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Title: Pure clan warring guide
Description: Works for mains as well

rsw armoury - June 26, 2008 12:07 AM (GMT)
Here's a guide I made a while ago on advanced war strategies. It doesn't cover any basic information, so if you don't know the basics about hugging, spamming, piling, etc, then tough luck. You can ignore all the equipment stuff, as you guys will all be in full rune.

Welcome to Ray Hunter1ís War Revolution Guide

1) Introduction
2) Equipment
3) Individual Tactics
4) Strategy Compendium

It has come a time and an age where the most powerful clans in Runescape must fight fist to fist for honor and for RAW. It has come a time, where levels and stats do not matter anymore, all that matters is how you perform on the battlefield. Today, is the day that new and improved warring techniques are introduced so even the toughest and most unfair wars can be won. Take your time to read this and you shall be infinitely stronger on the battlegrounds.

There are only two effective classes in wars, which are the warrior and the ranger.


Head: Wizard hat
Amulet: Amulet of Strength
Cape: Clan cape
Arrows: None
Weapon: Rune scimitar
Shield: None
Body: Monk Robe
Legs: Monk Robe
Gloves: Leather vambraces
Boots: Leather boots

- 40 Attack
- 60+ Strength
- 60+ Magic
- 31 Prayer

- 1 Strength potion
- 1 Rune 2H sword
- 23 Swordfish
- 200+ Nature runes
- 300+ Water runes
- 300+ Earth runes

Warrior with binds:
user posted image

Warrior Without binds:
user posted image
Notice how I changed the gloves and boots to slightly better ones. You should still wear robes and a wizard hat, because you need the prayer and the lightness. The wizard hat is weightless and gives a slight chance to let binds splash, so it's better than nothing.

Description: Contrary to popular believe it is not the best to bring heavy armor to a war. The defense bonus provided by armor multiplies your defense level, not adding it. That is why even with the best armor at 1 defense, hitting a 0 is extremely rare. Typically, wearing armor only allows you to block one or maybe two hits in an entire war. Sure this can save your life, but it also kills you in the long run. The most important bonuses for a warrior are being light-weight and having a high prayer bonus. It is very common that a warrior runs out of energy and prayer in the middle of a war. A war is already decided when one team runs out of energy and the other team can still run. Think about it, if you run and they can only walk, you need to hug once to safe, and they cannot hug at all, victory is yours. It is imperative that you bring only weightless equipment or no equipment at all. Having no shield allows you to have one extra swordfish, which is much better and lighter than the shield.

Head: Wizard hat
Amulet: Amulet of Power
Cape: Clanís team cape
Arrows: At least 200 adamant arrows
Weapon: Maple short bow
Shield: None
Body: Wizard Robe
Legs: Leather Chaps
Gloves: Leather Vambraces
Boots: Leather boots

- 70+ Range
- 60+ Magic
- 40 Attack
- 60+ Strength

- 1 Strength potion
- 1 Rune 2H sword
- 23 Swordfish
- 200+ Nature runes
- 300+ Water runes
- 300+ Earth runes

Ranger with binds:
user posted image

Ranger without binds:
user posted image
If you don't use binds, then you might as well go for the standard ranger set since it protects you from binds a bit more.

Description: Also contrary to popular belief, rangers should not use coif and leather top, because the bonuses provided do nothing at all. When going against pures, it is impossible that you miss. D'hides take away too much from magic, so you will be splashing your binds more. With 70+ range, you will be hitting very often on def noobs even. The bonuses from bow, power ammy, and leathers will be enough to give you a good range bonus, and it will protect you from binds a little bit. You will be needing the wizards because with a negative magic bonus, you may splash a lot with bind. Your equipment will be very light so weight is not an important issue. Plus, since you are ranging, you wonít have to run as much.

Individual Tactics:

Hugging: At this time, you should all know how to hug. Once you see your hp drop even a little, just start hugging. Itís better that you hug when only one person attacks you, than wait until you are piled even harder and die. When you are hugging, spam %%%%%%. Donít bother binding anyone behind you, this will be explained later.

Anti-hugging: When someone is hugging, there are two things you should do. First pull out your 2h, everyone should have one. Second thing is stop attacking and just follow. The hugger will whip around an obstacle such as a tree or a rock, but since you are following and not attacking, you will stay with them almost all the time. At this point, attack once and click follow. Keep repeating this process. In the end, all that is happening is you attacking them with 2H at normal attack speed. This is one way to anti-hug. The best way to anti-hug is to bind the target and let your team pile.

