggle it off without penalty if you do not want to fight superior monsters.
Killing perks[edit | edit source]
The only recommended killing perk to obtain is Gargoyle Smasher should the player do gargoyle tasks. High levelled Slayer masters will assign gargoyles quite frequently, and players will save a large amount of time by automatically smashing Gargoyles whenever they reach 9 hitpoints or lower, and automatically smashes Dawn and Dusk when they reach 0 hitpoints. 'Shroom Sprayer can also be unlocked, but only if the player completes mutated zygomite tasks.
Dwarf multicannon[edit | edit source]
The dwarf multicannon adds a significant amount of extra damage output, and it should be used whenever viable. Using the cannon can be quite expensive, but the cost is justified by the saved time compared to not using one. For example, certain Melee tasks like suqahs, dagannoth and kalphites offer good experience per hour with the cannon as the cannon does a lot of damage in these multi-combat areas, but without the cannon the experience rates would be mediocre at best. The player will also gain some passive Ranged experience while getting nearly as much Melee experience as the player would without using a cannon.
The dwarf multicannon is typically used to speed up Melee tasks, and to lure smoke devils. For Melee tasks, it is best to find out the best spot to stand to allow double cannon shots against one monster. This allows faster kills, slightly increasing experience rates. Around 750–1,500 cannonballs are used on an average task given by Duradel in a non-multiway combat area, whilst tasks which take place in a multiway combat area can exceed over 1,500.
Should the player not be able to afford to use the cannon at all, it is better to simply make the money for the cannonballs rather than train Slayer without the cannon. Players should also consider how much time they will spend on tasks where the cannon is used, as having a cannon-heavy task list much more expensive and generally less efficient than doing a lot of barrage tasks. For example, it may be a good idea not to extend tasks where little to no money is made back from the drops, such as black demons or suqahs. On some cannonable tasks monster drops will cover some of the cost of using the cannon, but usually not enough to break even. Most barrage tasks on the other hand usually break even or even profit slightly.
Prayer[edit | edit source]
Protection and offensive prayers are used extensively when training Slayer. Players will need to bring prayer potions or super restores to every task, and have a good supply of them in the bank. It is also recommended to have a high Prayer level, as it allows you to pay less attention to your Prayer points, and having a higher Prayer level allows you to restore more prayer points per prayer potion dose. The holy wrench also boosts the amount of prayer gained from prayer potions, thus reducing the number of prayer potions used. These make the overall lifespan of your potions much higher, and saves a lot of money in the long run.
It is very useful to have the rejuvenation pool (or better) in the player-owned house or a quick access to any altar to restore Prayer points before starting a new task. However, players should not constantly teleport out from the task area to restore Prayer points and run back there, as this lowers experience rates significantly and it is worth the money to simply drink prayer potions whenever needed.
The best available offensive prayers should always be used for Melee and Ranged, and also for Magic if having a higher Magic accuracy makes a notable difference on damage output (such as against smoke devils and Warped Jellies). It is recommended not to use offensive prayers against monsters with low Magic defence, as this would have a negligible benefit to damage output and it would be much more expensive. However, for Melee and Ranged offensive prayers increases the max hit and thus the damage output considerably, and using them is worth the cost.
Protection prayers should be used on dangerous tasks where the player would otherwise take heavy damage. Such tasks include all barrage tasks and most tasks in multi-combat areas, metal dragons, dark beasts, aberrant spectres and other damage-heavy tasks. Protection prayers along with Prayer-boosting armour (such as Proselyte armour) can also be used as a low-effort alternative to defensive armour and food. This requires paying less attention overall as the player will not take damage and the Prayer points are drained at a slower rate.
Prayer flicking is a tedious and very click-intensive but an extremely efficient way of saving Prayer points. If you are willing to put the effort, it can more than triple the life span of your prayer points with proper timing.
