Ironman Inferno Speedrun Setups – Gear Guide – OSRS

Setup: < 65.00 Inferno Speedrunner CA

  • Keep rigour on
  • Be potted at all times
  • Don’t AFK
  • Can swap Pegasian boots for Devout boots
  • Elysian spirit shield > Elidinis’ ward > Crystal shield
  • Can swap Ring of suffering for Ring of the gods
  • If you have lots of unused Sanfew serums you can use these instead of Super Restores. At 97+ prayer sanfew serums are an additional prayer point per dose.
  • Ancestral legs optional.
  • Can adjust restores with an extra brew depending on experience.

Setup: < 55.00

  • Start getting familiar with using Chinchompas
  • Ancestral in the bin.
  • Ring of the gods is a must from here on out.
  • 2 stamina potions for being aggressive early on.
  • Always potted + rigour activated.
  • Don’t AFK.
  • Work on being aggressive and running towards enemies rather than AFKing behind a pillar.
  • Learn how to 2t flick blobs with other mobs.
  • Focus on quick wave solves and executing correct kill orders.
  • At least a Jad skip

Setup: < 50.00 – Grandmaster Valiance Diary

  • Be aggressive
  • Falador shield 4 optional.
  • Optimal wave solving + manually off-tick monsters at every opportunity.
  • Scythe tech optional. If you opt to Scythe, a 2 way with blood fury is more than enough. If you are confident in conserving prayer, you can upgrade to a 3 way with ferocious gloves. If scything, a super-combat is essential.
  • Scythe is best against rangers, swing at them when they are around 40hp. Repot when you fall below 112. It is common to scythe the last monster of the wave when they are low enough HP for 1 scythe to finish them off. Logic for this is that melee kills NPCs 1t faster and scythe has a chance to over-kill.
  • Occult necklace in the bin.
  • 2t flicking a must.
  • At least a Jad skip
  • If you are very confident with prayer flicking to save prayer, you can opt to Thrall tech. If doing so, drop Kodai and bring Lightbearer.

Safespots

Here are some Safespot Tile Markers which are useful at all levels of Inferno Speed-running, including the Zuk safe-spot tiles.

  • A: Nibblers spawn
  • B: Wave starting position with Chinchompas
  • C: Wave 50s+ starting position
  • D: Standard North bat safe-spot.
  • E: East bat safe-spot.
  • F: East melee safe-spot.
  • G: South melee safe-spot.

Kill Orders

  • Every monster in the Inferno has different death animations, which last longer than others.
  • In order to save the most amount of time per wave, it is important to learn which monsters to kill in which order depending on your wave.
  • Your basic kill order should be:
  • 1: Anything doing damage or is unflickable, such as bats or mini-blobs.
  • 2: Magers, as they can respawn other mobs.
  • 3: Melees, these guys take 6ticks to die and have the longest death animation.
  • 4: Rangers
  • 5: Big blobs
  • At this stage, popping blobs is significant. For example, if you have only a ranger and a blob left in your wave. You should pop the blob FIRST so that you can blowpipe the ranger twice whilst the blob dies, after your 2 hits if you haven’t missed any ticks you can then chin the mini-blobs.
  • General rule of thumb here is to pop blobs where possible and don’t kill melee’s last.

Chinchompas

  • On task, with rigour, 112 range and Masori. Chinchompas are superior against Nibblers off the spawn. Not only are they greater DPS but they are also faster. This means you can often 1 shot nibblers and mini-blobs.
  • Chinning nibblers off-spawn
  • Chinning mini-blobs
  • Starting on tile B (as referenced above) allows you to chin the nibblers off the spawn at the start of every wave.
  • Another common W for chins is that they allow you to chin the mini-blobs from blobs.
  • See the diagram below.
  • Standing in any of the green tiles allows you to chin the Mage mini-blob which will damage the other mini-blobs.
  • Standing in any of the yellow tiles allows you to chin the Range mini-blob which will damage the other mini-blobs.
  • Where possible, it’s always best to opt for the green tiles as the Mage mini-blob has less ranged defence than the ranged mini-blob.
  • Diagram credit: Hemmiez, Inferno speed-running guide

1t and 2t prayer flicking

  • At the bare minimum level of Inferno speed-running, it is essential you learn how to 1t alternate prayer flick.
  • Why? It allows you to flick common mobs together without taking any damage.
  • As the first mob fires, you change your prayers back and fourth every tick.
  • This is useful to know if you ever end up in situations where monsters are off-ticked awkwardly.
  • 2t flicking is a little different.
  • 2t flicking allows you to still flick mobs attacks like 1t does, however gives you an extra tick window to move, attack, pot, etc.
  • As the first mob fires, you change your prayer for 2ticks and back to original prayer.
  • This is especially important for blob waves and is crucial why you should start somewhat central.
  • For example, you want to see the Mager and Blob see you at the same time. You are starting praying Mage, Mage fires, the blob scans your mage prayer, immediately turn on range before back to mage 2t later.
  • You can also setup 2t flicking with other mobs. It is recommended to do so as it will always be better to manually off-tick monsters to reduce risk of rng.

2t flicking mager, ranger, blob

Phantom Barrarging

  • Very simple.
  • If on ancients, you can cast a blood barrage on a NPC as it dies and you will still relieve a heal for what you would of hit.
  • You need to manually cast this on an NPC as it dies. For example, as soon as you see the XP drop for your final hit, thats when you cast the barrarge on the mob.

Wave off-ticks

  • For an extensive example at all the variations of how to off-tick monsters and optimal wave solves:
  • Check out the guys at Inferno Speed-running Discord who have tonnes of resource on various Inferno details and off-tick examples

Zuk Skips

  • A big time-save is often skipping various elements of the Zuk fight.
  • Jad Skip, Jad-Healer skip, Mager Jad-Healer Skip.
  • Often these are harder than they look.
  • Jad skip: Tag Jad and continue to attack Zuk as normal, paying attention to Jad’s attacks and switch prayers accordingly.
  • Jad-Healer skip: Tag Jad and continue to attack Zuk as normal. Keep an eye on him and change prayers when necessary. Proc healers in the corners as normal and tag each healer once. Once all healers are tagged, continue attacking Zuk until he is dead whilst praying to Jad’s attacks. Where possible, it is important to bow Zuk on 112 range as you lose tonnes of DPS when you hit him below 112 range. To keep HP high, you can sip a brew dose and then a dose of ranging potion to maintain DPS. Continue this until either you or Zuk dies.
  • Mager-Jad-Healer skip: Tag Jad with a chin 2t after the Mager has attacked. A good visual indicator for this is when the Mager has just finished his roll animation. With the 2 mob’s attacks 2ts apart, you can flick both as you would any other mob. Whilst prayer flicking, tag the healers on proc once and continue to finish Zuk off whilst brew-range potting as you would do on a Jad-Healer skip.

Full Detailed Guides & Other Resources

  • For more in-depth and useful information around Inferno-Speed Running.

Full Runs & Vod Examples