Spamming: Your dominant hand should always be on the mouse, always, always, always. The other hand should be spamming. It is somewhat difficult to type with one hand looking at the screen, but practice. Spamming should never take away from your anti-hugging or hugging. Practice spamming with one hand and you will be a much better pker.

Binding: This is the most important aspect in a war. Many war strategies require binding, and binding is needed whenever a teammate is being piled. Everyone on the team should have at least 100 binds. No exceptions. When a teammate is being piled, they will spam %%%%%%, at this point, you will drop what you are doing, and bind everyone that is piling. In a war, a single casualty may result in defeat. A bind allows your teammate to safe and jump back into the battle. The trick is that not everyone in your team will see the %%%%%%, so only half your team will be binding, so the other half who didnít see it can resume piling. In the end, we will get kills slowly, but the enemy will not get kills at all.

Strategy Compendium:

Most of these strategies are new and revolutionary war strategies that have never been tested, but they will work theoretically. Top notch organization is required.


1. Diversion

Split the clan into two groups, a stronger one and a weaker one. The weaker group will scout out the enemy dd. Once they find it, the weak team will step in so that if you look at the minimap, the enemy dd is halfway between you and the edge. The enemy will now all focus their screen on you, discuss who to pile first, and get ready to pot. The stronger group will run in from the back and attack, catching them in surprise. Since the person they want to pile is not attacking them, it gives them a huge disadvantage. Right when the stronger group attacks, the weaker group will run in and attack. This strategy basically catches the enemy unprepared and disables their initial pile. We will start to see that some enemies are confused, some are calling their own piles, and others are just going to run into the weaker group. We will get several kills before they can even reorganize themselves. Hopefully, they never fully reorganize, leading to a no casualty victory for us.

2. 3 man teams

Before the war starts, the clan will be divided into teams of three. Each team will be given a target to initially pile. When the war starts, we can either get many initial kills, or if they hug fast, they have a third of their entire team hugging at the start, which throws off their initial piling. What will happen is that the enemy will only be able to get one initial kill on us, but after that, they only have a few people that are not hugging, so it will be very difficult for them to get kills. Teams of three is the best team because when three piles one, the one cannot do anything expect eat and hug, and will die because he cannot eat fast than heís taking damage. If we have 6 or 7 people piling one person, itís just a waste.

3. Execution

Also known as 2H yoonit! Everyone in the clan will have their Rune 2H sword out. Everyone will be divided into approximately teams of 5 or 6. Each team will be assigned a target. At the start of the war, the targets will be killed before they can react, giving us an initial number advantage over them.

4. False charge

At the start, everyone will be fallen in. The leader will give a charge of a few steps and then run back. Hopefully, the enemy will see this charge and a few of them will attack. The ones that run in will be immediately killed. The other people in the enemy clan will see people charging in and will run in as well. So in the end, we are killing them few at a time. After the war, they will be flaming each other for breaking organization. The good thing about this strategy is that if you try it and it doesnít work, then you are just in the starting position again and you are free to use any of the other strategies. If it does work however, the war has become a massacre.

5. Dot breaker

This strategy is a bit riskier, and is more effective versus organized clans. Before the war, everyone will be assigned a target, no two people will have the same target. Another target will be assigned to everyone as well. When we charge, everyone will attack their target twice and then attack the other target. What will happen is that most of the enemyís team will start hugging, and then realize that they were not being piled in the first place. Their organization is broken for a bit, while we rack up on a few quick kills.

6. Blind Charge

This strategy is used when you do not want the enemy to have any initial KOs. First find the enemy and then quickly walk out of sight. In that quick second, everyone must right click the dd. The leader will charge and everyone will click on the person that they with to attack (this differs from strategy to strategy). What ends up happening is the enemy did not right click on us and must find the person they want to attack while in battle, which slows them down a lot, and we will get many kills before they can get one.


1. Double Threat

Before the war, the clan will be divided into two teams. One team will consist of anyone with defense over 1 and also good huggers (letís call this team A). The other team will be everyone else (letís call this team B ). At the start, team B will be fallen in at the back corner so they cannot be seen. Team A will be a far away enough so that team B can barely see them. The enemy will scout out team A first. Just when the enemy starts charging, team A will immediately start hugging. The enemyís plans to get initial KOs and binds has just been spoiled. When team B sees team A starting to hug, the leader will charge in. Nobody on team B are targeted by the enemy, so they can attack without any worry. When team Bís leader charges, team B must stay fallen in until the leader calls a pile, and then they will attack. This strategy basically break the attacking advantage and gives us the advantage initially. Whoever they were trying to pile first would hugging right away and they will not get the initial kill they wanted.