Slayer locations[edit | edit source]
While some slayer monsters are found in one or multiple habitats, there are dungeons throughout RuneScape where many monsters a slayer master can assign can be found.
Location | Advantages | Disadvantages |
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Slayer Tower | Has various slayer monsters, some of them being less crowded due to other locations. You also receive more experience if you have the Morytania diaries done. | Monsters on the upper floors are annoying to reach without high Agility and a cannon can't be used in the tower. |
Fremennik Slayer Dungeon | Has various slayer monsters, with most of them being found only in the dungeon. | Can be somewhat annoying to reach the end of the dungeon without high Agility, some areas can be crowded. |
Stronghold Slayer Cave | Has a handful of monsters that medium/high levelled slayer masters assign, and close to a bank. A cannon can be used in this cave. | Often crowded. |
Catacombs of Kourend | Similar to the Stronghold Slayer Cave, but with stronger monsters and in some cases, better drops than those found elsewhere. It is also a multi-combat area so you can semi-afk more efficiently here. Some tasks are very efficient here, like dust devils and nechryael. | Somewhat far without teleports to the dungeon, and a cannon can't be placed in the dungeon. |
Chasm of Fire | Contains lesser, greater and black Demons. The black demons here can be more easily cannoned than those in Taverley Dungeon. | Can be far if optimal teleports are not unlocked. |
Kalphite Cave | More kalphites can be found in here. | N/A |
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 II with a Lunar/Dramen staff. Not needed if you have completed all the Lumbridge & Draynor Village sets.
- Lunar Magic - used for NPC Contact, allowing you to talk to any Slayer master without travelling to them. However, the rewards interface cannot be accessed this way, so travel to any Slayer master may be necessary to cancel. 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.
- Slayer ring - can be used to teleport to several slayer locations (obtained from a slayer master for slayer points). Slayer rings should be made in batches and treated as disposable to allow more loot to be banked. Players who wish to skip or block a task should use the slayer ring to teleport to the Stronghold Slayer Cave, which is right next to Nieve.
- Karamja gloves 3 - Reward for Hard Karamja Diary. (It allows you to teleport to Shilo Village for quickly getting a new task from Duradel). Karamja gloves 4 allows the player to transport directly to Duradel.
- Xeric's talisman - can be used to teleport around Great Kourend to enter the Catacombs of Kourend or to fight Lizardmen.
Player-owned houses[edit | edit source]
Player-owned houses are a big asset for Slayer training, though it does take considerable input to get the required Construction levels.
At level 50, portal chambers can be built. The portals can then be constructed and set to teleport to various destinations around RuneScape, covering many of the teleports that the spellbooks have. You need to have the respective Magic level and other requirements completed to attune a portal to a specific location.
At level 90 Construction, the Ornate rejuvenation pool can be built, regenerating the player's special attack energy, run energy, prayer points, reduced stats and health when interacted with. This saves a lot of supplies if you use the house a lot.
At level 95 Construction, you can build the Spirit tree & fairy ring. This provides the perks of both the spirit tree and fairy ring at once, which when combined with the ornate rejuvenation pool will save lots of supplies and essentially allows you to reach anywhere in RuneScape without having to use other items.
Location | Advantages | Disadvantages |
---|---|---|
Rimmington | Close to Mudskipper Point for mogre, ice warrior and skeletal wyvern tasks. | Far from a Slayer master to exchange slayer points. Fairy ring code AIQ teleports directly to Mudskipper Point. |
Taverley | Somewhat close to Trollheim for troll, spiritual mage, spiritual ranger, and spiritual warrior tasks. Close to the Heroes' Guild and Taverley Dungeon for blue dragon tasks. |
The Games necklace and Trollheim tablet teleports closer to all these locations (except blue dragons). |
Great Kourend | Close to one of the entrances to the Catacombs of Kourend. | The Kourend Castle Teleport option/"Xeric's Heart" teleport from Xeric's talisman is significantly faster. |
Pollnivneach | Close to the Smoke Dungeon. | The Camulet is somewhat slower but cheaper.
