OSRS 1–99 Strength Guide
Strength is one of the three core melee combat skills in Old School RuneScape, alongside Attack and Defence. Where Attack governs how often you land a hit and Defence reduces how often enemies land theirs, Strength does one simple, powerful thing: it raises your max hit — the biggest number you can deal in a single blow. Because more damage per hit means faster kills and faster experience, most players prioritise Strength over Attack and Defence, and a high Strength level underpins almost everything else you do in melee: Slayer, bossing, raids, and PvP.
You do not train Strength by clicking a tree or a rock. You train it by fighting monsters in the Aggressive combat style, which funnels your damage into Strength experience. That makes this a combat guide as much as a skill guide: the right weapon, the right boosting potions, and the right place to grind all matter far more than they do for a gathering skill. The good news is that the same fights level your Hitpoints at the same time, so you are never wasting effort.
This guide walks through how Strength works mechanically, the weapons and armour that boost your max hit, the experience-boosting potions and prayers, the low-level grind, the fastest route to 99 through the Nightmare Zone, the most AFK options, training Strength through Slayer and bossing, and the free-to-play path — all grounded in live, drift-checked rates in the method table below. Plan your exact route with our Strength calculator, and pick your loadout with the Melee gear guide.
Fastest route to 99 Strength
- Lvl 1 Ammonite Crabs (AFK) 30,000 XP/hr
- Lvl 40 Nightmare Zone (AFK absorptions) 70,000 XP/hr
- Lvl 70 Nightmare Zone (overloads, flinching) 110,000 XP/hr
Rates are realistic estimates that scale with your level — the full method table below lists every option, and the calculator gives the exact XP and time from your current level to your goal.
All Strength training methods
| Method | Unlock | XP/hr | Per action | AFK | F2P |
|---|---|---|---|---|---|
| Monsters / training dummies (F2P start) | Lvl 1 | 12,000 | — | — | Yes |
| Sand Crabs (AFK) | Lvl 1 | 25,000 | — | AFK | — |
| Ammonite Crabs (AFK) | Lvl 1 | 30,000 | — | AFK | — |
| Nightmare Zone (AFK absorptions) | Lvl 40 | 70,000 | — | AFK | — |
| Slayer tasks (with cannon) | Lvl 50 | 40,000 | — | — | — |
| Nightmare Zone (overloads, flinching) | Lvl 70 | 110,000 | — | — | — |
How Strength works
Strength raises your maximum melee hit — the highest single number you can roll with a melee weapon. At a given Strength level, every weapon has its own max hit, and as your level climbs that ceiling rises. So while Attack decides how often you connect and Defence decides how often the enemy connects, Strength decides how hard you hit when you do. More max hit means each successful blow does more damage, which means faster kills and — because experience is paid out per point of damage — faster experience. That cause-and-effect is the whole reason Strength is usually trained before Attack or Defence.
The second lever is your Strength bonus — a single number in the Equipment Stats screen that sums the Strength-boosting power of everything you are wearing, from your weapon to your boots. A higher Strength bonus pushes your max hit up without you needing more levels, which is exactly why gear choice matters so much in a combat skill. Be careful with the units, though: a +1 Strength bonus from gear is not the same as +1 Strength level. The bonus feeds a separate term in the damage formula, so the conversion is not one-to-one — for example, at 20 Strength you need roughly 16 total Strength bonus to gain a single point of max hit, and progressively more bonus for each point after that. The takeaway is simple: stack as much Strength bonus as your levels and budget allow, and your max hit (and experience rate) climbs.
Experience is tied to the combat style you select on your weapon. There are four melee styles. The Aggressive style grants 4 Strength experience and 1.33 Hitpoints experience for every point of damage you deal, and it gives an invisible +3 to your Strength level while active — so you should almost always train on Aggressive. The Controlled style splits experience evenly across Attack, Strength, Defence and Hitpoints (1.33 each per damage point) and gives an invisible +1 to all three, which is handy if you want to level the whole combat triangle together rather than one stat at a time. The Accurate style trains Attack, and Defensive trains Defence; neither gives any Strength experience. Note that not every weapon offers a Controlled option — it is limited to weapon classes like scimitars, longswords, maces, spears, hastae, halberds, claws and whips — so if you want to split experience, pick a weapon that supports it.