2. Initial Drag

The clan will be fallen in, not in a dd. When the leader sees the enemy charge, the leader will just run through a few sets of trees. Hopefully, the enemy team will be scattered a bit, resulting in east KOs for the entire war. By the end of the war, the enemy will probably have killed whoever they were trying to pile first, but nobody else. This is not going to be considered dragging because you are moving everyone to a slightly different location, not dragging a few people off in sacrifice of one.

Hurricane - June 26, 2008 12:21 AM (GMT)
omg are these for real? thank you thank you
everyone needs to read this thx rsw

rsw armoury - June 26, 2008 12:25 AM (GMT)
k no probs

Hurricane - June 26, 2008 12:34 AM (GMT)
uh can we please pin this,
i believe this is why we
made rsw warlord :D

btw does this work with
the new monk robes?

evilmidget38 - June 26, 2008 12:38 AM (GMT)
RSW = Pwnage to the xtreme

I have never seen anything like thsi and this should be pinned in the top secret forum.

Hurricane - June 26, 2008 12:40 AM (GMT)
yea move it to top secret first and pin please lamb/ golden :D

evilmidget38 - June 26, 2008 12:19 PM (GMT)
This is really nice.I guess he is warlord for a reason.

FiveBrain - June 26, 2008 12:58 PM (GMT)
Thanks alot RSW this will help alot :)

pure45ranged - June 26, 2008 01:18 PM (GMT)
Uou did a good job at this guide, but i think this tactics wont really work.
With this tactic there will be like 5 piles so we wont kill anyone.
Now let me tell you a tactic that i think that should work.

Before the war starts we look at there rune head and see who are there leader/ co-leader/war lord. Then ther leader will be our first target, after we kill him our war lord spam a new name. The war lords job will be very important, he must look for the binders/hybrids and spam ther name. Like this way there will be only 1 pile (main pile) when the oposing clan will pile you, you will start tanking (hugging)
When you tank take on your staff, like a water staff. If the war lord dies ther should be an 2nd spammer.

I think this is the best way, the most of the clans were if been in use this tactic.

thechicken95 - June 26, 2008 02:00 PM (GMT)
meh, obviously with mains there will be a few alterations but otherwise this great! nice work rsw! =]

ancients own man - June 26, 2008 08:50 PM (GMT)
Sorry RSW but with mains its totally different. No fast k0s with mains unless you do things a little differently. Add this plan to your book. Mage Barrage. You have the 2 teams split up from the start, One with mages and the other with high defence players. Must have at least 4 mages with fire blasts for fast k0s, even more if you want to make the plan last even longer. Now what you is have the def team or tankers dd. When they are found by other clan, they pm the mages and tell them who to pile. The mages then run in for a fast couple of k0s. This plan works excellenty because while the person is being piled, he will have on full rune and melee protect on, thus making him easy bait for a magical assult. After the mages have taken out around 3 or 4 people, they will be under heavy attack by the apposing clan. this is when the mages hug walls and far cast while maintaining their distance from their opponents. This is also when the def team to do some anti sniping. If the mages are finally taking hits, this is when they drag on that full rune and fight like warriors. By then, the opponents should have taken heavy losses.

To make this better you must have alot of mages in the def team so they will be able to bind once the mages are getting chased. This will make the plan a whole lot more efficient and will keep the mages in robes long enough to end the war early.

Btw this is a defensive strategy, you seem to need some cuz u been posting mostly offensive ones.

Necroswordia - July 11, 2008 07:46 PM (GMT)
QUOTE (evilmidget38 @ Jun 25 2008, 07:38 PM)
RSW = Pwnage to the xtreme

I have never seen anything like thsi and this should be pinned in the top secret forum.


DarkChaos - July 16, 2008 11:17 PM (GMT)
woow nice guide :D

Zorga43 - July 17, 2008 07:17 PM (GMT)
really nice guide this could be useful.


Kerkennah - May 16, 2009 06:55 PM (GMT)
Good guide, but what about teaching how to tank

Lit - May 16, 2009 08:12 PM (GMT)
QUOTE (Kerkennah @ May 16 2009, 03:55 PM)
Good guide, but what about teaching how to tank

Kind of late to ask, isn't it? >.<

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