OSRS Combat Path Calculator
Compare single-stat routes to a target combat level for a 1-defence pure, Zerker, or max-med account. Every result stops at the selected build’s visible stat caps.
Set the build and current stats
Current → target combat
Each row raises only that stat. A dash means that stat cannot reach the target before its build cap.
| Stat | Add | Finish |
|---|---|---|
| attack | +28 | 78 |
| strength | +28 | 98 |
| defence | — | — |
| hitpoints | — | — |
| prayer | — | — |
| ranged | +29 | 99 |
| magic | +29 | 99 |
How it works
This combat path calculator tests one stat at a time from the entered account until the exact combat formula reaches the target or the chosen build cap stops the search. The 1-defence pure locks Defence at 1 and Prayer at 52; the Zerker caps Attack at 75, Defence at 45 and Prayer at 55; the max-med profile caps Attack at 82, Defence at 80 and Prayer at 77. These are planning archetypes, not game-enforced account types, so the caps are stated rather than hidden. Offensive styles compete: only the largest melee, Ranged or Magic contribution counts. A dash therefore can mean the stat is capped or that its style remains below the currently dominant style. Hitpoints paths are mathematical what-if rows; combat training normally awards Hitpoints experience alongside offensive experience, so an actual training sequence can move two inputs together. Recalculate after each completed milestone.
Worked example
The default 1-defence pure—50 Attack, 70 Strength, 1 Defence, 65 Hitpoints, 44 Prayer, 70 Ranged and 70 Magic—is combat 61. Raising only Strength reaches combat 70 at 98 Strength, a gain of 28 levels, while Defence is locked at 1 and cannot provide a valid route.
Interpreting the result
Start by checking that each field describes the same scenario as the result: levels are visible base levels, bonuses are entered separately, costs are per unit, and a one-in-X rate means one divided by X on each eligible roll. The calculator updates immediately and writes the complete input state into the address bar. “Copy link” preserves those assumptions; “Copy result” copies a short summary rather than the entire method.
Do not treat a rounded count as an hourly rate. A required-action total says how many successful units complete the target under the entered reward. Banking, movement, failed attempts, animation timing, missed ticks and setup changes affect elapsed time. When time matters, measure a representative session with the same method and divide the required count by the observed successful actions per hour.
Economic outputs are arithmetic scenarios rather than live market quotations. Check current item values before buying supplies, include any outputs that can be sold, and consider limits or low-volume price movement. Probability outputs describe repeated independent trials; they do not promise that a result arrives at the displayed attempt count. The visible formula is the authority for what this page includes.
Read this as a planning estimate. Game updates, equipment effects, failures, travel, downtime and live prices can move a real session away from the mathematical result. Check the inputs against the account and use the output as a reproducible baseline.
Questions about OSRS Combat Path Calculator
How do I reach a target combat level on a 1-defence pure?
What constraints does the Zerker path use?
Why does a combat path row show a dash?
Does training Strength also raise Hitpoints?
Sources
Mechanics and fixed tables were reviewed in 2026. Price-like inputs are user-controlled or approximate rather than live quotes. Source links name the public reference used for the page; the visible formula states the exact implementation.
- Old School RuneScape Wiki — Combat level — Seven-stat combat formula, reviewed 2026.
- Old School RuneScape Wiki — Account builds — Community build terminology and common restricted-account patterns, reviewed 2026.