This calculator answers a narrower question than a total-level calculator: which combat level will the game display after the seven combat stats are applied? The result is the floor of a defensive base plus the strongest offensive style. That means two accounts with the same total combat levels can sit at different combat levels, and one level in a stat can be invisible until a breakpoint is crossed.
Step 1: defensive base
base = 0.25 x (Defence + Hitpoints + floor(Prayer / 2))
Defence and Hitpoints count one-for-one. Prayer enters in pairs because the formula floors half of the visible Prayer level.
Step 2: strongest style
melee = 0.325 x (Attack + Strength)
ranged/magic = 0.325 x (level + floor(level / 2))
Only the largest of these three offensive terms is added to the base, then the final result is rounded down.
The following is an illustrative input set you can reproduce in the form above: Attack 60, Strength 70, Defence 45, Hitpoints 70, Ranged 1, Magic 1 and Prayer 43.
Defensive base
0.25 x (45 + 70 + floor(43 / 2))
= 0.25 x 136 = 34
Melee term
0.325 x (60 + 70) = 42.25
Ranged and Magic are both 0.325 x (1 + floor(1 / 2)) = 0.325 here, so melee is
dominant by a wide margin.
Displayed result
floor(34 + 42.25) = 76
The calculator reports combat level 76 and labels melee as the carrying style.
This example demonstrates the rounding order used by the page. Equipment, prayers used during a fight and potions do not change the account combat level; only the visible skill levels entered here do.
The “levels to next combat level” table changes one stat at a time and stops at the first level that raises the displayed result. It is a breakpoint finder, not a training plan. Once it identifies a stat, use that skill calculator to price the XP, method, supplies and play time needed to reach it.
- Find the dominant style. If melee is ahead, compare Attack and Strength breakpoints; if Ranged or Magic is ahead, raising a lower melee stat may do nothing until it catches up.
- Check the account build. A main can accept Defence and Hitpoints levels for survivability. A pure or zerker should test every Defence and Prayer level here before committing quest XP or a new prayer.
- Compare the cost of a breakpoint. One Prayer level may be cheap in XP but still fail to move combat because
floor(Prayer / 2)has not changed. An even Prayer level is the meaningful base threshold. - Verify the reason for the change. Combat level is not a DPS score. Use DPS Calculator for accuracy, max hit and attack speed after the account-level decision is made.
If the defensive base and the current dominant style still floor to the same integer, the account remains at the same combat level. The level is not “missing”; the new fractional total has not crossed the next integer yet.
Main
Prioritise the stat that improves your actual weapon and survivability. A combat breakpoint is useful only when the XP and gear unlocked by it matter for your activity.
Pure
Defence and Prayer are deliberate combat-level costs. Test the exact quest reward, then compare the resulting level with the offensive breakpoint you would gain.
Zerker
Small Defence and Prayer changes can move the base while the dominant melee term stays fixed. Use the table before training a “safe” level that changes your matchmaking bracket.
Included
- OSRS account combat formula and final floor rounding.
- All seven visible combat stats, including the minimum 10 Hitpoints input.
- Dominant-style detection and one-stat-at-a-time breakpoint search.
Not included
- Combat achievements, gear, temporary boosts or PvP matchmaking rules.
- Quest XP recommendations or the GP/time cost of training a stat.
- DPS, accuracy, special attacks, boss phases or player execution.
Formula reference: OSRS Wiki combat level. Skill XP links on this page use the same progression data documented on Data Sources. Assumptions and copy were reviewed 16 October 2026; recheck after a combat-system update.