Ok, I'm officially removing the summaries of each monsters... soon. Hopefully. This is where I will keep my work until it is complete, which will replace the current list. For now, these are just the combat familiars. Anybody want to have some imput? Which familiars to use? [hide=Combat Familiars]While determining this, max hit isn't the only factor. Accuracy is just as big, along with size, duration, ect. The order of this is NOT from best to worst familiar. This is listing what familiar to use when you can. For example, the Abyssal titan isn't listed in the Combat familiar's section. This is because it is worse than the Wolpertinger, even though it has a higher requirement, thus having 0 reason to use it in combat. This only goes to level 57, because anything under isn't worth the hassle. 1st: Steel titan (99, 230 Combat) Max: 24 Hp: 754 Xp: Range Time: 64 Minutes Size: Large Notes: Yeah, who didn't expect this? These dudes have the biggest max hit, and they are range based. These have a very nice defence and hp, so they'll last a while. Their special is 4 powerful range hits, but of course they are quite overpriced, currently 500 gp in the Grand exchange. Remember their second ability. They give 15% Constant invisible defence! I don't know why, but this always seems understated... 2nd: Iron titan (95, 220 Combat) Max: 23 Hp: 694 Xp: Defence Time: 60 Size: Large Notes: Basically a lesser version of Steel titans. They also have a large max hit, at 23. They are defence based, so they could be preferred over Steel titans depending on what you killing and the xp you want. They're special is closely related, and also overly priced. Remember their second ability. They give 10% Constant invisible defence! 3rd: Wolpertingers (92, 220 Combat) Max: 210 Hp: 651 Xp: Magic Time: 62 Size: Small Notes: THESE DON'T HIT HIGHER THAN STEEL TITANS. THEY DON'T. The reason why they sometimes are more accurate is because some monsters are weaker to mage then they are to melee or range. (Not the majority, but there are still some). Remember, smaller size means that they will dance less, which makes this preferable in some spots, especially if its small size and magic based attacks come in handy. (Black demons for one) 4th: Geyser (89, 200 Combat) Max: 21 Hp: 610 Xp: Range Time: 69 Size: Large Notes: This guy is the best combat familiar you have gotten in a while... Yeah, his special owns. However, specials should ony be used in PvP, so this guy would be ideal to use during pvp. This guy shouldn't be used if you have a Wolpertinger unless it's PvP and your using scrolls, or if his huge size doesn't matter, and the monster is weak to range. Side Note: Rune Minotaurs. They last 150 minutes, and slightly worse than Swamp titans. They are the best defence xp familiar, besides Iron titans. 5th: Swamp titan (85, 152 Combat) Max: 16 Hp: 152 Xp: Attack Time: 56 Size: Notes: Pretty underrated, but they aren't even close to as good as Geyser titans. Rune minotaur could be used if you want the 150 minutes it lasts for. Side note: I heard that Hydras are better than Spirit dagannoths. Testing is required. (Max hit of 15) 6th: Spirit dagannoth (83, 148 Combat) Max: 14, with special affect. Hp: 528 Xp: Controlled Time: 57 Size: Medium Notes:"Ferocious - chance of attacking again without delay." This means that it can attack twice in a row, just like the Granite maul special attack. Yes, it is better than the Lava titan. 7th: Moss, Fire, Ice titans (79, 139 Combat) Max: 15 Hp: 476 Xp: Stregnth Moss, Magic Fire, Attack Ice Time: 58 Moss, 62 Fire, 64 Ice Size: Large Notes: The 3 starter pokemons! Just kidding, lol. Anyways, each have their uses, with Fire being the best, then Moss, then Ice. Ice is pretty much useless, as Strength xp is considered to be worth more than attack or defence. (Fact, due to the whip). Fire is magic based, and that is a very good thing as most monsters are weak to mage. (Not all, but a good amount) Magic xp is worth more than melee. Their special cures 8 hp and 13 Defence. (Maxed) 8th: Talon beast (77, 135 Combat) Max: 5, but they hit 3 times. Hp: 454 Xp: Strength Time: 49 Size: Large Notes: They don't hit 1000x faster than normal familiars do. Although they seem like they do. They hit 3 times almost instantly, but there is a delay afterwords. Also, I would like to make note that they're secondary ingredient makes them not worth making. (Totally wrong section, yet I thought I should mention that...) Side note: Granite lobsters are most likely better. I need to confirm. 9th: Obsidian golem (73, 126 Combat) Max: 14 Hp: 406 Xp: Strength Time: 55 Size: Medium Notes: They have a special that increases your strength. (Not sure how much, but I say Super str is far better so it's unimportant... to a degree). 