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Items & Potions 12 min read

OSRS Divine Super Combat Potion: Boosts, Uses, and Recipe

The OSRS divine super combat potion boosts Attack, Strength, and Defence by 5 plus 15 percent of each skill’s base level. It holds those three boosts at their maximum values for five minutes, but drinking a dose...

By Misbah Shafique
A violet combat potion and crystal dust on a worn apothecary workbench
A violet combat potion and crystal dust on a worn apothecary workbench

The OSRS divine super combat potion boosts Attack, Strength, and Defence by 5 plus 15 percent of each skill’s base level. It holds those three boosts at their maximum values for five minutes, but drinking a dose immediately deals 10 Hitpoints of damage.

The predictable boost can improve melee accuracy and protect important maximum-hit breakpoints. However, it is not always better than a regular super combat potion. The divine version usually costs more, requires another dose every five minutes, and can be inconvenient in encounters where you frequently drink Saradomin brews.

Players making the potion need level 97 Herblore, a completed super combat potion, and crystal dust obtained from crystal shards. Its usefulness depends on the encounter, your stats, equipment, supply budget, and how often external effects lower your combat levels.

Quick Answer

A divine super combat potion boosts Attack, Strength, and Defence using 5 + 15% of the base level. Natural stat decay is suspended for five minutes. Each dose costs 10 Hitpoints, and the affected stats return to their base levels when the timer ends. Preserve does not extend the divine effect.

What Does an OSRS Divine Super Combat Potion Do?

The potion combines the boosts of super attack, super strength, and super defence potions into one inventory slot. Its initial boost is the same as that of a regular super combat potion. The main difference is what happens after drinking it.

A regular super combat potion allows the boosted stats to decline naturally over time. The divine version keeps the original Attack, Strength, and Defence boosts fixed for five minutes.

FeatureDivine super combat potion effect
AttackBoosted by 5 plus 15% of base Attack
StrengthBoosted by 5 plus 15% of base Strength
DefenceBoosted by 5 plus 15% of base Defence
DurationFive minutes
Natural stat decaySuspended during the effect
Hitpoints cost10 Hitpoints per dose
Timer expirationAffected stats return to base
PreserveDoes not extend the timer
External drainsCan still lower boosted stats
Skills not boostedRanged, Magic, Hitpoints, and Prayer

The effect applies only to the three melee combat stats. It does not raise Ranged, Magic, Prayer, Hitpoints, or Slayer.

The five-minute effect should not be confused with a permanent increase. The potion changes current boosted values temporarily. Your underlying base skill levels remain unchanged.

How the Boost Formula Works

The boost for each affected skill is calculated separately:

Boost amount = 5 + floor(Base level × 15%)

Boosted level = Base level + Boost amount

The floor function means OSRS rounds the percentage portion down to the nearest whole number before adding the flat five levels.

For example, consider a player with level 80 Strength:

Percentage portion = floor(80 × 0.15)
Percentage portion = floor(12)
Percentage portion = 12

Add the flat boost:

Boost amount = 12 + 5 = 17

Add that boost to the base level:

Boosted Strength = 80 + 17 = 97

The same formula is applied independently to Attack and Defence. A player with unequal base levels will receive different boosted results for each skill.

Base skill levelPercentage portionTotal boostBoosted level
70101585
80121797
901318108
991419118

At level 99:

Percentage portion = floor(99 × 0.15)
Percentage portion = floor(14.85) = 14

Total boost = 14 + 5 = 19

Boosted level = 99 + 19 = 118

This is why a player with 99 Attack, Strength, and Defence reaches 118 in all three skills after drinking a dose.

A sword, shield, and three potion vials prepared in a medieval training hall
Melee preparation combines equipment, supplies, and timing - not the potion boost alone.

What Happens During the Five-Minute Timer?

Natural stat decay normally lowers boosted skills over time. A regular super combat potion might raise Strength to 118 and then allow it to fall to 117, 116, and lower as time passes.

The divine effect prevents that natural decline for five minutes. If nothing else interferes, a level 99 player remains at 118 Attack, 118 Strength, and 118 Defence for the full duration.