One consequence worth understanding early: against a target with very high Defence, raising your Attack (accuracy) can out-perform raising Strength, because you have to actually land the hit before the max hit matters at all. But the vast majority of dedicated training targets — crabs, the Nightmare Zone bosses, frogs — are deliberately low-Defence, high-Hitpoints punching bags chosen precisely so that you almost always hit them. Against those, Strength bonus is king, and that is where your gear and potion budget should go.
Strength weapons & special attacks
Your weapon is the single biggest source of Strength bonus, so the golden rule is always use the highest Strength bonus weapon you can wield for the task in front of you. Remember that a weapon's level requirement is an Attack requirement — your Attack level gates what you can hold, while your Strength level and the weapon's Strength bonus together set your max hit. For the low and mid game, the simplest path is scimitars: any metal scimitar early on, a Rune scimitar at level 40 Attack, then the Dragon scimitar at 60. The Brine sabre at level 40 is a slightly stronger slash option that is worth grabbing if you have it. At 50 Attack you unlock the Granite hammer (+56 Strength), a strong, affordable crush weapon that punches above its price and carries many players for a long time.
From level 70 Attack, the Abyssal bludgeon (+85 Strength) is the standout pure-Strength training weapon — it is a two-handed crush weapon with no Controlled option, so it is built for raw damage. The Zamorakian hasta is a cheaper one-handed alternative that lets you keep a defender or shield equipped. At 75 the Blessed Saradomin sword (+82 Strength) is about as strong as the bludgeon, but it degrades and needs recharging, so weigh the upkeep. At 80 Attack you reach the top-tier trio: the Ghrazi rapier (stab), the Inquisitor's mace (crush) and the Blade of saeldor (slash). They are roughly equal, so you pick whichever attack type your target is weakest to. At 80 the Soulreaper axe is another option whose hits stack a damage buff as you fight, rewarding sustained combat. At 82 the Osmumten's fang is best specifically against high-Defence monsters — it has a built-in accuracy mechanic — and it is much cheaper than the rapier, mace or blade, so it is the value pick if you do not own those.
The Dragon warhammer deserves a special mention: it has no Attack requirement (only 60 Strength to wield) and a huge +85 crush Strength bonus, which makes it the go-to main weapon for low-Attack Strength pures who want maximum damage without levelling Attack. Its special attack also drops an enemy's Defence by 30%, which is hugely useful against tanky bosses. For burst damage in places like the Nightmare Zone, the Granite maul (50 Attack) and Dragon claws (60 Attack) are the classic special-attack weapons — you pop the spec for a big hit, and because experience is paid per point of damage, that big hit is also a big chunk of Strength experience. Pair a spec weapon with a fast main weapon and a special-attack-regenerating setup and your effective rate climbs sharply. Check live prices on the GE price tracker before you buy, since the gap between a 'good enough' weapon and best-in-slot is often tens of millions of coins for a small experience gain.
Armour & jewellery for max hit
With melee you prioritise Strength bonus when choosing armour and jewellery. Attack bonus helps your accuracy and Defence bonus keeps you alive, but against the low-Defence punching bags you train on, Strength bonus does the most for your experience rate. From 1–30 Defence just wear the best full metal set you can — iron, steel, black, mithril, adamant — then start swapping in dedicated Strength pieces slot by slot as you unlock them. The pieces below are listed best-to-worst, so always aim for the highest one you can afford and equip.
For the head slot, the Berserker helm (from The Fremennik Trials) and the Helm of neitiznot (from The Fremennik Isles) both give +3 Strength and are vital, cheap early upgrades; the Neitiznot faceguard is the upgraded, higher-Defence version for those who have done The Fremennik Exiles. In the body slot, the Fighter torso from the Barbarian Assault minigame gives the same +4 Strength as a Bandos chestplate but costs nothing but time, which makes it one of the best-value items in the entire game — almost every meleer gets one. If you cannot face the minigame, the Obsidian platebody is a serviceable budget body. For legs, Bandos tassets are the standard, the rare Fremennik kilt squeezes out +1 Strength, and Torva platelegs sit at the very top. The best-in-slot body and helm overall come from the Torva set, at +4 Strength per piece.