Far from a Slayer master to exchange slayer points. |
Rellekka | Quick access to Lunar Isle for a spellbook swap. Close to Fremennik Slayer Dungeon. |
Far from a Slayer Master to exchange slayer points. Enchanted lyre teleports close to POH portal. |
Brimhaven | Close to the Brimhaven Dungeon Fastest way to Duradel without the use of the NPC Contact or any means of teleportation such as Karamja gloves 3 other than using the spirit tree patch followed by the cart-ride. Close to bank. |
Few non-Slayer uses. |
Yanille | Close to blue dragons and greater demons in the Ogre Enclave. | Far from a Slayer master to exchange slayer points. Watchtower teleport/Castle Wars teleport with the Ring of Dueling is relatively close. |
Task summary[edit | edit source]
This is a list of monsters assigned by Duradel, along with the pros and cons of completing the task. This table aims to empower players in choosing their tasks based on the pros and cons of each task reflecting on experience rates, profit and the amount of effort required.
Monster name | Slayer level | Pros | Cons | Do/skip/block | Approx. XP/h | Weight |
---|---|---|---|---|---|---|
Aberrant spectres | 60 | Relatively low-effort task. Valuable herbs and seeds cover most of the costs of using the cannon. | Cannot be lured into double-hit cannon spots properly, which results in mediocre experience rates. Not worth doing unless Slayer points are an issue. | Skip | 35000 | 7 |
Abyssal demons | 85 | Decent profit from abyssal whip drops. Decent experience when barraging. | Mediocre experience when meleeing. Long task and very commonly assigned. Should be blocked if money is not an issue. | Do/block | 55000 (Magic)
29000 (Melee) |
12 |
Adamant dragons | 1 | Fast task with high combat stats and when using a dragon hunter lance. | Poor experience rates and mediocre drops for their level. | Do/Skip | 15000 | 2 |
Ankous | 1 | Decent experience and relatively fast task when barraging in the Catacombs of Kourend. | Barraging will result in a loss due to lack of valuable drops. | Do | 55000 (Magic) | 5 |
Aviansies | 1 | Kree'arra can be killed on task for good profit. | Poor experience rates. Killing Kree'arra effectively requires very expensive equipment, and the profit is very inconsistent due to the value mostly being in the rare unique drops. | Should not be unlocked | 10000 | 8 |
Basilisk | 40 | Basilisk Knights can be killed on task for good profit. | Poor experience rates due to slow kills. | Should not be unlocked | 15000 | 7 |
Bloodvelds | 50 | Good experience rates when cannoning in the Meiyerditch Laboratories. Drops cover the cost of using the cannon if in Meiyerditch Laboratories. | Traveling to the Meiyerditch Laboratory can take a while. Using a cannon will result in a loss in the Stronghold Slayer Cave | Do | 75000 | 8 |
Black demons | 1 | Decent experience rates, low-effort task. Demonic gorillas can be killed for good profit at the expense of experience rates. | Long task, especially if killing demonic gorillas. Using the cannon will result in a loss. | Do/skip | 45000 | 8 |
Black dragons | 1 | If killing baby black dragons, a very fast task when unextended. Brutal black dragons can be killed for profit at higher levels. | N/A | Do | 35000 | 9 |
Blue dragons | 1 | Vorkath can be killed on task for good and consistent profit. | Poor experience rates and long task. Should be skipped if not killing Vorkath for profit. | Skip | 25000 | 4 |
Bosses | Varies (1 for all except a few) | Can be a relatively quick task depending on what boss you get, in addition to 5,000 slayer experience upon completion of the task. | Some bosses can be rather annoying to kill, and requires 200 Slayer points to unlock boss tasks. | Should not be unlocked | Varies | 12 |
