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Dragon Scimitar inventory icon
WeaponsConfirmed

Best Weapons by Combat Style

Quick Answer

Compare weapons within your chosen combat style and progression stage. Power Level 9 rewards are late-game drops; strong craftable options are more practical until you can earn them.

The best weapons in RuneScape: Dragonwilds are the three Power Level 9 rewards: the Dragon Scimitar for melee, the Dragon Crossbow for ranged combat, and Kuldra’s Wrath for mobile magic. All three are uncraftable and come from Queenslayer’s Reward Packs, so they are late-game rewards rather than practical progression targets.

Before those drops are available, the strongest dependable choices are usually Power Level 8 weapons. The Rune Mace has the highest listed damage range among craftable one-handed melee weapons, while the Rune Greataxe leads craftable two-handed melee by raw damage. The Magic Longbow is the hardest-hitting standard longbow, and the Ancestral Wand and Ancestral Staff share the highest craftable rune damage multiplier.

There is no single weapon that wins every encounter. Range, attack pattern, stamina use, blocking, mobility, enemy-specific bonuses, and access to ammunition or runes all change the answer. A useful endgame loadout therefore includes strong weapons from at least two combat styles instead of one supposed best-in-slot item.

This ranking uses the verified version 1.0 weapon set. Older lists that describe Power Level 7 as the cap or present the original Abysmal Whip as the final weapon are outdated.

Best weapons at a glance

Combat roleBest current choicePowerRelevant listed valueMain limitation
Highest-level meleeDragon Scimitar9102–215 base damageUncraftable Queenslayer reward
Highest-level rangedDragon Crossbow9102 damage; increased damage to dragonsUncraftable and limited to crossbow range
Highest-level mobile magicKuldra’s Wrath911.3 rune damage multiplierUncraftable Queenslayer reward
Craftable one-handed meleeRune Mace8133–236 base damageRequires late-game Rune materials
Craftable two-handed meleeRune Greataxe8196–343 base damageHeavy four-hit weapon with no shield slot
Craftable long-range weaponMagic Longbow8118 listed damageMust be drawn and is awkward at close range
Craftable mobile magicAncestral Wand89.8 rune damage multiplierLower per-cast impact than the staff role offers
Craftable staffAncestral Staff89.8 rune damage multiplierStaff secondary attacks consume five runes
Dragon Scimitar inventory icon

Power Level 9 masterwork melee weapon.

Power Level is the clearest progression marker, but the listed values are not a complete damage-per-second calculation. A mace, dagger, scimitar, greataxe, bow, crossbow, and wand deliver their damage through different attack speeds and patterns. Use the table to identify the strongest tier and role, then choose according to the fight rather than comparing unrelated numbers as though they were identical.

How to judge the best weapon

Start with Power Level and availability

Power Level indicates where a weapon belongs in the game’s progression. Power Level 9 contains the three pinnacle rewards, but those weapons cannot be crafted. A player who has not obtained the relevant reward pack should treat Power Level 8 Rune, Magic, and Ancestral equipment as the realistic endgame target.

Availability matters just as much as theoretical strength. A standard craftable weapon is predictable: once its materials and workstation are available, you can make it. A quest recipe, enemy recipe drop, vault discovery, or reward-pack weapon introduces an extra condition. Do not postpone a clean tier upgrade merely because a specialist weapon might eventually drop.

Compare weapons inside their own class

Melee tables list base damage ranges, combo length, block value, and special actions. Ranged classes use different firing rules: shortbows can quick-fire, longbows must be drawn, and crossbows fire immediately before reloading. Magic weapons use rune damage multipliers rather than the same base-damage scale as melee.

That means a Rune Greataxe’s 196–343 range cannot be directly compared with a Magic Longbow’s 118 or an Ancestral Staff’s 9.8 multiplier. Even two ranged weapons with similar listed damage may behave very differently because one favors long-range charged shots while another works at short range with an automatic reload cycle.