Boots are one of the easiest upgrades in the game: Climbing boots give +2 Strength for a handful of coins, making them a must-have at low levels, while Primordial boots (+5) are best in slot once you can afford them. For the neck slot, the cheap Amulet of strength gives a healthy +10 Strength, the Amulet of fury balances offence with useful Defence and Prayer bonuses, and the Amulet of torture is best in slot with +10 Strength and +15 accuracy. For the hands, a pair of barrows gloves or the various vambraces fill the slot. Once your combined Attack and Strength reach 130, head to the Warrior's Guild and earn a Dragon defender (and later the Avernic defender) for the shield slot — defenders give strong Attack and Strength bonuses, so do this the moment you qualify. Finally, your cape slot wants a Fire cape from the TzHaar Fight Cave or, ideally, an Infernal cape from the Inferno; both give offensive bonuses on top of being prestige rewards. The full Melee gear guide ranks every slot in detail and shows budget-to-best-in-slot loadouts.
Boosts: potions & prayers
Because Strength experience scales directly with damage dealt, anything that raises your max hit also speeds up your training — so boosting potions and prayers are not optional extras for the efficient player, they are part of the method. A dose of Super strength potion boosts your Strength by 5 + 15% of your current level (rounded down), which is up to +19 at level 99. The boost decays at one level per minute, so you re-sip periodically. The Super combat potion rolls Super attack, Super strength and Super defence into a single dose and is the standard choice for serious training and bossing, since it covers all three melee stats at once. On a budget, the basic Strength potion (+3 plus 10%) and the Combat potion are cheaper stand-ins. A neat trick for long grinds is the dragon battleaxe special attack, which grants a similar Strength boost for free — popular because it saves the running cost of potions over hundreds of hours.
Inside the Nightmare Zone you get the best boost of all: Overloads. An overload raises Attack, Strength, Defence, Ranged and Magic by 5 + 15% of your level (the same +5 to +19 range) and, crucially, re-applies the boost every 15 seconds for the full five-minute duration — so unlike a normal potion it never decays in practice. That is effectively a permanent super-potion while you train, and it is a big part of why the Nightmare Zone is the fastest Strength method in the game. The catch is that overloads cannot be used outside the Nightmare Zone, and drinking one deals 50 damage to you over a few seconds (which you manage with absorptions and a rock cake, covered below).
Prayers add another multiplicative layer on top of potions. The three Strength prayers — Burst of Strength, Superhuman Strength and Ultimate Strength — raise your Strength by 5%, 10% and 15% respectively. Better still is Piety (requires 70 Defence, 70 Prayer and the King's Ransom quest), which gives a strong combined boost to Attack, Strength and Defence in one prayer and is the standard pick for fast training and bossing. Prayer drains while active, so for the fastest experience you run Piety and keep it topped up with Prayer potions or Super restores, and bring Saradomin brews for survivability on tougher targets where you take real damage. Before you commit to a setup, map out exactly how many levels each boost saves you with the Strength calculator — the difference between training with and without potions and prayers over a full 99 is enormous.
Low-level training (1–30)
The fastest start by far is questing. Waterfall Quest has no skill requirements, takes around 10–20 minutes, and rewards roughly 13,750 Attack and 13,750 Strength experience — enough to leap straight from level 1 to about 30 in both stats, skipping the slowest hours of the entire grind. It is one of the best opening moves any new account can make. Stacking a few more low-requirement quests afterwards — Tree Gnome Village and Fight Arena both give Attack experience you can apply flexibly, and Vampyre Slayer is a quick one — can push you toward 40+ Attack and the mid-30s in Strength before you have meaningfully ground out a single monster.
If you would rather just fight, the principle is to target low-Defence, high-Hitpoints monsters so that almost every hit lands and there is plenty of health to chew through for steady experience. At level 1 Attack and Strength, cows are actually about 40% better experience than crabs, because at the very bottom your accuracy is so low that the crabs' (slightly higher) Defence costs you too many misses; cows have negligible Defence, so kill them with an Iron scimitar until around level 10. Above level 10, switch to crabs — Rock, Sand, Swamp or Ammonite crabs, which all have tiny Defence, large Hitpoints pools, and stay aggressive so they keep attacking you while you barely touch the keyboard. To use them you find a spot with two or three sand rocks, stand among them to spawn the crabs, and after they de-aggro every 10 minutes you run about 30 tiles away and back to reset them. Whatever you fight, double-check your weapon is set to the Aggressive style so all that damage pours into Strength rather than Attack or Defence.
The fastest route to 99
From level 50 in Attack and Strength, the Nightmare Zone (NMZ) is the fastest Strength experience in the game and stays that way to 99. As shown in the method table, the Nightmare Zone with overloads and constant flinching can reach the very top of the rate band. The reason it is fastest is the stack of boosts you can layer there — Overloads (up to +19 Strength), the Power Surge power-up that constantly regenerates your special attack so you can spam Granite maul or Dragon claws specs, and prayers like Piety on top.
