A Zerker Pure Build is an account build known to have the lowest defence level with all requirements to obtain Barrows gloves. Although the Barrows gloves don’t have a defence requirement, the minimum defence level a player can acquire is 35 when all quest requirements are completed, assuming the player does not accept Daero’s training at the end of Monkey Madness I.
Completing notable quests shown below will increase the defence to 42. Players can train freely to 45 defence, the maximum defence for a Zerker pure account. It’s best to complete quests that provide experience rewards first before training combat, to not obtain any non-desirable extra attack/defence levels.
After the completion of the quests, you should expect a Defence level of 36 (if not taken the reward from Monkey Madness 1 experience) and Quest point of 175
Zerker quests that give prayer XP
For a total prayer experience of 55,091, taking players from 1 to 43 prayer
For a total attack experience of 93,487, taking players from 1 to 49 attack
The most efficient way to train a zerker is first to obtain the OSRS barrows gloves. Check out our OSRS barrows gloves guide to obtain barrows gloves as efficiently as possible. After barrows gloves you will have 175 quest points. There are several other quests and upgrades that you want to obtain after that. It is best to do them in chronological order from here.
Players are advised to speak to Daero after the completion of Monkey Madness I quest to claim 20,000 defence, increasing the defence level to 43. Players can train their attack and strength further with the methods below.
Quest & useful unlocks after barrows gloves for zerkers
After completing the quest above, you should train your combat stats further to the desired level. Most Zerkers train their attack to 50-75, defence to 45, strength to 99, ranged to 99, and magic to 94-99 for the ability to use ice barrage and vengeance.
Nightmare zone is the most preferred combat training method for many players. This is because of how AFK and controlled it is, allowing players to select monsters based on the style of combat they are training.
For melee training: You should pick the custom rumble mode and pick the Bouncer, Tree spirit, Count Draynor, Khazarad warlord, The Kendal, and King Roald. This setup guarantees up to 50,000 to 60,000 XP per hour.
Check our Nightmare Zone guide, to learn the best strategies for Nightmare Zone training and how to improve your combat training.
Training at Sand Crabs is quite AFK and gives good XP rates. Train here till 70 ranged. You should change your ranged weapon as your ranged level increases. Start with darts, then build up the Blowpipe or magic shortbow (i). Check our sand crabs guide for more information.
Chinning Maniacal is the fastest and most efficient method of training ranged on a Zerker. Maniacal monkeys are located in the Kruk’s Dungeon, which requires partial completion of Monkey Madness II to access. Check our chinning guide for more information.
Fighter torso
The fighter torso is an armour that can be purchased from Commander Connad for 375 honour points in all roles and one Penance Queen kill. Although it requires only 40 defence, It is one of the most popular armour pieces because it has the best strength bonus of any armour piece and maximizes a player’s damage. You can check out our fighter torso service if you do not want to obtain this item yourself.
Infernal cape
The internal cape is the most powerful melee cape with the highest overall bonuses. It is awarded for defeating TzKal-Zuk in the Inferno. This is very hard to do if you are not a very experienced player, therefore you might want to check out our OSRS infernal cape service and let us do it for you.
Firecape
The Firecape can be obtained as a reward for completing the TzHaar Fight Cave. It is the second-best melee cape as it has the best attack and defence bonuses.
Rune Defender
The Rune defender is the 3rd strongest defender. It requires 40 attack and 40 defence to wield. It is the best offensive shield slot item for Zerkers and can be obtained by killing Cyclopes on the top floor of the Warrior’s Guild after showing an adamant defender to Kamfreena.
Mage Arena Cape 2
Mage Arena Cape 2 is an imbued god cape that requires 75 magic and a regular god cape. Players can imbue a god cape by taking a Justiciar’s hand, Ent’s roots, and a Demon’s heart to Kolodion during the Mage Arena II miniquest. The types of imbued capes are imbued saradomin cape, imbued zamorak cape, and imbued guthix cape.
83 construction
83 construction gives major upgrades with a +8 boost, these include ornate pool (restores all stats/prayer/venom/hp), fairy ring, spirit tree, occult altar (switch between all spell book), max jewel box (all teleports from the ring of dueling, games necklace, and all 4 dragonstone jewellery), teleport nexus level 2 (up to 8 teleports from any spell book). Players can get this +8 boost by using +5 spicy stew and +3 from crystal saw.