This consistency can matter in two ways:

  • Maximum Strength may preserve one or more melee max hits.
  • Maximum Attack can maintain a higher attack roll against defended targets.

The effect is controlled by a fixed timer. Drinking the potion does not provide five minutes plus a gradual decline afterward. When the divine timer expires, the three affected stats return to their base levels.

If a level 99 player remains undrained, the normal sequence is:

  1. Drink the potion.
  2. Attack, Strength, and Defence become 118.
  3. The three stats remain at 118 for five minutes.
  4. The effect ends.
  5. The affected stats return to 99.

Another dose starts a new divine effect and inflicts another 10 Hitpoints of damage. Players often repot shortly before or when the timer expires, depending on the encounter and their interface setup.

Natural Decay Is Not the Same as an External Stat Drain

The potion stops ordinary stat decay, but it does not make combat levels immune to other effects. A Saradomin brew, stat-draining spell, monster attack, or another potion can still change them.

Suppose a player has 118 Strength under a divine effect and drinks a Saradomin brew. The brew lowers Strength. The divine potion does not automatically restore that stat to 118.

A super restore can recover a drained skill toward its base level, but it does not recreate the original combat boost by itself. To return to the boosted value, the player needs an appropriate stat-boosting potion.

If the divine timer is still active, reboosting with a regular super combat potion can return the affected stats to their normal boosted values while the remaining divine effect prevents natural decay. This does not restart the original five-minute timer. Once that timer expires, the divine-controlled stats return to base.

This distinction prevents two common misunderstandings:

  • A divine potion is not complete immunity to stat drains.
  • A restore potion does not function as a combat-boosting potion.

The exact order of brews, restores, and reboosting matters during raids. Players should plan their supplies around the encounter instead of assuming one divine dose will maintain full stats through repeated brewing.

Why Each Dose Deals 10 Hitpoints of Damage

Drinking one dose immediately inflicts 10 damage on the player. This is part of the potion’s tradeoff for maintaining three maximum melee boosts.

You must have more than 10 Hitpoints to drink it. At exactly 10 Hitpoints or below, the game prevents consumption rather than allowing the dose to kill you.

The Hitpoints cost affects when the potion is practical. Losing 10 Hitpoints may be minor at a bank, before entering a safe encounter, or when food is readily available. It can be dangerous during a boss mechanic, after taking a large hit, or while relying on limited healing supplies.

Safe use involves checking current Hitpoints before drinking, not just the potion timer. Avoid blindly repotting from a timer notification when incoming damage is possible.

The potion does not raise Hitpoints to compensate for its cost. It also does not provide damage resistance, healing, or Prayer restoration.

Divine Super Combat Potion vs Regular Super Combat Potion

Both potions provide the same initial Attack, Strength, and Defence boost. Their differences concern duration behavior, cost, Hitpoints, and flexibility.

FeatureRegular super combat potionDivine super combat potion
Initial formula5 plus 15%5 plus 15%
Affected skillsAttack, Strength, DefenceAttack, Strength, Defence
Natural stat decayContinues over timeSuspended for five minutes
End behaviorBoost declines graduallyStats return to base
Hitpoints costNone10 per dose
PreserveSlows natural decayDoes not extend divine timer
Typical priceUsually lowerUsually higher
Main benefitFlexible and economicalPredictable maximum boost
Main drawbackGradually loses powerFixed timer and Hitpoints cost

A regular potion can remain useful beyond five minutes, even though its boost gradually weakens. Preserve can slow that natural decline. This may allow a player to stretch each dose longer during casual Slayer, low-defence enemies, or trips where supply economy matters more than maximum DPS.

The divine version is most attractive when maintaining the top boost protects a max hit or improves accuracy against a defended target. It also simplifies boost tracking because the three levels remain fixed until the effect ends.