To set up, complete at least five quests with applicable bosses, then start a Customised Normal Rumble dream with Dominic Onion. Drink an overload first, then use a Dwarven rock cake (or Locator orb) to drop your Hitpoints to 1 so that each enemy hit only chips 1 off your Absorption potions, letting your absorptions last a very long time. Then attack while watching for the yellow Power Surge power-up.
The exact weapon scales with your level. At 50 use a Granite hammer with a Granite maul for specs. With 60 Defence, Obsidian armour plus a Berserker necklace and an obsidian weapon gives a 10–20% damage boost and around 100k experience per hour. At 60 Attack, Dragon claws become the best spec weapon. At 70+ in all melee stats, the full Dharok's set is the fastest in the Nightmare Zone — its set effect raises your max hit the lower your Hitpoints are, which pairs perfectly with sitting at low health on a rock cake. Dharok's is only worth it with high (90+) Hitpoints. The trade-off is that this is very click-intensive; if that is not for you, drop down to the AFK section. A nice bonus: each day you can buy 15 herb boxes from the rewards shop that easily cover the entry cost.
Even faster: alts & Pest Control
If you are chasing the absolute ceiling, two methods edge out the solo Nightmare Zone, though both come with strings attached. The first uses alt accounts and the Dinh's bulwark (75 Attack and Defence). Its special attack hits up to ten enemies in an 11x11 area with +20% accuracy; paired with the Energy Transfer Lunar spell, your alts or friends continuously refund your special-attack energy so you can fire the bulwark spec almost non-stop. The classic spot is the Nechryael in the Catacombs of Kourend, where monsters are dense and easy to reach — the alts cycle between casting Energy Transfer, teleporting home to regenerate spec, and returning. With three alts and high combat stats you can push the rate well above anything a solo player reaches. The cost is real, though: you need multiple member accounts and the Lunar spellbook, which is why most players never touch it.
The best solo burst method at higher combat is Pest Control. Combat Achievements added a reward that increases your points from Pest Control, so with the Hard tier unlocked you earn 8 points per game in the Veteran (high-level) boat. You then convert those points to combat experience at the rewards shop — at level 99 a full hour of games can total around 200,000 experience, making it the fastest solo melee experience in the game, and it remains the fastest solo option even at level 75 (where rates are naturally lower). Like everything fast, it is intensely active rather than AFK. Both of these methods sit outside our default method table because they rely on extra accounts or a specific minigame loop, so treat the Nightmare Zone band in the table as your realistic, repeatable solo benchmark and reach for these only if you are optimising hard.
The most AFK methods
If you would rather train in the background while you work, study or watch something, the AFK pathway trades some experience per hour for long unattended stretches. From level 1–50, crabs are the AFK backbone. They stay aggressive for 10 minutes at a time, so your only input is to run out of view and back every so often to reset them. As the method table shows, Sand crabs sit around 25,000 experience per hour and Ammonite crabs a touch higher at roughly 30,000; the latter live on Fossil Island and are slightly faster but a bit harder to reach. If the popular Sand crab spots on south-eastern Zeah are crowded, the Depths of Despair quest opens the quieter Crabclaw Caves, or you can pay 10,000 coins for a trip to the less-busy Crabclaw Isle.
At level 40+ the Nightmare Zone doubles as an AFK method, and it is far faster than crabs. The amount of AFK time depends on your setup: with overloads and absorptions you go around 5 minutes between sips; with absorptions only, closer to 10; and with the full Guthan's set — whose set effect randomly heals you for the damage you deal, refilling your health for free — you can AFK for up to 20 minutes at a time. The table lists the AFK Nightmare Zone band around 70,000 experience per hour, a big step up from crabs for a method you barely touch; run Normal Rumbles until about level 75, then switch to Hard Rumbles. Bandits in the Kharidian Desert are another popular AFK option from around 70 combat — equip a Saradomin or Zamorak item so the bandits stay permanently aggressive, and they will keep attacking you for up to 20 minutes with a Guthan's setup. For a no-frills route, crabs early and a Guthan's Nightmare Zone later is the standard, low-effort path to 99.