Cave horror | 58 | Relatively fast task. Drops cover the cost of using the cannon. | Poor experience rates. Not worth doing unless Slayer points are an issue. | Skip | 25000 | 4 |
Cave kraken | 87 | Decent and low-effort profit when killing the boss variant. | Poor experience rates. Killing cave krakens will result in a guaranteed loss due to the supplies needed to kill them with little net gain. | Block | 15000 | 9 |
Dagannoth | 1 | Good experience rates. | Can be crowded in the Lighthouse Dungeon. Using the cannon will result in a loss. | Do | 85000 | 9 |
Dark beasts | 90 | Fast task when unextended. Relatively low-effort task. | Somewhat mediocre experience rates. | Do | 42000 | 11 |
Drakes | 84 | Relatively low-effort task with high combat stats. | Mediocre experience rates and long task. Not worth doing unless Slayer points are an issue. | Skip/Block | 35000 | 8 |
Dust devils | 65 | Good experience rates when barraging in the Catacombs of Kourend. Drops cover the rune costs. | Often very crowded in the Catacombs of Kourend. Not worth doing if magic is not an option, unless Slayer points are an issue. | Do | 75000 (Magic)
35000 (Melee) |
5 |
Elves | 1 | Relatively low-effort task. | Poor experience rates. Not worth doing unless Slayer points are an issue. | Skip | 25000 | 4 |
Fire giants | 1 | Relatively low-effort task. | Somewhat mediocre experience rates. Using the cannon will result in a loss. Not worth doing unless Slayer points are an issue. | Skip | 40000 | 7 |
Fossil Island Wyverns | 66, 82 | Relatively low-effort task. | Poor experience rates and mediocre profit. Not worth doing unless Slayer points are an issue. | Block with the unique unlock | 15000 | 5 |
Gargoyles | 75 | Decent profit, relatively low-effort task. | Mediocre experience rates. Can be crowded in the Slayer Tower. | Skip | 30000 | 8 |
Greater demons | 1 | Relatively fast task when unextended. Relatively low-effort task. | Mediocre experience rates and commonly assigned. Using the cannon will result in a loss. | Block | 38000 | 9 |
Hellhounds | 1 | Cerberus can be killed on task for good long-term profit. Relatively low-effort task if killing regular hellhounds. | Commonly assigned and long task. Using the cannon will result in a loss due to lack of drops. Killing Cerberus effectively requires expensive equipment, and the profit is very inconsistent due to the value mostly being in the rare unique drops. Should be blocked unless killing Cerberus for profit. | Do/Block | 40000 (regular)
25000 (Cerberus) |
10 |
Iron dragons | 1 | Somewhat fast task with high stats and when using the dragon hunter lance. | Mediocre experience rates, rather poor drops. Not worth doing unless Slayer points are an issue. | Skip | 35000 | 5 |
Jellies | 52 | Good experience rates when barraging in Catacombs of Kourend. | Barraging will result in loss due to lack of valuable drops. | Do | 85000 (Magic)
34000 (Melee) |
0 |
Kalphites | 1 | Good experience rates when cannoning the soldiers. Relatively low-effort task. | Using the cannon will result in a loss. | Do | 75000 | 9 |
Kurasks | 70 | Somewhat decent profit. | Can only be harmed with leaf-bladed weaponry, broad bolts or Slayer Dart, which results in poor experience rates. Not worth doing unless Slayer points are an issue. | Do/Skip | 20000 | 4 |
Lizardmen | 1 | Decent experience rates when cannoning lizardmen. Relatively fast task. | Commonly assigned, which makes this task not worth unlocking. Using the cannon will result in a loss. | Should not be unlocked | 50000 | 10 |
Mithril dragons | 1 | Very fast task with high combat stats and when using a dragon hunter lance. | Mediocre experience rates and commonly assigned. Deal heavy damage. | Toggle on/Should not be unlocked | 30000 | 9 |