10th: Karamthuhlu overlord (58, 95 Combat) Max: 10 Hp: 276 Xp: Range Time: 44 Size: Small Notes: These are pretty useful, and these are extremely behind the next useful fighting familiars. I guess it shows how bad everything is in between, lol. Jagex failed. These are very comparable to the Spirit kyatt. 11th: Spirit kyatt (57, 93 Combat) Max: 10, with special affect Hp: 268 Xp: Attack Time: 49 Size: Medium Notes: These are the lowest level fighter familiars that you should use. Anything under isn't worth the hassle. These are weaker than the Karamthuhlu overlord, but their first hit is tripled, making its max 30. So for a low hp monster, use these. For monsters with high hp, use the Karamthuhlu. [/hide] [hide=Healer familiars]1st: Unicorn stallion (88) Hp: 100 Time: 49 Hostile: No Notes: These are the king of healing familiars, curing 14 hp each scroll. That translates into 21 hp/minute, but their scroll is quite costly, so beware. These provide quick healing, unlike the Bunyip. They're rick click ability "Cure" cures poison, but provides no immunity. So it doesn't replace the Super anti poison. 2nd: Bunyip (68) Hp: 40 Time: 44 Hostile: No Notes: These cures 2 hp automatically every 15 seconds. This translates into 8 hp per minute. So why did this familiar earn second place? First, they give hp automatically which means they require 0 effort to cure. Very useful while slaying hard monsters. Also, they're extremely cheap to used, not even comparable to Unicorns. Also, they're special ability allows you to eat raw fish, (if you have the cooking level to cook them) which is especially useful at Waterfiends. (The animation of eating is lagless, which means you can attack as though nothing happened. There is a delay between when you want the hp, and when you get it though.) 3rd: Moss, Fire, Ice titans (79) Hp: 476 Time: 58, 62, 64 respectively. Hostile: Yes Notes: Being a good combat familiar it is, it has a huge amount of hp. Unlike the Unicorn stallion or the Bunyip, it actually can defend itself, and deals good damage. They're scrolls are expensive as well, and doesn't cure as much as the Unicorn, however. (8 hp and 13 def at maxed stats, or 12 hp per minute) There is more information on the Combat familiar section. 4th: Fruit bat (69) Hp: Time: 45 Hostile: No Notes: These guy's uses are extremely situational, and mostly used in GWD or Mithril dragons. Their main use is the scroll special, which drops Papayas (along with a myriad of other fruits). They cure 8 each, with almost an infinite supply. They are expensive though, and slow to eat. 5th: Void spinner (34) Hp: 59 Time: 27 Hostile: Yes Notes: A miniature version of a Bunyip in most aspects, curing 1 hp every 15 seconds. 6th: Albino rat(23) Hp: 68 Time: 22 Hostile: Yes Notes: The uses are somewhat similar to a Fruit bat, but instead of the fruits appearing on the floor the rat forages and stores up to 30 of them. Also, he makes Cheese (2hp) instead of Fruits(8hp)... [/hide] [hide=Beasts of Burden]1st: Pack yak (96) Slots: 30 Time: 58 Hostile: No Notes: These holds 30 spaces, which is 65% more than the second place. They also have a special that allows you to bank 1 random item it is holding. Although that may sound useless, it's uses are definite. It consumes 12 points (2.5 per minute) and you can use it to bank items such as Dragon bones and hides, mining runite ores, ect. It is also alot cheaper than the War tortoise. 2nd: War tortoise (67) Slots: 18 Time: 67 Hostile: Yes Notes: Controversy starts here. The War tortoise costs approximately 5,000 each, while the terrorbird is around 200 each. Big difference right? But 6 inventories is alot, but not always neccisary. I would say use it if you need to, such as if your raising prayer via Gilded altar. If the Beasts of burden is just there to support and a just in case, use the Terrorbird. 3rd: Spirit terrorbird (52) Slots: 12 Time: 36 Hostile: Yes Notes:Read above, to War tortoises. These guys are cheap. Dead cheap. Along with their scrolls. They are also extremely useful, and have many applications. Need some extra inventories and energy for your Herb farming runs? Bring these alongs, and it comes at virtually no cost! Serious, this is a very useful familiar. They restore energy equal to half of your agility level. 4th: Bull ant (40) Slots: 9 Time: 30 Hostile: Yes Notes: It's your first useful Beasts of burden, and it's very useful. In fact, the energy restoration is equal to that of a Spirit terrorbird! (Half of your agility level) However, they also cost ALOT more, over 10x more. Side note: Other Beasts of burden include: Spirit kalphites (25, 6 slots) and Thorny snail (13, 3 slots) [/hide]