Training Strength through Slayer
Slayer is the method most experienced players actually use, because it trains two skills at once and pays you to do it. You gain Strength (and Hitpoints) experience from the fights and Slayer experience for completing the task, while the monster drops fund the rest of your account — herbs, alchables, and the occasional valuable unique. On most tasks you can wear a Black mask or the upgraded Slayer helmet for a damage and accuracy boost against your assigned monster, which makes Slayer experience even better than fighting the same creatures off-task. That bonus, stacked with your super combat potion and Piety, can push real damage output well above what the raw weapon suggests.
As the method table shows, Slayer with a Dwarf multicannon sits around 40,000 Strength experience per hour from level 50 — lower than the peak Nightmare Zone rate, but you are banking Slayer levels, Hitpoints, and loot the entire time, so the effective value is much higher than the headline number. Slayer also flexes between active and AFK depending on the task. If the monster is aggressive, you can AFK for about 10 minutes between resets. If it is in a multi-combat area, you can tag several at once and finish them off while away from the keyboard. And on many tasks you can drop a Dwarf multicannon loaded with steel cannonballs to deal extra hits for you — standing directly under the cannon prolongs how long your cannonballs keep firing, stretching your AFK time further. The strategic point: if you plan to reach 99 Slayer one day, train your Strength through Slayer rather than burning it out at the Nightmare Zone first, otherwise you will sail far past 99 in the combat stats long before Slayer is done and waste a huge amount of that combat experience.
Bossing with Strength
A high Strength level is your ticket into bossing, and bossing in turn is a fun, profitable way to keep gaining Strength experience once crabs and the Nightmare Zone start to feel stale. Training your melee up is the natural on-ramp, because many beginner-friendly bosses are weak to melee and forgiving of mistakes. The Giant Mole is arguably the easiest boss in the game — with just 43 Prayer and level-40s in your combat stats you can use Protect from Melee to negate almost all of its damage. Obor and Sarachnis are both straightforward melee-weak bosses with useful drops, and the Chaos Elemental can be flinched with melee to take no damage while you hunt one of the easiest pets in the game. Two of the four God Wars Dungeon bosses are best killed with melee — General Graardor (Bandos) in particular is a great introduction to team bossing at a relatively low level.
Stepping up, the wilderness bosses Venenatis and Vet'ion are highly profitable and meant to be meleed, the Desert Treasure II bosses Duke Sucellus and Vardorvis reward strong melee gear, and Vorkath (accessible after Dragon Slayer II) is one of the most profitable money-makers in the game and is weak to stab. The Nightmare is weak to crush and the Corporeal Beast to stab — both are tougher, high-value targets. For the end-game, all three raids — Chambers of Xeric, Theatre of Blood and Tombs of Amascut — lean heavily on melee, and you will want at least 85 Attack, Strength and Defence (plus solid Ranged, Magic and Prayer) before attempting them. Whatever you fight, bring a Super combat potion to keep your Strength boosted and Saradomin brews for survivability, and check slot-by-slot loadouts in the Melee gear guide.
Free-to-play Strength training
Strength is fully trainable in free-to-play, just slower and with a smaller toolkit — there are no overloads, no super potions, and no crabs, so you lean on basic gear and the Aggressive style. Your best weapon is the Rune scimitar (40 Attack), paired with the best rune armour you can wear — Rune full helm, Rune platebody, rune platelegs and a rune kiteshield — and an Amulet of strength (+10) for max hit. Climbing boots and a strength cape (once you hit 99) round out the rest. As always, fight on the Aggressive style so every point of damage becomes Strength experience.
At low levels, the frogs added to Lumbridge Swamp are an excellent target — Regular frogs at the very start, then Big frogs and Giant frogs once you are above combat level 20 — because they have decent Hitpoints and almost no Defence. As you level up, the giant spiders on level 3 of the Stronghold of Security become a solid, semi-AFK method: they stay aggressive for around 10 minutes, there are several rooms to rotate between when one gets busy, and you only need to bring some food at lower levels. As the method table shows, free-to-play combat training sits in the low tens of thousands of experience per hour — respectable for no membership. If you want to make some coins while you train, the Ogress Warriors near Corsair Cove drop alchables and runes worth picking up. There is no high-end AFK crab equivalent in free-to-play, so the Stronghold spiders are your most hands-off option all the way up.
