PvME guide index
Introduction
Note: Use the Table of Contents in this page’s contents navigation to find the information you are looking for.
Some general notes:
⬥ The game runs on an internal tick system: 1t (tick) = 0.6s (seconds).
⬥ The minimum time between abilities is called the global cooldown: 1 gcd = 3t = 1.8s.
⬥ Auto attacks will only give adrenaline if they hit (splash = no adrenaline gain).
• Debuff spells like Vuln Vuln or Enfeeble Enfeeble or Smoke Cloud smokecloud do not give adrenaline.
⬥ Some useful sheets and resources are given below.
Ability Damage Maths
To calculate your ability hit damage in detail,
click here.
This is affected by factors such as your gear and other boosts.
Ability Hit Timings
To see detailed breakdowns on ability hit timings,
click here.
This refers to when hitsplats appear on your target.
Auto-attack Adren Gain
To see adrenaline gained with different auto attacks,
click here.
Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in PvM help (external Discord).
This section covers auto attacks, basics, thresholds, ultimate abilities and special attacks for Defence.
Autos
⬥ Cooldown: Based on Weapon Speed
• Fastest: 4t (2.4s)
• Fast: 5t (3.0s)
• Average: 6t (3.6s)
⬥ Takes on style of main hand weapon
Basics
⬥ Cooldown: 50t (30s)
⬥ Duration: 17t (10.2s)
⬥ Reduces all incoming damage by 10%
⬥ Provides stun immunity
⬥ Cooldown: 25t (15s)
⬥ Basic offensive ability
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Cooldown: 0t (0s)
⬥ Stops the following:
• Channelled abilities
• Familiar attacks for 10t (6s)
• Auto-retaliate for 10t (6s)
• Queued abilities
⬥ Cancelled by attacking target
⬥ Generates no adrenaline
⬥ Cooldown: 34t (20.4s)
⬥ Duration: 10t (6s)
⬥ Shares cooldown with
res
⬥ Generates 0.8 to 50 adrenaline (1.6 to 100 under the effects of
nat)
•
Divert calculator
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Cooldown: 50t (30s)
⬥ Duration: 10t (6s)
⬥ Removes and grants immunity to stuns and binds
⬥ Clears any existing damage over time effects
⬥ Cooldown: 34t (20.4s)
⬥ Duration: 16t (9.6s)
⬥ Reduces any remaining cooldown of
res /
divert by 5t (3s) per attack received
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Cooldown: 17t (10.2s)
⬥ Forces enemy to target you
• Some enemies have other methods of aggression rendering
voke useless
⬥ Castable off gcd
• Will trigger gcd if used on gcd
⬥ Cooldown: 25t (15s)
⬥ Duration: 10t (6s)
⬥ Shares cooldown with
divert
⬥ Heal for (50 + 0.5 x shield tier)% of incoming hit
This ability requires a shield or defender - the effects will be lost if removed.
Thresholds
⬥ Cooldown: 50t (30s)
⬥ Duration: 13t (7.8s) to 23t (13.8s)
• Extended if cast with a shield/defender
• If shield/defender removed the effects are removed
• A full table is available on the wiki
here
⬥ Reduces damage from the effected target
⬥ Cooldown: 100t (60s)
⬥ Duration: 15t (9.6s) to 30t (19.2s)
• Killing an enemy adds 8t (4.8s) to base duration
⬥ While active protection prayers are 100% effective
⬥ Cooldown: 50t (30s)
⬥ Duration: 316t (9.6s)
⬥ Incoming damage reduced by 50%
⬥ Reduced damage returned to sender
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Cooldown: 75t (45s)
⬥ Duration: 32t (19.2s)
⬥ Increases outgoing damage done while wielding shield/defender
• Up to 10 stacks can be built
• Each stack adds 10% (5% with defender) damage to your attacks
This ability requires a shield or defender - the effects will be lost if removed.
Ultimates
⬥ Cooldown: 100t (60s) to 140t (84s)
• Effected by turtling perk
⬥ Duration: 8t (4.8s) to 29t (17.4s)
• Effected by shield tier,
malletops, and turtling perk
⬥ Full table of duration and cooldowns can be found
here
⬥ Blocks all incoming damage
except hard typeless
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Cooldown: 200t (120s)
⬥ Duration: 50t (30s)
• Or until returned to life
⬥ Reduces taken damage by 25%
⬥ Be revived to 40% HP if dead while active
• 3t (1.8s) immunity to all damage while being revived
• Instakills avoid this effect
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Cooldown: 200t (120s)
⬥ Duration: 34t (20.4s)
⬥ Doubles ability adrenaline gain
⬥ Cooldown: 500t (300s)
⬥ Duration: 16t (9.6s)
⬥ Gain 2.5% of hp per tick while active (40% total)
⬥ Shares cooldown with
excal
This ability requires a shield or defender - the effects will be lost if removed.
⬥ Click the links to quickly navigate to that ability's information.
⬥ General notes can be found in the introduction
here.
Attribution and source history
Adapted from Defence Abilities by PvME contributors. Upstream source history. Licensed CC BY-NC-SA 4.0. Snapshot 074a9438f79d10fba75735791be0030734db8b5e. Formatting adapted for standalone MediaWiki; media and third-party references remain external links.