Neither potion has one universal DPS advantage. The difference depends on:

  • base combat levels
  • equipment and Strength bonus
  • selected prayer
  • target defence
  • max-hit breakpoints
  • repotting frequency
  • time spent moving or waiting
  • external stat drains
  • potion cost

A divine dose cannot improve DPS while the player is unable to attack. Long transitions, forced downtime, and waiting for spawns may waste part of its fixed duration.

Does Preserve Work With Divine Super Combat Potions?

Preserve slows normal decay for eligible temporary skill boosts. A divine boost does not naturally decay during its active period, so Preserve does not extend its five-minute duration.

Once the timer expires, the affected stats return to their base levels rather than changing into a normal gradually declining boost. Leaving Preserve active does not prevent this reset.

Preserve remains useful with a regular super combat potion. It can lengthen the interval between natural stat drops, helping a regular dose retain more of its value.

Piety is different. It can be used alongside the potion because it modifies melee accuracy, Strength, and Defence through prayer effects. Drinking the potion does not cancel Piety, and Piety does not replace the potion boost. Both contribute to the combat calculations through their own mechanics.

Is It an Overload?

The divine potion resembles an overload because it maintains elevated stats for a fixed period, but they are not the same effect.

A divine super combat potion:

  • boosts only Attack, Strength, and Defence
  • deals 10 Hitpoints of damage once
  • prevents natural decay for five minutes
  • does not automatically restore stats after external drains
  • returns affected boosts to base at expiration

Overload-style effects in certain OSRS activities can follow different rules, including repeated restoration, different damage, unique stat values, or activity restrictions. Calling the divine potion an overload can cause players to make incorrect assumptions about Saradomin brews and stat-draining mechanics.

Crystal shards being ground beside purple potion vials on an apothecary bench
Crystal dust is added by dose when converting a regular super combat potion.

How to Make a Divine Super Combat Potion

Creating it requires level 97 Herblore. The player adds crystal dust to an existing super combat potion.

Crystal dust is produced by grinding crystal shards with a pestle and mortar. Access to the relevant crystal content and the ability to make divine potions are tied to Song of the Elves and Prifddinas progression.

The recipe works by dose. Each dose of regular super combat potion requires one unit of crystal dust for conversion.

Regular potion sizeCrystal dust requiredDivine result
Super combat potion(1)1Divine potion(1)
Super combat potion(2)2Divine potion(2)
Super combat potion(3)3Divine potion(3)
Super combat potion(4)4Divine potion(4)

The conversion awards only 0.5 Herblore experience per dose. Converting a four-dose potion therefore provides 2 Herblore experience. That amount is too small to make divine conversion a serious XP-training method.

The finished potion is tradeable, so mains can buy it from the Grand Exchange without having level 97 Herblore. Ironman accounts must obtain the ingredients and meet the creation requirements themselves.

Potion doses can be managed through normal decanting services. When comparing prices, check the cost per dose rather than assuming that every vial size provides equal value.

A gloved adventurer choosing between red and violet potion vials before a fight
The right potion depends on the encounter, supply pressure, and how often stats are drained.

Where Divine Super Combat Potions Are Most Useful

The potion is well suited to encounters where a player can attack consistently for much of the five-minute window.

Potential uses include:

  • melee bossing
  • high-defence Slayer targets
  • raids with controlled brewing
  • repeated kills with short downtime
  • encounters where a max-hit breakpoint matters
  • situations requiring consistent melee accuracy

At Vorkath or another predictable melee encounter, a fixed boost can simplify repotting and maintain performance. At bosses with long transitions or frequent stat drains, some of the duration may be wasted.

Theatre of Blood, Tombs of Amascut, Nex, and other group or raid encounters require more nuanced supply planning. Saradomin brews can lower melee stats, while repeated divine doses consume Hitpoints. Some players combine a divine dose with regular reboosting, but the best arrangement depends on team strategy and inventory pressure.

For casual melee training against weak enemies, regular potions may be more economical. The difference in kills per hour may be too small to recover the additional supply cost.

Mains, Ironmen, and Group Ironmen

Main accounts

Mains should compare current potion prices by dose. The Grand Exchange value changes with demand, crystal-shard supply, PvM activity, and production margins. Avoid relying on an old price guide.

