What to upgrade next for Mad Angel
Put in your stats and what you're wearing, and see every upgrade you could wear or go and get for Mad Angel, ranked by the damage/sec it adds — with what each costs, and how long the drop takes on rate if it isn’t bought.
What Mad Angel defends with
Mad Angel (Post-quest) has 755 hitpoints and 175 Defence, and is weak to earth at 15%.
| Stab | 60 |
|---|---|
| Slash | 80 |
| Crush | 40 |
| Magic | 185 |
| Ranged | 185 |
Of what this fight allows, it defends crush least and ranged most, which is usually the first thing that decides what to bring. Magic is the one to read carefully: it is defended by the monster’s Magic level rather than its Defence.
What Mad Angel attacks with
Mad Angel attacks with magic, stab, slash and crush, which is what decides whether a piece of armour is worth wearing here. The defence tab on this page ranks gear by how much it cuts the share of Mad Angel’s attacks that land, weighted the same way.
What the calculator counts here
- Only gear you can actually wear at your levels, and only what this fight allows.
- Salve amulets on undead, slayer helmets on task, void, and the bane weapons.
- Elemental weakness, and the spell your Magic level can really cast.
- Cost on the Grand Exchange, gp per point of damage, and time to the drop.
Work out your next upgrade for Mad Angel — Mad Angel drop table. Or start from any monster.