this post was submitted on 24 Jul 2025
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The original was posted on /r/2007scape by /u/BozRS on 2025-07-24 13:03:58+00:00.


During the protection prayer attack, Doom will take recurrent damage equal to 20% of your melee strength bonus….multiplied by the number of hitsplats on your attack

It’s possible to push total strength bonus as high as 216 with an elder maul, resulting in 43 bonus damage on each attack. However, the real thrillers here are multi-hitsplat weapons. Let’s look at some examples (assuming max melee gear unless otherwise stated):

Elder maul

 - Max hit of 111 (68 base + 43 add)

 - Avg hit of 77 (34 base + 43 add)

 - Same with or without spec

1 HP Dharok’s

  • Max hit of 137 (106 base + 31 add)

  • Avg hit of 83 (52 base + 31 add)

Scythe

  • Max hit of 175 (88 base + 87 add)*

  • Avg hit of 131 (44 base + 87 add)

  • No spec used

Crystal Halberd

  • Max hit of 208 (134 base +74 add)**

  • Avg hit of 147 (73 base + 74 add)

  • Costs 30 spec which can usually be maintained via death charge

  • Without spec the max and avg hits are 98 and 67, respectively

Saradomin Godsword

  • Max hit of 111 (71 base + 40 add)

  • Avg hit of 75 (35 base + 40 add)

  • Max heal of 35, avg heal of 17

Dragon Claws

  • Max hit of 190 (90 base + 100 add)

  • Average hit of 168 (68 base + 100 add)

  • Costs 50 spec; 3 ticks faster than chally but harder to upkeep

1-way Emberlight

  • Max hit of 38 (34 base + 4 add)

  • Avg hit of 21 (17 base + 4 add)

  • No spec used

Burning claws are harder to calc because the burn makes up a significant portion of the damage, and you may or may not receive the full effect before the kill ends.

There are a number of other ways to take advantage of this mechanic such as guaranteeing arclight/bgs/hammer to land if you lack one of the better spec weapons, or going for maximum sustain with SGS/blood fury hits.

Now let’s compare some scenarios that put the average numbers to use.

For the sake of this example, I’ll assume 2 prayer phases in the wave and that ZCB avg dmg = 101, and Tbow avg dmg = 35

  • 1 zcb spec + 2 prayer phase emberlight hits + 1 tbow
    • 178 damage over 18 ticks
    • 75 spec per wave
  • 1 zcb spec + 2 prayer phase scythe swings + 1 tbow
    • 398 damage over 20 ticks
    • 75 spec per wave
  • 1 tbow + 2 prayer phase chally specs
    • 329 damage over 19 ticks
    • 60 spec per wave
  • 2 tbow + 2 prayer phase dclaws
    • 406 damage over 18 ticks
    • 100 spec per wave

With double death charge and natural regeneration you should recover 50-70 spec energy per wave (assuming no lightbearer and no stalling between waves). A surge potion could be handy in a pinch, but will only generate 50-75 additional spec through wave 8.

However, these numbers (besides the emberlight pokes) are based on max gear setups for both range and melee which you very likely won’t be using. The best option will likely be to minimize switches by camping melee ring with a void helm swap, or a hybrid setup involving Masori. Your range accuracy matters very little in the later waves so even camping Torva helm isn’t unreasonable.

As for which combination of weapons and specs you should use, here’s what I took away from this data:

  • For “reclined” runs you can restore your spec to 100 between waves and claw spec the prayer phases, but may run into trouble in bad rng scenarios

  • A large portion of players would be best to bring chally as it maintains extremely high damage output while giving ample time to swap gear and deal with prayers/exploding balls after their spec

  • High level players who are comfortable with spec management and mechanic transitions will do the most damage on average with zcb + scythe. However, mistakes like missing death charges or losing ticks following a scythe swing greatly reduce viability compared to chally

TLDR; Scythe go brrrr Chally go swooosh Claw go shling shling

Several Chally Clips to Gawk At

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