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 Older lists that describe Power Level 7 as the cap or present the original Abysmal Whip as the final weapon are outdated.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 role | Best current choice | Power | Relevant listed value | Main limitation |
|---|---|---|---|---|
| Highest-level melee | Dragon Scimitar | 9 | 102–215 base damage | Uncraftable Queenslayer reward |
| Highest-level ranged | Dragon Crossbow | 9 | 102 damage; increased damage to dragons | Uncraftable and limited to crossbow range |
| Highest-level mobile magic | Kuldra’s Wrath | 9 | 11.3 rune damage multiplier | Uncraftable Queenslayer reward |
| Craftable one-handed melee | Rune Mace | 8 | 133–236 base damage | Requires late-game Rune materials |
| Craftable two-handed melee | Rune Greataxe | 8 | 196–343 base damage | Heavy four-hit weapon with no shield slot |
| Craftable long-range weapon | Magic Longbow | 8 | 118 listed damage | Must be drawn and is awkward at close range |
| Craftable mobile magic | Ancestral Wand | 8 | 9.8 rune damage multiplier | Lower per-cast impact than the staff role offers |
| Craftable staff | Ancestral Staff | 8 | 9.8 rune damage multiplier | Staff secondary attacks consume five runes |

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.

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.

Craftable Power Level 8 two-handed axe.
The other Rune two-handers provide alternatives without leaving the same progression tier:
| Weapon | Damage | Combo | Block | Special action |
|---|---|---|---|---|
| Rune Greataxe | 196–343 | 4 | 72 | Decimate |
| Rune Warhammer | 182–285 | 4 | 72 | Quake |
| Rune Greatsword | 147–255 | 4 | 72 | Whirlwind 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.

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.

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.

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 stage | One-handed melee | Two-handed melee | Long-range option | Magic option |
|---|---|---|---|---|
| Early | Bone Club or first available Bronze weapon | Bronze Greatsword or Warhammer | Adventurer’s or Oak Longbow | Ash or Oak Wand/Staff |
| Developing | Iron Mace or Sword | Iron Greataxe | Blightwood Longbow | Blightwood Wand or Staff |
| Established | Steel Mace, Sword, or Scimitar | Steel Greataxe | Willow Longbow | Splitbark Wand or Staff |
| Advanced | Mithril Mace or Sword | Mithril Greataxe | Maple Longbow | Maple Wand or Battlestaff |
| Late | Adamant Mace or chosen Adamant variant | Adamant Greataxe | Yew Longbow | Master Wand or Master’s Staff |
| Craftable endgame | Rune Mace or chosen Rune variant | Rune Greataxe | Magic Longbow or Rune Crossbow | Ancestral Wand or Staff |
| Reward endgame | Dragon Scimitar | No Power Level 9 two-hander listed | Dragon Crossbow | Kuldra’s Wrath |
Follow three rules while climbing this ladder:
- 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.
- 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.
- 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
| Weapon | Power | Best use | Tradeoff |
|---|---|---|---|
| Dragon Crossbow | 9 | Fighting dragons with a one-handed ranged weapon | Reward drop and shortest ranged class reach |
| Keris | 7 | Kalphite enemies | Lower general damage range than the Adamant Mace |
| Abyssal Whip | 7 | Aggressive single-target melee | Only 5 block and requires an upgraded Abysmal Whip |
| TzHaar-ket-om | 7 | Applying bleed with a heavy weapon | Reduced durability |
| Black Sword | 6 | Mage-type enemies | Specialist rather than final-tier generalist |
| Subjugation Staff | 6 | Demons | Lower tier than Ancestral magic weapons |
| Wolfbane Dagger | 5 | Wolves | Narrow target bonus and reduced general progression value |
| Shadow Sword | 5 | Spectral enemies | Lower-tier specialist |
| Crystal Bow | 3 | Using Scattershot without arrows | Low 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:
- 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.
- 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.
- 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.
- Rune Crossbow for close ranged handling. It gives up longbow reach in exchange for instant one-handed shots and automatic reloads.
- Ancestral Wand for mobile casting. It is the safer magic craft when movement is central to your defense.
- 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.