Nechryael | 80 | Good experience rates when barraging in the Catacombs of Kourend. Decent profit if meleeing. | Often crowded in the Catacombs of Kourend, requires frequent banking if Explorer's ring 4 isn't available. Should be blocked if barraging is not an option. | Do | 80000 (Magic)
31000 (Melee) |
9 |
Red dragons | 1 | Decent profit with high stats and when using a dragon hunter lance. | Mediocre experience rates. | Should not be unlocked | 30000 | 8 |
Rune dragons | 1 | Very fast task when unextended and using a dragon hunter lance. Good profit. | Poor experience rates. Deal heavy damage without good defensive armour. | Do/Skip | 18000 | 2 |
Skeletal Wyverns | 72 | Decent profit with high combat stats and when using a dragon hunter lance. | Poor experience rates. | Skip | 15000 | 7 |
Smoke devils | 93 | Barraging smoke devils currently offers the best experience rates in the game. Drops cover the rune costs. | Luring smoke devils properly requires a lot of practice and effort. | Do | 150000 (Magic)
55000 (Melee) |
9 |
Spiritual creatures | 63, 68, 83 | Mages can give decent profit and have relatively low hitpoints (75 for Zamorak, 85 for Saradomin) | Poor experience rates. Not worth doing unless Slayer points are an issue. | Skip | 25000 | 7 |
Steel dragons | 1 | Relatively fast task with high combat stats and when using a dragon hunter lance. | Mediocre experience rates. | Do/Skip | 30000 | 7 |
Suqahs | 1 | Decent experience rates. Relatively fast task when unextended. | No notable drops to cover the cost of using the cannon. Requires good defensive armour as well as Protect from Magic since they hit hard with both attack styles. | Do | 55000 | 8 |
Trolls | 1 | Decent experience rates when cannoning ice trolls on Jatizso or mountain trolls at Mount Quidamortem. Drops cover some of the costs of using the cannon. | Ice trolls deal heavy damage. Travelling to Jatizso can take a while. | Do/Skip | 50000 | 6 |
TzHaar | 1 | Most TzHaar can be safespotted, and Jad can be killed instead for 25,000 Slayer experience upon death. | If not killing Jad, TzHaars are often very crowded. | Should not be unlocked | Varies | 10 |
Vyrewatch | 38 | Killing Vyrewatch Sentinels in Darkmeyer can yield a somewhat decent profit. | Can only be harmed with the ivandis flail or blisterwood flail, which results in poor experience rates. | Should not be unlocked | 15000 | 8 |
Waterfiends | 1 | Somewhat decent drops. | Poor experience rates. Not worth doing unless Slayer points are an issue. | Skip | 15000 | 2 |
Wyrms | 62 | Somewhat decent drops. | Mediocre experience rates. Not worth doing unless Slayer points are an issue. | Skip | 35000 | 8 |
Zygomite | 57 | Relatively fast task. | Poor experience rates. Requires fungicide in order to finish them off. Should be skipped unless Slayer points are an issue. | Skip | 10000 | 2 |
Quest experience[edit | edit source]
Quest | Experience reward |
Slayer requirement |
Other requirements |
---|---|---|---|
Natural history quiz (miniquest) |
1,000 | - | - |
Recipe for Disaster (Dwarf subquest) |
1,000 | - | - |
Animal Magnetism | 1,000 | ![]() |
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A Porcine of Interest | 1,000 | - | - |
The General's Shadow (miniquest) |
2,000 | - | - |
Royal Trouble | 5,000 | ![]() |
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Wanted! | 5,000 | - | ![]() |
Lair of Tarn Razorlor (miniquest) |
5,000 | ![]() |
- |
The Fremennik Exiles | 15,000 | ![]() |
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Monkey Madness II | 25,000 | ![]() |
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Champions' Challenge (invisible miniquest) |
40,348 | - | ![]() |
Total | 101,348 |
Free-to-play guides | |
Members' guides | |
Ultimate Ironman Guides |