Match the weapon to the encounter

The strongest generalist is not always the strongest tool for a specific enemy. Dragon Crossbow deals increased damage to dragons. Keris is specialized against kalphites, Wolfbane Dagger against wolves, Black Sword against mages, Shadow Sword against spectral enemies, and Subjugation Staff against demons. These bonuses can justify keeping a lower-power specialist ready for the matching target, but they do not automatically make that weapon the best everyday choice.

A balanced loadout also protects you from the weaknesses of a single style. Longbows lose comfort at close range, slow two-handed weapons demand safer attack windows, and a low-block weapon punishes missed dodges. Carrying a second style gives you an answer when the arena, enemy behavior, or available space works against your primary weapon.

Best one-handed melee weapons

The Dragon Scimitar is the highest-power one-handed melee weapon in the current set. It has Power Level 9, a 102–215 damage range, a five-hit combo, 79 block, and the Leaping Slash special action. Its drawback is access: it cannot be crafted and is obtained through a Queenslayer’s Reward Pack.

For a weapon you can build deliberately, the Rune Mace is the clearest raw-damage choice. It deals 133–236 damage at Power Level 8, uses a five-hit combo, has 72 block, and carries Block Breaker. Its recipe requires 8 Rune Bars, 8 Magic Logs, 4 Black Dragon Leather, and 2 Draconic Vis Wax. Choose it when you want high one-handed damage without relying on a special drop.

Rune Mace inventory icon

Craftable Power Level 8 one-handed mace.

The other Rune one-handers trade raw mace damage for different movesets:

  • Rune Sword: 108–196 damage, five-hit combo, 72 block, and Barge.
  • Rune Scimitar: 89–187 damage, five-hit combo, 72 block, and Leaping Slash.
  • Rune Dagger: 69–177 damage, seven-hit combo, 72 block, and Lacerate.

The best choice among them depends on which special action and attack rhythm you can use safely. The mace wins the simple damage-range comparison, but a faster-feeling pattern or more useful gap-closing action may be more valuable in an actual encounter.

The Abyssal Whip is a distinct Power Level 7 option rather than the general endgame winner. It deals 100–175 damage but has only 5 block, far below the 72 block of Rune one-handers. It is suited to an aggressive player who relies on movement and dodging instead of guarding. In version 1.0, it is crafted by upgrading the Power Level 4 Abysmal Whip; do not confuse the two names or follow an old guide that treats the earlier whip as the finished weapon.

Best two-handed melee weapons

The Rune Greataxe is the strongest craftable two-handed weapon by listed damage range. At Power Level 8 it deals 196–343 damage, has a four-hit combo, 72 block, and the Decimate special action. Crafting it requires 16 Rune Bars, 5 Magic Logs, 6 Black Dragon Leather, and 4 Draconic Vis Wax.

Rune Greataxe inventory icon

Craftable Power Level 8 two-handed axe.

The other Rune two-handers provide alternatives without leaving the same progression tier:

WeaponDamageComboBlockSpecial action
Rune Greataxe196–343472Decimate
Rune Warhammer182–285472Quake
Rune Greatsword147–255472Whirlwind Slash

The Greataxe is the raw-damage pick, the Warhammer provides Quake, and the Greatsword provides Whirlwind Slash. Against multiple enemies, the action you can place safely may matter more than the largest number in the damage column.

Below Rune tier, several special two-handers remain useful for narrower reasons. TzHaar-ket-om is a Power Level 7 warhammer with 156–244 damage, a 21-hit listed combo, bleed buildup on hit, and reduced durability. Black Greataxe deals 146–256 damage at Power Level 6 and carries both increased damage and increased stamina cost. Titan’s Wrath is also Power Level 6, with 110–190 damage, increased critical-hit chance, increased damage, and the Flames of Rage action.

Those traits can make a special weapon enjoyable or effective in the right build, but none changes the simplest progression advice: make the appropriate standard metal weapon when a new tier opens, then adopt a special weapon only when its benefit fits your playstyle.

