How Slayer makes money
Slayer pays in two very different ways. Some tasks are steady earners whose loot is mostly alchables, runes, bones and hides: you get roughly what the table says every hour. Others are lottery tasks, where most of the value sits in one rare drop, so the average is real over hundreds of hours but any single task can pay almost nothing. Both kinds appear in the table; the column to read alongside profit is how much of it comes from uniques.
| Task | Slayer level | Where the money comes from | Style |
|---|---|---|---|
| Gargoyles | 75 | Rune and adamant alchables, granite maul, coins | Melee, steady |
| Kurasks | 70 | Leaf-bladed weapons; crystal shards in Iorwerth Dungeon | Melee |
| Skeletal wyverns | 72 | Wyvern bones, visage rare | Ranged or melee |
| Brutal black dragons | 77 | Black dragonhide and bones | Ranged, AFK-ish |
| Drakes and wyrms | 84 and 62 | Dragon knives, thrownaxes, harpoon | Ranged or magic |
| Hydras | 95 | Brimstone ring pieces, hydra drops | Ranged |
| Lizardman shamans | None (task for best spot) | Dragon warhammer rare drop | Ranged |
The steady earners
Gargoyles (75 Slayer) are the textbook example. Nearly every kill drops something alchable, the granite maul and mystic robe pieces add a little more, and there is no expensive weapon to hope for. Brutal black dragons (77) work the same way through dragonhide and bones, and can be killed from a safe position with ranged. Kurasks (70) in the Iorwerth Dungeon add crystal shards, which feed the crystal dust potions; the Herblore money making list shows what those shards are worth turned into potions.
The lottery tasks
Demonic gorillas, hydras, wyrms and drakes, skeletal wyverns, Lizardman shamans and the Slayer bosses (Cerberus at 91, Abyssal Sire at 85, Kraken at 87, Thermonuclear smoke devil at 93, Alchemical Hydra at 95) all lean on rare drops. Their profit per hour is the expected value: take a long run of kills and that is what you average, but a dry streak can last a whole task or more. The drop chance calculator shows how unusual your luck actually is. Each Slayer boss has its own page with the full loot table, such as Cerberus.
Blocking, skipping and extending
Because the master picks the task, your real gp per hour is the average across all the tasks you accept. Blocking slow, unprofitable tasks and extending profitable ones raises that average more than chasing any single monster. The usual pattern at Duradel or Nieve:
- Extend tasks you enjoy that sit high in this table, such as gargoyles, dragons and Abyssal demons for the Sire.
- Block long, low-value tasks that tie up hours for poor loot, using your points and block slots.
- Skip anything that needs gear you do not have rather than doing it badly.
The Slayer task calculator works out the chance of each task from your master and blocks, so you can see which block helps the most.
Supplies and what the table subtracts
Every row nets out typical supplies for that monster: potions, food, cannonballs where a cannon is used, and runes for spells. That is why a monster with valuable drops can rank lower than a cheap one; dragons and demons cost more to kill. Your own costs depend on your gear, so a player with a toxic blowpipe or a Slayer helm will often beat the figure shown. The Slayer helm, superior Slayer monsters and the brimstone keys from Konar all push real profit above the base drop table.
Reading the profit column
Profit per hour is expected loot per kill at current prices, after Grand Exchange tax on what you sell, multiplied by a realistic kill rate, minus supplies. Kill rates assume good but not best-in-slot gear. For gear upgrades that raise kill rate, see the melee gear progression, and for the full training route, the Slayer training guide.