Calculate value using:

Cost per dose = price of potion container ÷ number of doses

Then compare the extra supply cost with any realistic increase in kills, experience, or convenience.

Ironman accounts

For an Ironman, the potion has an opportunity cost beyond GP. Crystal shards support several useful items and activities. Turning shards into dust for routine low-value Slayer may not be the best use of a limited supply.

High-value bossing, speed-sensitive challenges, and demanding encounters are stronger candidates. Keeping shards unground until needed also preserves flexibility.

Group Ironman accounts

A Group Ironman can distribute production according to available Herblore levels and crystal supplies. One member may meet the level 97 requirement before the others. The group should still consider whether the expected use justifies its shared crystal-shard stock.

How to Decide Whether It Is Worth Using

Ask five questions:

  1. Will the maximum Strength boost preserve a max hit?
  2. Does the target have enough defence for maximum Attack to matter?
  3. Can I attack for most of the five-minute duration?
  4. Will brews or monster mechanics repeatedly drain my stats?
  5. Is the performance gain worth the GP or crystal shards?

A damage-per-second calculator can help with the first two questions. Compare the exact same setup at the divine maximum and at the lower levels expected from a regular potion. Do not use one universal percentage because each loadout and target produces a different result.

Convenience also has value. Some players prefer a clear five-minute repot cycle even when the numerical improvement is modest. Others prioritize longer trips, lower costs, or avoiding the 10-Hitpoints penalty.

Frequently Asked Questions

How long does a divine super combat potion last?

Its divine effect lasts five minutes. During that period, Attack, Strength, and Defence do not decline through normal stat decay. When the timer expires, the potion-controlled boosts return to their base levels. Preserve does not extend the duration.

How much does it boost at level 99?

At level 99, the boost is 19 levels. OSRS calculates 15 percent of 99 as 14.85, rounds that portion down to 14, and adds five. A base level of 99 therefore becomes 118.

Can a divine super combat potion kill you?

The potion deals 10 Hitpoints of damage, but the game prevents you from drinking it at 10 Hitpoints or below. You must have more than 10 Hitpoints. Incoming damage can still make repotting dangerous, so check your health first.

Does it boost Ranged or Magic?

No. It boosts Attack, Strength, and Defence only. Use the relevant Ranged or Magic potion for those offensive skills. It also does not restore Prayer or increase Hitpoints.

What happens if I drink a Saradomin brew?

The brew can lower your divine-boosted combat stats. The divine effect does not automatically return them to their original maximum. Restore toward base, then use an appropriate combat-boosting potion if you need to regain the higher levels.

Does Preserve make a divine potion last longer?

No. Preserve affects normal temporary-stat decay, while the divine effect uses a fixed five-minute timer. The boosted stats return to base when that timer ends. Preserve is more relevant to a regular super combat potion.

What Herblore level is required to make one?

You need level 97 Herblore to convert a super combat potion using crystal dust. One crystal dust is required for each dose. The conversion gives 0.5 Herblore experience per dose.

Is a divine potion always better than a regular one?

No. The divine version provides steadier maximum stats, but it costs 10 Hitpoints, usually costs more, and ends after five minutes. A regular potion can be more economical for low-defence targets, casual Slayer, extended trips, or brew-heavy encounters.

Choosing the Right Potion for the Fight

The OSRS divine super combat potion is designed for predictable melee performance. It maintains maximum Attack, Strength, and Defence for five minutes, making it valuable when accuracy and max-hit breakpoints affect the outcome.

Use it where continuous damage and reliable boosts justify the cost. Choose a regular super combat potion when gradual stat decay is acceptable, Preserve is useful, or saving supplies matters more than remaining at the maximum boost. For Ironmen, include crystal-shard availability in that decision rather than treating the potion as a free upgrade.

Misbah Shafique, OSRS guide writer

About the author

Misbah Shafique

OSRS guide writer

Misbah Shafique writes practical Old School RuneScape guides covering combat calculations, damage mechanics, equipment choices, training methods, and in-game planning.

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