Best ranged weapons

Longbows for maximum reach and per-shot damage

The Magic Longbow is the leading craftable longbow. It is Power Level 8 with 118 listed damage and requires 16 Magic Logs, 4 Rune Bars, 8 Vis Fibres, 4 Dragonstones, and 4 Draconic Vis Wax. Longbows provide the highest range and per-shot damage among the ranged classes, but they must be drawn and are difficult to use at close range.

Magic Longbow inventory icon

Power Level 8 longbow for endgame ranged combat.

The normal longbow progression rises from Adventurer’s and Oak weapons through Blightwood, Willow, Maple, Yew, and finally Magic. At Power Level 7, the Yew Longbow deals 100 damage. The Bow of Elidinis is also Power Level 7, deals 102 damage, and has the Lunar Rain special action. It remains an attractive special option, but the Power Level 8 Magic Longbow is the stronger standard progression target.

Crossbows for instant close-range shots

The Dragon Crossbow is the highest-power ranged weapon at Power Level 9. It deals 102 listed damage, receives increased damage against dragons, cannot be crafted, and comes from a Queenslayer’s Reward Pack. Crossbows are one-handed, fire instantly, and reload automatically, but they have the shortest range among ranged weapons. Trying to fire during the reload delays that reload, so measured shot timing is more useful than repeated input.

Dragon Crossbow inventory icon

Power Level 9 dragon-specialist crossbow.

The craftable fallback is the Rune Crossbow, a Power Level 8 weapon with 88 damage. It requires 16 Magic Logs, 6 Vis Fibres, 1 Rune Crossbow Limbs, 1 Dragonstone, and 2 Draconic Vis Wax. Use it when you value instant firing and one-handed handling more than a longbow’s superior reach.

Shortbows for flexible pressure

The Magic Shortbow is the top standard shortbow at Power Level 8 with a 78 arrow-damage multiplier. Shortbows work at close and moderate range and can quick-fire at reduced range and damage. Their per-shot damage is lower than longbows, but their faster quick-fire pattern makes them easier to operate when an enemy will not give you time for repeated longbow draws.

The shortbow is therefore not an inferior longbow in every situation. It is the flexible option between the longbow’s deliberate ranged shots and the crossbow’s short-range instant fire. Pick it when maintaining pressure and repositioning matter more than maximizing one arrow.

Best magic weapons

Wands for casting while moving

Kuldra’s Wrath is the highest-level magic weapon listed. It is a Power Level 9 wand with an 11.3 rune damage multiplier, cannot be crafted, and is obtained through a Queenslayer’s Reward Pack. Wands can cast while moving, making them the natural magic choice when repositioning is more important than a staff’s secondary attack.

The Ancestral Wand is the best craftable wand. It is Power Level 8 with a 9.8 multiplier and requires 8 Magic Logs, 5 Harmonised Compound, 2 Vis Cloth, 2 Dragonstones, and 2 Draconic Vis Wax. The earlier craftable progression is Ash, Oak, Blightwood, Splitbark, Maple, Master, and Ancestral.

Battlestaves for charged secondary effects

The Ancestral Staff is the highest craftable battlestaff. It is Power Level 8, has a 9.8 rune damage multiplier, and includes a held special action. Its recipe costs 16 Magic Logs, 10 Harmonised Compound, 4 Vis Cloth, 4 Dragonstones, and 4 Draconic Vis Wax.

Ancestral Staff inventory icon

Power Level 8 craftable battlestaff.

Battlestaves can spend five runes on a secondary cast whose behavior depends on the rune. Air stuns and knocks enemies back, with the effect increasing as the attack charges. Fire produces a cone whose duration increases with charge. Water releases an area attack and then leaves a field that heals allies standing in it; charging increases the initial damage along with the field’s size and duration.

That utility is the reason to choose a staff over a wand with an equal multiplier. Choose the Ancestral Wand when casting on the move is central to survival. Choose the Ancestral Staff when you can create safe charging windows and gain meaningful value from its secondary effects. Neither is universally superior simply because both display 9.8.

