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OSRS Zerker Guide

Jan-10-2020

OSRS Zerker Guide

Intro


A zerker is a special kind of PVP build making use of the berserker helm, which is the lowest defence level headgear to give a strength bonus. The helm bonus is +3 and it requires 45 defence to use. All zerker builds have 45 defence and the helm, but combat levels and other gear choices can vary depending on which combat level you wish to reach. Due to having a defence requirement, zerker builds do have more access to game content than 1-def pures. Because of the increase in available game content, a zerker build can use more methods to train, although generaly it is more expensive and time consuming than a 1-def pure build. Most successfull zerkers pvp around combat levels 70-80 as you will encounter the best opposition for the build, below this level you will often be overpowered by 1-def pures who have much higher attack and strength.


A lot of questing is required for all Zerker builds and all defence xp must come as a reward from quests rather than by training it normally in combat, this is so you can receive rewards or complete requirements in quests that also give defence xp rewards. Whilst there are lots of different builds all the stats are carefully selected to reach or keep under a desired combat level.


Stats and Gear


Your attack level should usually be either 60 or 75. Going higher doesn't have much merit for this build as you can use basically any weapon in osrs at 75 attack, usually only maxed pkers should use a higher attack level. Briefly comparing 60 to 75, 60 has technically fewer choices of usable gear than 75 and can only use dragon-tier weaponry and lower, however because of your weakened opposition, in reality you should be able to choose a wider range of gear. For a 60 attack zerker the best weapons are dragon claws (or a cheaper dragon-tier weapon) + a weapon to combo/finish your opponent such as the barrelchest anchor (requiring completion of the great brain robbery) which gives increased accuracy and damage while reducing your opponents combat levels with its special attack. Other popular weapons to serve a similar purpose to the anchor are the obsidian maul, dragon 2h sword and the dragon halberd. The use of two weapons in pvp can present a higher financial risk than at 75 attack where one weapon can can do both functions. Aside from the elder maul the most commonly used weapon at level 75 attack are the godswords, they all have powerful spec attacks, including accuracy and damage boosters, a freezing of the enemy effect, prayer restore and draining of the enemies combat stats (each of the 4 swords have different spec attacks, you should decide which is best for your build/ budget). The armadyl godsword is the most used in pvp, it gives a huge 37.5% damage bonus and doubles accuracy, however it is the most expensive at around 13.7m. There are also weapons used mainly for training you can use to reach 75 unavailable at 60 which include the ghrazi rapier, abyssal bludgeon, abyssal dagger and saradomin sword.


With strength you can base this choice on the combat level you want, many zerker pkers aim for 80+ strength, but it's really whatever suits your preference. If you choose to add range to your build, then at 50 range you can use the magic shortbow, using the spec attack to always hit your opponent, and then swtching and specing with the armadyl godsword is considered the best zerker combo in the game. As for prayer, you basically have two choices, either 31 prayer for ultimate strength (15% strength bonus) or 52 prayer which gives smite (removes 1 prayer per 4 damage delivered to your opponent)  aswell as the three protection prayers. All choosable quest experience rewards should be used on HP as training this without being able to train defence will make it slower/ unbalanced. The exp lamps can also be used on HP or another skill you dislike to train. 94 magic giving access to the lunar spellbook spell vengeance will be very useful in pking, especially at the higher levels where powerful weapons are used as it rebounds 75% of damage back to your opponent.


Other items worth getting for this build, including best in slot items will now be discussed. are barrows gloves for their ranged bonus, both available on completion of the Recipe for Disaster quest and sub-quests. The prayer book, given as a reward from the Great Brain Robbery quest, can be used to remove poison in exchange for some prayer points. Many go for the fire cape, depending on your playing skill level you may wish to wait towards the end of the build to go for this, it's possible but hard to get without protection spells. The rune defender only requires 40 defence so can be used in this build, it's the 3rd best defender in game, it is however not tradable and must be obtained as a drop from cyclopes on the top floor of the warriors guild when you enter the room holding an adamant defender or better.


Questing/ Build progression


As previously mentioned defence needs to be quested so it's important to choose the correct quests and quest order. Early on the build can mostly follow the progression of a 1-def pure build as you will be focussing on attack and strength to reach later quest requirements. If you are choosing to get magic then train that up first to around 60, the added benefit of this is being able to use teleport spells. Next you should do the following quests in any order you like: Fight Arena, Tree Gnome Village, The Waterfall Quest, Vampire Slayer and The Grand tree. Some of those have non-combat skill requirements you will have to train beforehand also. Read on to the quests required for defence and then look at their quest requirements to see which would be useful for combat training or just to save time for other training methods, this can vary on choice of build stats.


Now we get to the defence quests, there are some that are absolutely needed and some just recommended. You must complete: Dragon Slayer, Monkey Madness (use reward on strength and HP), Nature Spirit, Fremennik Trials and Hero's Quest. Strongly recommended but not completely required quests are, Holy Grail (for prayer reward) and a Souls Bane. Other quests you can do are, Between a Rock, in Search of Myreque and In Aid of Myreque. Depending on which you choose to do you should be close to 45 defence now, and as the gear requirements are met you can train in melee the last small amount of defence xp need to reach 45.


As it's recommended to get magic for the vengeance spell you should train that next. Any quests with magic rewards are fine, you will need 65 magic (aswell as many lengthy skill requirements like 60 mining) to do Lunar Diplomacy in order to unlock the lunar spellbook. Also at this point as the build should nearly be finished you should finish off prayer to your desired level (mentioned earlier), use as many quests as possible for it to help with reaching the quest requirement for Recipe for Disaster which is covered next.


When you reach the requirements for best in slot gear you should use that gear, or choose close alternatives if cannot for whatever reason. The barrows gloves will be the longest to get, requiring 175 quest points, although not difficult skill wise really, and you should already have quite a few quest points by this point. You can also get your rune defender, firecape and the fighter torso (from the barbarian assault minigame).


At this point your main Zerker build should be ready, NMZ will be unlocked so you can train attack and strength there. And finish magic to 94 if you haven't already. Improve your build as much as you like. You will see that pking with it in the correct levels will have been worth the effort to create this unique build.


In addition


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