Quests & useful unlocks
Several quests give large lumps of Strength experience or unlock key gear, and doing them is almost always faster than grinding the equivalent levels. Waterfall Quest is the headline pick: no requirements and roughly 13,750 Attack and Strength experience each, enough to skip the entire 1–30 grind. Fight Arena and Tree Gnome Village both hand out Attack experience that can be applied flexibly, and The Fremennik Trials unlocks the Berserker helm while The Fremennik Isles unlocks the Helm of neitiznot.
For the boosting side, King's Ransom (plus 70 Defence and 70 Prayer) unlocks Piety, the most important Strength-boosting prayer, and a partial Recipe for Disaster unlocks the Dwarven rock cake for Nightmare Zone setups. For milestone targets: the Quest Cape needs 50 Strength, and the Achievement Diary Cape needs 76 Strength alongside 50 Attack, 70 Defence and 100 combat. Use our Strength calculator to factor quest rewards into your route, and the guides hub for the quests themselves.
Tips & the skilling note
A few habits make the whole grind smoother. Always train on Aggressive unless you deliberately want to split experience with Controlled — it is the single most common mistake. Upgrade your weapon the moment you can afford the next Strength bonus tier, because more max hit is more experience per hour, not just faster kills. Keep an eye on the GE price tracker — Strength gear like the Dragon scimitar, Granite hammer and Fighter torso are cheap relative to the time they save.
Unlike gathering skills, Strength has no skilling pet of its own — there is no "Strength pet". What you can chase instead are combat-wide rewards: the overall Skilling/boss pets from the content you fight (for example, the pet from the Giant Mole or Sarachnis while bossing for Strength experience), and milestone cosmetics like the trimmed Strength cape at level 99. Because you will pick up Hitpoints experience the entire time you train Strength, plan your combat levels together — the Strength calculator and the Melee gear guide will keep your route and your loadout aligned all the way to 99.
Plan your exact grind from your current level — Strength Calculator
OSRS Strength Guide — FAQ
What is the fastest way to train Strength in OSRS?
From level 50 in Attack and Strength, the Nightmare Zone is the fastest Strength experience and stays fastest to 99. Using overloads, the Power Surge power-up to spam special attacks, and (at 70+ with high Hitpoints) the Dharok's set, the top of the rate band is reached. It is fast but very click-intensive. Alt-account Dinh's bulwark setups and Pest Control are even faster but need extra accounts or a minigame, so the Nightmare Zone is the realistic solo benchmark.
What combat style trains Strength?
The Aggressive style. It grants 4 Strength experience and 1.33 Hitpoints experience for every point of damage you deal, plus an invisible +3 to your Strength level while active. The Controlled style splits experience across Attack, Strength, Defence and Hitpoints if you want to level all three together, but Aggressive is the pure-Strength choice.
How do I train Strength while AFK?
From level 1 to 50, crabs (Sand or Ammonite) stay aggressive for about 10 minutes, giving roughly 25,000 to 30,000 experience per hour for almost no input. From level 40+, the Nightmare Zone with the full Guthan's set lets you AFK up to 20 minutes at a time at around 70,000 experience per hour, the best hands-off rate. Bandits in the Kharidian Desert are another AFK option around level 70.
Is Strength better to train than Attack?
For most players, yes. Strength raises your max hit, which directly increases your damage per hit, kills, and experience rate. Attack raises accuracy, which matters most against high-Defence monsters. Since the best training targets are deliberately low-Defence, prioritising Strength (and Strength bonus on your gear) usually gives the best results.
What is the best Strength weapon for training?
It scales with your Attack level. Early on, use the best scimitar you can (Rune at 40, Dragon at 60), or a Granite hammer at 50. At 70 Attack the Abyssal bludgeon (+85 Strength) is the standout, at 75 the Blessed Saradomin sword, and at 80 the Ghrazi rapier, Inquisitor's mace and Blade of saeldor. The Dragon warhammer is great for low-Attack pures since it needs no Attack level.
Can you train Strength in free-to-play?
Yes. Use a Rune scimitar, rune armour and an Amulet of strength, always on the Aggressive style. Train on frogs in Lumbridge Swamp at low levels, then the giant spiders on level 3 of the Stronghold of Security for a semi-AFK method that stays aggressive for around 10 minutes. Rates are lower than members' methods, but a full 99 is achievable.
Does Strength have a skilling pet?
No, Strength has no dedicated skilling pet. Since you train it by fighting monsters, the rewards you chase instead are boss and minigame pets from the content you fight, plus the level 99 Strength cape. You also gain Hitpoints experience the whole time, so your combat levels rise together.
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