Practical weapon progression

You do not need to farm every special recipe while moving through the regions. The most reliable route is to upgrade the standard weapon that matches your preferred class, then use special drops as optional replacements.

Power stageOne-handed meleeTwo-handed meleeLong-range optionMagic option
EarlyBone Club or first available Bronze weaponBronze Greatsword or WarhammerAdventurer’s or Oak LongbowAsh or Oak Wand/Staff
DevelopingIron Mace or SwordIron GreataxeBlightwood LongbowBlightwood Wand or Staff
EstablishedSteel Mace, Sword, or ScimitarSteel GreataxeWillow LongbowSplitbark Wand or Staff
AdvancedMithril Mace or SwordMithril GreataxeMaple LongbowMaple Wand or Battlestaff
LateAdamant Mace or chosen Adamant variantAdamant GreataxeYew LongbowMaster Wand or Master’s Staff
Craftable endgameRune Mace or chosen Rune variantRune GreataxeMagic Longbow or Rune CrossbowAncestral Wand or Staff
Reward endgameDragon ScimitarNo Power Level 9 two-hander listedDragon CrossbowKuldra’s Wrath

Follow three rules while climbing this ladder:

  1. Replace an outdated power tier before optimizing a special effect. A dependable current-tier craft is usually a better progression tool than waiting indefinitely for a lower-tier recipe drop.
  2. Keep one alternative combat style ready. A melee main can carry a ranged or magic option for enemies that are unsafe to approach, while a longbow user needs an answer for close pressure.
  3. Build around repeatable supplies. Bows require their ammunition loop, and magic consumes runes. A weapon you cannot keep supplied is not your best practical weapon, regardless of its listed value.

Situational weapons worth keeping

WeaponPowerBest useTradeoff
Dragon Crossbow9Fighting dragons with a one-handed ranged weaponReward drop and shortest ranged class reach
Keris7Kalphite enemiesLower general damage range than the Adamant Mace
Abyssal Whip7Aggressive single-target meleeOnly 5 block and requires an upgraded Abysmal Whip
TzHaar-ket-om7Applying bleed with a heavy weaponReduced durability
Black Sword6Mage-type enemiesSpecialist rather than final-tier generalist
Subjugation Staff6DemonsLower tier than Ancestral magic weapons
Wolfbane Dagger5WolvesNarrow target bonus and reduced general progression value
Shadow Sword5Spectral enemiesLower-tier specialist
Crystal Bow3Using Scattershot without arrowsLow power for later regions

Store these weapons when their bonus remains useful, but do not mistake collection value for mandatory progression. The Power Level 8 standards cover general combat without relying on an enemy matchup, and the Power Level 9 rewards replace them only after those rewards actually drop.

Best first endgame crafts

If resources are limited, craft in the order that supports how you actually fight:

  1. Rune Mace for dependable one-handed melee. It combines the best craftable one-handed damage range with substantial block and does not depend on a specialist matchup.
  2. Rune Greataxe for heavy melee. Choose it instead of the mace when you consistently create safe openings for a slower four-hit two-handed weapon.
  3. Magic Longbow for deliberate ranged play. Its 118 listed damage and long reach make it the standard ranged damage target, provided you can keep distance long enough to draw.
  4. Rune Crossbow for close ranged handling. It gives up longbow reach in exchange for instant one-handed shots and automatic reloads.
  5. Ancestral Wand for mobile casting. It is the safer magic craft when movement is central to your defense.
  6. Ancestral Staff for charged utility. Build it when its air, fire, or water secondary effects justify spending five runes per cast.

After that foundation is complete, treat the Dragon Scimitar, Dragon Crossbow, and Kuldra’s Wrath as upgrades earned through endgame rewards. Until they appear, Rune, Magic, and Ancestral equipment are not placeholders—they are the strongest craftable weapons in their respective version 1.0 roles.